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Retracing Memories

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An interactive story based on Frictional Games Amnesia and the universe of Legend of Zelda. An adventure through a cursed land looking for a lost love.I rate it T for teen, for violence. It is a horror fiction after all.

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Table of Contents

page 3 : Note about the story and game mechanics This section will help you understand how to read this writing.

page 4 : Intro Story time.

pages 5 - 155 : Map Travel between pages as designated by the area you are in. If no travel options are available,

simply go to the next page. If you find a glitch, you are welcome to return where you were a moment ago, so keep notes and draw a map of where you've been if you want to.

pages 157 - 178 : Endings The final area will lead you to the appropriate ending, but I thought I'd point out what pages

they are on, so you know where they are at.

page 181 : Developer's Notes FAQs can also be found here.

page 182 : Screenshots Some images of the game within the level editor.

page 184 : Credits I give it where it's due.

How to read this story

What you are about to read is not a typical linear book, nor is it a branching interactive story, but a storyboard for a game I was wanting to build. After several failed attempts to build the game, I decided to complete the storyboard and offer it to people to read. My contribution to the gaming community. From here the world is free roam, but the final area cannot be accessed until all main story memories are found.

If you're not familiar with Amnesia the Dark Decent, click the link here: http://www.amnesiagame.com

The developers at Frictional Games provided their game engine for people to make their own Amnesia Custom Stories, just as I have for you. However, my setup has some adjustments to the original game engine.

For those that have played several Zelda games prior to Skyward Sword, you'll have a deeper connection to the references I've placed in my story.

Game Mechanics

World• No names are given directly from *this* classic story. Only assumed, until the ending.

◦ Would have been nice to surprise you guys, but maybe you can surprise your friends.• I encourage you to make a map, but once you realize what map I used then finding one online

should be easy.• Please note, this world is mostly dead, abandoned, cursed. You are seeing the world in the format

of Amnesia.Items

• Your lantern can be used to light candles, as long as you have oil.• Can only carry 10 tinder boxes.• Can only carry 2 health potions.• Can only carry 2 sanity potions.• Can only carry 1 spare canister of oil, which can be filled at any oil container.• Can only carry 1 bag of powder with 10 uses.

◦ Creatures will smell you out. Use to deter them.• Can only carry 1 coin purse that holds 10 coins. Each click offers 1.

Monsters• Entering areas calmly: Monsters randomly spawn and leave between 5min and 10min• Entering areas under pursuit: Monsters randomly spawn and patrol between 30sec and 2min• Jump scares outdoors will consist of wildlife fleeing in panic, from you getting too close.

◦ Example: Walk too close to a random bush, rabbit runs out and away.◦ Example: Walk too close to a random tree, birds fly away.

▪ Disturbing wildlife creates attention. ◦ Note: wolves will be on the hunt soon. Beware of howling.

IntroBlack screen, heart begins beating as if reviving on it's own. You're laying on the

ground with blurry vision, but after fading in and out you rise. You're in a quarry by

some rocks, and you see a house at the northwest end of the pit. No sign of life around,

very foggy atmosphere, the house seems safe but abandoned, and the sun hides behind

thick clouds with no indication of finishing its dusk time frame. You hear a howl in the

distance and proceed into the house which lays unlocked. Upon entering you gather

your senses by lighting the fireplace. You think to yourself, “This places feels familiar.

This is my uncle's house.” A voice (can't tell if male or female) whispers, “Welcome

home, my friend.” You: “Who's there?” Voice:“She is in trouble, but you can still save

her,” You speak with confusion but concern, “Who is in trouble? Where is she?” Voice:

“I only know that your friend is in trouble, you must seek her out. Things have changed

for the worst. If you're ever in trouble I will bring you back here” The voice fades. You:

“I remember. My uncle's gear! It's in the closet. It's not here?! But where would... No

matter, Bob from the market will have some supplies, I will check with him. Town is

northwest from here. Again a memory; what is going on?”

Travel: (click the page number)Go to page 75, the Quarry

Area: Seer's place (west 7) The home looks much like a fortune teller's stall you've seen in the market.

Memory: None

Objective:• None

Enemies:• Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• East to page 15• Inside to page 6

Area: Seer's place inside (west 7)On the table by a boarded window sits a set of balanced scales with a polished stone weight on

one side. Behind the boarded window in the dark, rocking in a chair is an old woman. Old woman: “Why hello young man. Have you come seeking answers? Simply think of your question and place a bag of coin on the scale, then touch the weight. The weight of the stone changes based on the value of your question.”

Memory: None

Objective:• Place coins on the tray then touch the weight.

◦ If the weight is too heavy: Seer: “Dear me, (taking the coins) you haven't put much effort in seeking an answer have you. Try a little harder before seeing me again.”

◦ If the weight is too light: Seer: “Oh my, (taking the coins) aren't you a wealthy one, but your answer remains hidden to me. Perhaps you should spend your time looking for clues rather than treasure hunting.

◦ If the weight is balanced: Seer: “Very well, (taking the coins) you seek a path through the woods north of here. When you come to an intersection of four paths, follow the directions of {North, West, South, North, and finally West}. Beyond the woods you will see the Skull mask tribe in the field. Use caution not to disturb them and make your way north to the cavern of the dead. The path to Sanctuary is on the other side of the cavern. As of late I have seen ghosts floating about, so keep your distance and you will be fine.

Enemies:• None

Misc Items:• After you receive your answer, leave and return. The old lady is gone and the door leading to

her is open. On the chair is a note. See note: Seer's Note.

Notes: • Seer's Note

◦ I have known three types of men and how they handle their money.

The Greedy: These worthless dogs hold on to their precious coins like they were their own children. As if letting go of such a thing would take away their very soul. They do not realize that the coin they hold so tightly bleeds from them ever so quickly. They will lose everything they have and have nothing to show for it.

The Ignorant: Such easy prey to con. Men who have no skills, no talents, no comprehension of value. They throw their money at anything, everything and anyone in hopes of solving even the smallest of problems. I do not know how they acquire such wealth, but I can assure you they won't have it for long.

The Wise: I would not dare stand in the way of such great men. Those that learn, study, barter, think before they act. These men cycle economics the most efficient and most effective way they can. Both tangent and non tangent items have a price, but knowing approximately how much is key. I will see to answer the questions that disrupt their

steady minds.

For you young man the path to Sanctuary should you forget: From here travel North into the forest. Each time you come to an intersection proceed as follows: North, West, South, North, and finally West. Should you get lost in the middle, simply begin again no matter where you are. Use caution, for the Skull Mask tribe have not been kind since the curse laid heavy on the land. I pray for your journey.

Travel Options:• Outside to page 5

Area: Skull Mask tribe (west 7, north 1)

Memory: You think: “At the far end of the forest dwells the Skull Mask tribe. A group of heathens that killed many living things and wore their skulls as masks as a sign of significance. Individually they are all lethal. As they dance around the roaring campfire, one would think they are in unison, but upon closer observation they are trying to show each other up. They never could fight as a unit like the soldiers at the castle. Which would explain their lack of development.”

Objective: • Pass by unnoticed.

Enemies: • Skull Masks

◦ These men have poor vision due to the masks they wear. Should you do anything unnatural to disturb them, they will ALL run after you like piranhas.

Misc Items:• None

Travel Options:• North to page 9• East to page 16

Area: Skull Mask tribe (west 7, north 2)

Memory: You think: “This is the direction that the sages of Sanctuary would take to gather the dead. The forest was another line of defense to lose anyone following them. Unfortunately for them, I knew the forest better than they did.”

Objective: • A couple of Skull Masks guard the entrance to the cavern. Find a way to distract and pass by.

Enemies: • Skull Masks

◦ These men have poor vision due to the masks they wear. Should you do anything unnatural to disturb them they will ALL run after you like piranhas.

Misc Items:• None

Travel Options:• North to page 10• South to page 8

Area: Cavern of the Dead (west 7, north 3)

Memory: None

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.

Misc Items:• None

Travel Options:• North to page 11• South to page 9• East to page 18

Area: Cavern of the Dead (west 7, north 4)

Memory: None

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.

Misc Items:• None

Travel Options:• North to page 12• South to page 10• East to page 19

Area: Cavern of the Dead (west 7, north 5)

Memory: None

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.

Misc Items:• None

Travel Options:• South to page 11• East to page 20

Area: Mountain Men Tribe Team West (west 7, north 6)

Memory: You think: “The west side of the arena. The night stalkers. These men would plot a means of attacking at night under the cover of shadow. At dusk they would begin their attack while the sun was setting to blind the enemy. Once the stars were out, they would pick off the enemy a few at a time with stealth and cunning maneuvering.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.◦ They dismount and act like grunts.

Misc Items:• Obstacles on the field will help hide you.• Over by the gambling counter in the cliff face: You think to yourself: “The audience would

come down to make their wagers then return up the stairs to watch this brutal sport. Some of those still lingering to make a bet would find themselves a member of the brawl whether they wanted to be or not.”

Travel Options:• North to page 14• East to page 21

Area: Observation Point (west 7, north 7)

Memory: You think: “The highest walkable point in the land. The clouds prevent any view down the mountain, but the real entertainment was the arena just past the edge of the walkway.”

Objective: • None

Enemies: • Only if under pursuit; one of the horse riders on foot will come after you from one ladder or the

other.

Misc Items:• At the far side of the walkway you see a nest just out of reach. The bird is long gone, but some

feathers still remain. Find a spot on the mountain face to climb up just enough to reach the nest. Take a handful of feathers.

Travel Options:• South to page 13• East to page 22

Area: Forest of the Lost meadow (west 6)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• An abandoned carriage overgrown with plant life sits over by wall of earth reaching up to the

forest. Inside the carriage are 3 coins.

Travel Options:• North to page 16• East to page 23, south side path• West to page 5

Area: Forest of the Lost (west 6, north 1)

Memory: You think: “This is the part of the woods that is the most alive, cunning and cruel at times. I had often wondered if the trees here were protecting the skull mask tribe. However, despite the fact the village is just north of here, there is no path that leads to it. In the end, I am grateful for that.”

Objective: • Find your way through the woods that leads to the skull mask tribe

Enemies: • Nothing will physically hurt you, but when the puzzle resets itself twice you lose sanity from

the sense of being lost. Owls will hoot, bushes will shake, crickets chirp, and sometimes dead silence after a series of sound effects.

Misc Items:• None

Travel Options:• South to page 15• If you know the riddle, then West to 8

Area: Forest of the Lost village (west 6, north 2)

Memory: You: “My childhood home. The village seems intact, but no one is around. Everyone is just...gone.”

Objective: • None

Enemies: • None, no exceptions

Misc Items:• One of the little houses is a workshop with fabric and clothing neatly organized. On the table is

a series of clothes sized for dolls. One of the dresses can be taken.

Travel Options:• South to page 16• East to page 25

Area: Cavern of the Dead (west 6, north 3)

Memory: None

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.

Misc Items:• None

Travel Options:• North to page 19• West to page 10

Area: Cavern of the Dead (west 6, north 4)

Memory: None

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.

Misc Items:• None

Travel Options:• North to page 20• South to page 18• East to page 30• West to page 11

Area: Cavern of the Dead (west 6, north 5)

Memory: You: “This was the area I believe. Yes, an ancient hero rests here. I wonder...”

Objective: • None

Enemies: • Ghosts:

◦ They float about as if lost. ◦ If you come within distance they will glow red/orange and give chase. ◦ Looking at them will drain sanity, coming into contact will kill you.◦ The ghost in this area will not approach the hero's grave.

Misc Items:• The grave of the ancient hero has a man-like statue at the head of it. The statue's sheath lays

empty. You: “I... I remember. (A ghostly knight can be seen transparently with the stone statue) The ghost of the hero appeared before me and offered me his sword. The sword is to be seen as a responsibility. A weapon to defend the weak until they in turn can become strong. For while the sword stands before the enemy, the strength of the sword is supported by those that stand behind it.”

Travel Options:• South to page 19• West to page 12

Area: Mountain Men Tribe Team East (west 6, north 6)

Memory: You think: “The arena. The morning chargers. These men strategized ways of attacking during the day; to be seen at dawn's early light and blind the enemy with the sun. With all revealed, they show their might with military unity.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• North to page 22• West to page 13

Area: Observation Point (west 6, north 7)

Memory: You think: “As dangerous as it was to reach these heights, I was found favorable with these ruffians. They see no need to come down from the mountain for living anywhere else is a sign of weakness. They protect their territory with pride and do not allow the weak to invade. The chief was impressed with my strength and dexterity to have reached him. From here the tribe watches it's members fight each other in a game called capture-the-flag. The ladder nearby reaches an even higher point to view the arena but is very narrow.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• South to page 20• East to page 35• West to page 14

Area: Forest of the Lost (west 5)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• If on the north side path,

◦ North to page 24◦ East to page 36

• If on the south side path, ◦ East to page 36◦ West to page 15

Area: Forest of the Lost (west 5, north 1)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A grave can be found in this area. You: “This grave. I found a man dead at this very spot. I did

not know where he had come from, but he had met an unfortunate end. I felt compelled to make a grave for him and I often returned to visit. Perhaps he is the reason I joined the baron to cut back the forest a little ways. To keep travelers from losing their way and losing their lives.” Sanity restored.

Travel Options: • North to page 25• South to page 23• East to page 37• West to page 16

Area: Forest of the Lost (west 5, north 2)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Cart tracks lead from northeast to north.

Travel Options: • North to page 26• South to page 24• East to page 38• West to page 17

Area: Flooded Mine (west 5, north 3)

Memory: Voice: “Do you remember this place?” You: “The mineshaft has flooded again? Did any of them make it out in time?” Voice: “I do not know, but you volunteered to search for survivors once before. You should find a way in and find out.”

Objective: 1. Repair the pump2. Start the pump

◦ Pump is running but water remains. Check around and where the pipe goes.• Once the entrance is opened, enter the mine.

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

Misc Items:• When you return there is 30sec left before the entrance is revealed. Pump will begin to whistle

loudly drawing attention for 10 seconds and the pump will explode. Spawn rate for enemies in the forest has increased drastically.

Travel Options: • South to page 25• If the entrance is open, enter to page 27

Flooded MineMemory:

You think to yourself: “The mine was discovered by the baron's scouting party while investigating the woods. This unusual hole in the ground quickly expanded into an underground cavern. Some of the townsfolk began spreading rumors of valuable riches and thus they began excavating and building beneath the surface to further explore the depths without worrying about collapse. Due to all the traffic and the path laying just on the border of the woods, the path has become a permanent scar, and saving people from getting lost. After much digging, the people never found any gold or silver nor anything of material value, with exception of a new type of clay.”

Enemies:• Skeletons: lying on the floor they will reach out, grab and hold you. Jump to free yourself, or

remove their arms.• Zombies: take a normal grunt, make it slower, hit harder, always able to find you, and has poor

balance. Throw a large object at it to knock it over, temporarily.

Misc:• On a desk you'll find some papers. See notes: Miner's notes.• Halfway through the mine you will find a grunt sitting by the wall near the next room door with

shackles on and around him. Should you open the next door, a trap will kill you. Do anything else and he will sit there staring as if he can't get up. Find some salted meat and give it to him. He will reach behind him and flip a switch to remove the trap then after a couple minutes of eating animation, he will stand and look at you or the door you went through for a moment as if pondering, then leave the mine. If you'rewatching, you'll realize the grunt was not chained down at all. After the grunt has gotten up, a broken shackle will be available to take.

• Toward the end of the mine, you find a reserve of clay and chunks laying about the floor like coal. Take a piece. Your lantern will no longer need oil. When you pick up a chunk of clay: You: “I remember taking a piece for myself. This is why the king ordered the construction of that pump. The water would act as a barrier, and the whistle would warn of its opening. This piece, no bigger than my palm, will burn for a full year.”

• Some areas of the mine will prevent you from lighting your lantern and candles, due to lack of clean air. If you have the fairy's protection, you'll be fine, otherwise you'll take damage until death.

• Deep in the mine you will stumble on a locked room with a child inside. You: “A survivor? What are you doing here?” the child remains mute. You: “Are you alone?” the child shakes his head no. You: “Come with me, I will take you somewhere safe.” the child will follow you. If you try to leave the mine, you'll find the doors are locked and the child will make whining sounds as if something is wrong and point back deeper into the mine.

• One of the rooms has a skeleton sitting in the corner of the room. He's holding a few papers. See note: Under my nose

• One room appears to be a workshop, with some papers on the desk. See note: Clay bombs.

Notes: • Miner's notes

After the curse broke out, marauders gathered up some of the citizens and threw them into the mine along with myself. The mine would be opened up from time to time based on how much clay we offered in exchange. If enough was given, the mine would be

opened up daily. If only a little was given, the mine would go weeks without opening again. We've been fortunate enough to remain together down here, but the season draws near. During the next time of exchange, we will distract the marauders enough to let some escape. They will have a better chance of survival running on the surface, than hiding in a dark corner waiting to die.”

• Clay bombsThe clay we found was a great discovery. We used it to light the lanterns around the village and castle to burn for months at a time. Due to how dangerous it was, we had to take great precaution to not let the fire get out of hand. Recently, we managed to find other uses for the clay. This was by far the most dangerous and the king ordered such research be destroyed. I was not so pleased with this decision and merely locked it away down here. I am happy I did. I have harnessed the explosive power of the clay without the fear of spreading wildfires through the land. Just a little more time and we will have enough to drive those marauders back to the devil in pieces.

• Under my noseI could pick any lock I set out to break. I traveled to many places learning their secrets and taking a prize as a souvenir. Cartography can be a great ally to a thief, mapping out a home to plan a heist. I have my master to thank for teaching me such skills, but being caught and thrown down here with the rest of the townsfolk does me little good. I can't pick a lock that lays underwater. I hear the others planning an escape and I will have to take advantage of that. I can finally learn what my master had kept from me. He left me a map of a tower in the forbidden forest. He laid out the rooms and told me to find the lion's nose. Once I get out of here I will see to it to solve this riddle, even if it's the last thing I do.

Boss room:Note found on the ground in the center of the room: “The escape of some of the miners

infuriated the marauders to attack the miners, and since the miners had nothing to lose, fought back. An even battle mostly, but the surviving marauders flooded the mine entrance for the last time. It has remained closed since.” An image of the child with a demonic faced smile flashes before your eyes. A shadow emerges from the child leaving him unconscious. The door seals shut.

Objective:1. The creature wants to possess you, avoid being hit. Walls do not seem to affect it, it will float

and sway around you, then charge.2. Turn the crank to open the side door. Run down the hall to the next room.3. A crank inside will not work until the door is shut. Turn crank to open vents fully.4. Use lantern to light the pedestal in the room. Shadow creature will burn up with a horrific

scream from the light produced.

Memory of Courageous Act:Touch the child to wake him up and he will stand on his own, smile gently and say with a

ghostly voice while fading away “Thank you for saving me mister.”. You: “Ah yes, I was here, a long time ago. A family spoke of their son going missing. The boy thought he'd play hide and seek in the mine while it was open. Unfortunately the mine was scheduled to be closed for the season. During this time, miners were known for disappearing. I found evidence of the child and I proceeded to enter the mine. “This memory would have been before the curse occurred, so when

did the curse break out?” Sanity cap increased.

Misc items:• A letter can be found with belongings in the ventilated room you defeated the shadow in. See

love letter: My inspiration.

My InspirationHow have you been? I suppose you're doing just fine. After all, you've saved so many people in your travels. We never needed to leave the village, but that fateful day changed everything did it not? I may have forgotten who I was for a while, but I instinctively made an effort to care for those in need, much like you've done. The children all work hard to be as strong, brave, and helpful just like you. Even though you never had any children of your own, I know you'll be a great father one day, and a great husband. Will you ever come home? Father and his friends are having trouble herding the goats these days. I don't think anyone can fill your shoes. I will wait for your return, but until then I will look after the village children as if they were my own.

Travel Options:• Outside to page 26

Area: Foot of Sanctuary (west 5, north 4)

Memory: None

Objective: • None

Enemies: • Parade of sages

◦ Group of eleven spirits will float from a random direction toward Sanctuary.◦ If you're close enough, you will pass out before seeing where they went to.◦ If you're far enough away, you will see the direction they traveled to.

Misc Items:• None

Travel Options: • North to page 31• East to page 40• West to 19

Area: Sanctuary (west 5, north 5)

Memory: Upon reaching Sanctuary, you stumble to the side and fall with blurry vision. You see a group of ghosts who are still performing the traditional ritual of passing. You: “I've seen these men before in my travels, but why did I follow them?” Voice: “This place is a dwelling for monks, sages, priests and other holy men. They are the ones who deal with the dead as well as provide spiritual healing. When someone in the region dies, the monks will come down in a small group of perhaps eleven or so. Four will surround the group by candle light to ward off on lookers, four will carry a body size plank, two at the front and back will swing burning essence candles to ward off the beasts, and one leader at the front who carries a book of passing. Only up to four guests associated with the dead they carry may travel with this caravan. The guests that follow are often in a trance.” You: “So I did follow them; Why, I wonder.”

Objective: • Enter the holy domain.

Enemies: • Parade of sages

◦ Group of eleven spirits will float from a random direction toward Sanctuary.◦ If you're close enough, you will pass out before seeing where they went to.◦ If you're far enough away, you will see the direction they traveled to.

Misc Items:• None

Travel Options: • South to page 30• Inside to page 32

SanctuaryMemory: None

Enemies:• Wizards: they teleport from room to room rather than give chase. You will see a small swirl of

purple smoke and star glimmer before they appear (10 seconds), very quiet. Stay out of sight to avoid them, lest they strike you with orbs of lightning. 2 seconds to charge, one second to hit, and 3 seconds to cool down.

• Suits of armor: They remain stationary, but the head will face your position while you're hiding. Should you be hiding in a closet you will be found instantly. The armor was from the previous war and now used as decoration to remind people of sacrifices made.

Boss room:A man lays dead on the ground in the middle of the room with an arrow through his eye socket.

This was once the high priest of Sanctuary. Touch the eye patch which lay next to his body. A flashback of the high priest ripping off his eye patch and blinding you with brilliant light. You hid behind columns to avoid being burned. You draw your bow and shoot the spot that is the brightest, his eye, and thus killing him. Returning from the flashback, You: “Why did I kill him? He's a man of the cloth.” You panic and see ghosts coming toward you. Run. Upon evading the ghosts, You: “No, there must have been a reason. I must go back.” You make your way back to that room.

Memory of Courageous Act:Enter the priest's inner sanctum. You find the priest's bedroom, still in it's original state. One

ghost still remains sitting in the corner by some papers and books. The ghost sees you and runs toward you. You can't move and watch the memories of the ghost. You are thrown into this room by a few robed figures, a couple of women are bound by the wall. The robed men take you over to join them. You drop your belongings (a couple books and papers) in a struggle, but become bound as well. The robed men leave, and the priest enters shortly after. He strokes the cheek of one of the other women. The door begins to bang, which infuriates the priest to investigate. Upon opening the door he fires a magic orb from his hand at someone, steps out and pulls the door to. You return to yourself and an empty room. You: “I see. I came here to make a rescue. Those ghosts were not after me, but fleeing from this wretched place.” Sanity cap increased.

Misc Items: • Over by the ghost's belongings is a love letter. See love letter: My brave hero. Health cap

increased.My Brave Hero

Each night I think of you. My way of thanking you for saving me from such a terrible prison of crystal. I was helplessly suspended there watching the evils of the night. Then you came with sword in hand to slay the beasts. I knew my role in your quest and followed through as did the other maidens, but they do not see you as I do. I am bound to her highness much like you are in a way. And though we both serve her, I desire in my heart to serve you. The other maidens tell me you seek her highness's attention. Is this true? I fear your answer, for we only just met and I wonder if you think of me at all. I know your duties will return you to the princess, and I will be ready with the courage to speak to you of how I feel. Until then, my hero.

Travel options: • Outside to page 31

Area: Mountain Men Tribe Village (west 5, north 6)

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.◦ They dismount and act like grunts.

Misc Items:• Mountain men storage area. They stock up on supplies for the winter season. I was permitted

to trade with them in exchange for services of labor. Milking goats was not the safest of jobs.

Travel Options:• North to page 31• East to page 42• West to page 21

Area: Mountain Men Farm (west 5, north 7)

Memory: The tribe's farm of goats and vegetables. The mountains gave their vegetables a very starchy taste and the goats were about as fierce as their masters.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• South to page 34• East to page 43• West to 22

Area: Forest of the Lost (west 4)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 37• East to page 44• West to 23, north side• West to 23, south side

Area: Forest of the Lost (west 4, north 1)

Memory: None

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

• Animal trap: ◦ well hidden◦ will cause double the normal damage if stepped on, and requires 30 seconds to regain

movement. ◦ If an enemy is nearby, they will instantly notice and take advantage of your distress.

Misc Items:• None

Travel Options:• North to page 38• South to page 36• East to page 47• West to page 24

Area: Forest of the Lost (west 4, north 2)

Memory: You: “This. This chill. Not a cold feeling, but a feeling in my soul. Anyone can tell this forest is different from any other so most stay away. I use to play in it as a child with my friends. Now? It's as if my home has rejected me. I wonder what has become of them?”

Objective: • None

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Cart tracks lead from east to northwest.

Travel Options: • North to page 39• South to page 37• East to page 48• West to page 25

Area: Fresh water spring (west 4, north 3)You see an empty hole that was once a spring of healing. Pipes from a hole in the wall lead to

the spring as if it was a drain from the other side.

Memory: With the discovery of the mine, the spring was used to cleanse the poisons of the mine. Soon after, the water was also used to block the entrance. None of my friends from the village has seen the mistress since.

Objective: 1. There is a hole in the bottom of the dry spring; plug the hole so that the spring fills up again.

1. If the pipe is not draining water into the spring, look around some more, before the next step.

2. Once the spring begins to fill from the pipe filling it, a great fairy in illuminated form appears before you. Fairy: “Thank you hero for refilling my spring, but the water you brought me is far too polluted to bless and heal you. I know you seek passage into the mines and I would advise you not to enter for the sadness that dwells there. However, you must enter to regain your lost self. I shall bestow upon you protection from the plagues that linger there. Go now, for she waits for thee.” She disappears.

3. Proceed to the mines.

Enemies: • None

Misc Items:• None

Travel Options: • South to page 38

Area: Statues (west 4, north 4)

Memory: The sages of Sanctuary do not see any man better than another; so to encourage peace, they built statues conversing with each other that had the appearance of the different races and tribes.

Objective: • None

Enemies: • Parade of sages

◦ Group of eleven spirits will float from a random direction toward Sanctuary.◦ If you're close enough, you will pass out before seeing where they went to.◦ If you're far enough away, you will see the direction they traveled to.

Misc Items:• None

Travel Options:• North to page 41• West to page 30

Area: Underground water way / pass (west 4, north 5)

Memory: None

Objective: • None

Enemies: • Parade of sages

◦ Group of eleven spirits will float from a random direction toward Sanctuary.◦ If you're close enough, you will pass out before seeing where they went to.◦ If you're far enough away, you will see the direction they traveled to.

Misc Items:• If you're on the west side of the rock wall, an underground waterway can be used to travel to the

other waterway locations. You: “If I'm correct, this waterway connects underground like the other holes I've seen. I don't believe the sages would have used it, but I've been wrong before.”

• If you're on the east side, you can either travel south or east. It's a small scene, I know.

Travel Options:• South to page 40• East to page 51• Water way: 95, 138, 92

Area: Mountain Men Tribe Entrance (west 4, north 6)

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• North to page 43• East to page 52• West to page 34

Area: Rock ridge (west 4, north 7)

Memory: Not exactly the safest of routes, but it's the least guarded; by men that is.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.◦ They dismount and act like grunts.

▪ Rock trap: if triggered, will drop boulders down on you and kill you.

Misc Items:• None

Travel Options:• South to page 42• West to page 35

Area: Baron's Keep (west 3)

Memory: Voice: “This estate once belonged to an ambitious baron. Despite the risk, the baron had plans to expand the kingdom's population by driving back the forest. The estate was built decades ago but abandoned. The baron saw fit to refurbish the building for his own benefit due to it's location; well guarded and in the woods.” You: “The baron hired me to map out the forest once, since I came from them as a child, or so my uncle said.”

Objective: • Enter the keep and locate your memory.

Enemies: • Skull masks:

◦ Same aspects as a grunt◦ Only see one at random

• Shadow Wolves: Curse imbued wolves◦ Will outrun you, but you can sidestep to make them run into objects to stun them.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• West to page 36• Inside to page 45

Baron's Estate

Memory: You think to yourself: “I never spent much time inside the estate, so I should use caution as it still remains occupied.”

Enemies:• Ghosts faze through walls from room to room. Looking at them or coming into contact drains

sanity. Their movement is mostly straight and slightly wavy. Stand aside and let them pass as they are not concerned with your actions.

• Undead armed mercenaries. They protect the grounds, much like grunts and brutes.• Plant life has overgrown the building and can drain health without notice, but won't kill you.• Shadow Hand. When you're hiding in a closet in the dark, a portal opens up behind you sending

you to a random room.

Misc:• A note can be found in one of the quarters' beds:

Notes:• Mercenary's journal

◦ Highlights of the journal include◦ Hired to protect estate, carts, and the baron.◦ The baron has been traveling deep into the woods to see a seer.◦ Overtime, the baron's ambition was turning him into a dictator.◦ The battle between man and nature has been in our favor, but the baron has been losing his

mind. The Lost Woods isn't just a physical description, but in many forms of the word.

Boss room:Audio memory: Baron: “I know full well you've been hiding the location of the village from me and I demand you

tell me!” You: “I refuse. The village is well out of your way to cut the forest back and expand the

kingdom.” Baron: “People are meant to be governed. I can not rest easy knowing someone may sneak up on

us and stab me in the back!” You: “The village is harmless!” Baron: “My men are already under orders to find them. Once the forest and water tribe are under

my control the king will have no choice but to recognize me.” You: “You've lost your mind!” Baron: “I see you for what you are now. My men will deal with your friends, and I shall deal with

you.”You see a pile of bones in the room along with the plants that have eaten away at him.

Memory of Courageous Act: Touch the papers on the desk, evidence of the baron's selfish ambition that you took to the king. Sanity cap increased.

Misc:• Love Letter sits on the baron's desk among other papers. The handwriting is not of the baron.

See love letter: My young friend. Health cap increased.

My Childhood FriendHow have you been? Everyday seems like yesterday. I was not allowed to wander far from my village, but our guardian brought you to us one day and sent you away the next it seemed. I always loved how different you were from the rest of us, and yet we treated you as if you were always one of us. When you brought our guardian back to us, we were able to live peacefully again, but since you weren't there, I have since felt alone. Even among my friends. Should you come back, I will make a special wish. Although my wish will cost me dearly, I would like to spend my life by your side. Going to places never before seen. I love my village, and I love you, but I can't have them both, so I will enjoy my time with my friends, until you come back to me.

Travel options:• Outside to page 44

Area: Witch's Meadow (west 3, north 1)

Memory: This lady was one of the few brave souls to wander the forest alone. We never showed her where the village was, but we did keep her company while she picked mushrooms. We even showed her the best spots. She helped me get acquainted with the townsfolk.

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• Potions are available in the hut.

Travel Options: • North to page 48• East to page 55• West to page 37

Area: Mine road (west 3, north 2)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A signpost points north saying “General goods” and west “The mine” You think to yourself

“The path that leads into the forest will lead to the flooded mine. To the north are the crafting brothers.”

Travel Options:• North to page 49• South to page 47• East to page 56• West to page 38

Area: Brother's Goods (west 3, north 3)

Memory: The older brother specialized in things of survival. Cheap to make and effective. He supported himself and his brother on a daily basis. He thought his brother was wasting his time, but he loved him no less.

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:None

Travel Options:• North to page 50• South to page 48

Area: Brother's Gems (west 3, north 4)

Memory: The younger brother; a dreamer. Bought a book from a random salesman that described how to find and craft gems and jewelery. There was no question that he worked hard, but the work he did, didn't put food on the table. The older brother had me run an errand, which allowed me to get to know them better.

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• None

Travel Options: • South to page 49

Area: Stone garden (west 3, north 5)

Memory: The stone mason's garden. This is where he practiced his talents and passed on his skills. The statues down by sanctuary are his best work.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• One statue, about the size of a human is missing it's hand.

Travel Options:• North to page 52• East to page 60• West to page 41

Area: Mountain village (west 3, north 6)

Memory: The outskirts of the mountain men tribe. The weaker ones. They're still stronger than the average soldier though.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• Don't disturb one of the houses. Will trigger enemies to spawn, and know your location and

attack.

Travel Options:• South to page 51• East to page 61• West to page 42

Area: Elite soldier training (west 3, north 7)

Memory: The best of the best. The dark king had his ways of building an unnaturally strong army.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• A cave along the north side of the area. A skeleton in robes lays beyond the bars of the cave.

You: “A witch was imprisoned here and forced to make the potions that gave the dark king's men strength. I was unable to free her, but she did provide me with a safer, less dangerous mixture when I began my raid of the tower. All I could offer was something to bring her comfort.”

Travel Options:• East to page 62

Area: Castle (west 2)

Memory: You: “So the castle still stands. It always was a sound structure, but it can't defend against things like the plague, starvation and the like. I wonder how many moved on, before they realized the curse was here to stay?”

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• On the west side of the river, should you enter this area from the north, is a sheltered area where

an old woman use to live. A tattered diary has one readable page left. See note Poor woman's diary.

Notes: • Poor woman's diary

I wonder how long it will be before I pass on. Perhaps my body will be taken to the Sanctuary's graveyard where I can be put to rest. The young ones these days don't know the hard times we had not so long ago. Back in the days of war. I tended to the wounded, helped in the fight, and this is where I ended up at. I guess I can't complain too much, I'm still alive and able to tell stories in the market for a coin or two. They must not forget the hero of that dreadful war. He may be buried up by Sanctuary like everyone else, but his sword remains sharp to this day.

Travel Options:• North to page 55• East to page 66

Area: West District (west 2, north 1)

Memory: A partial fort to defend the bridge that lead into the town.

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• None

Travel Options:• North to page 56, east side of river• North to page 56, west side of river• South to page 54• East to page 67• West to page 47

Area: Great Lake Docks (west 2, north 2)

Memory: This corner of the lake was the best spot to transfer goods across the water. Resources could be shipped down here from the mountain stream, people could travel to Scholar isle north of the dock and the town's products could be shipped further downstream.

Objective: • None

Enemies: • Along the shore you will see goods scattered about. Should you pick up a fake item, a message

will appear: “A Lure?” You will be blown into the water about 20ft and 3 water monsters will close in on you.

Misc Items:• A small boat still floats with it's oars. Use the boat to travel to Scholar Isle.

Travel Options:• North to page 57• South to page 55• if on the east side:

◦ East to page 69• if on the west side:

◦ West to page 48

Area: Scholar Island (west 2, north 3)

Memory: On the boat ride to the island you think to yourself: “The temple was well known for it's architects and engineers. The people here could devote much of their minds to study without fear of the wild and disruptive being alike. The main problem with being so isolated is the lack of resources to supply such a place. A trade agreement with the king allowed both the tribe and nation to maintain a healthy relationship of friendship.”

Objective: • None

Enemies: • Don't fall in....

◦ Water creatures follow the boat quietly and will pull you down into the water in an instant if you fall in.

Misc Items:• Debris can be reached over the edge of the boat. Do you really want to?

Travel Options:• Return to town on page 56• Dock Island on page 58

Scholar IslandMemory:

At entrance: You: “What has happened to this place? The structures look so plain.” Voice: “The curse spread across the land once before and reached this grand island. The gargoyles that watched over the people came to life and slaughtered everyone.” You: “And I came here to save them? Just me? I find that hard to believe.” Voice: “You did indeed. See for yourself. Seek out the evidence of your actions.”

Enemies:• Gargoyle: They hide among the other statues in rooms. Most are asleep, but make too much

noise and most will become aware. They move to places to block your path when you're not looking. When you or they are within range, they come to life, chase and kill. A small glimmer will spark in their eyes when they wake up. Whether you notice or not is your problem.

Misc Items:• Behind one door you hear the faint sound of a female crying; the sense of deep depression. You

only hear it once for a few minutes.• A letter lies in a bedroom torn in 4 pieces. Collect each piece to form the letter. See love letter:

My one to be. Health cap increased

My One to beMy love, where forth thou gone? Did we not exchange vows that day? To be one someday? Was it not enough that I've been shunned by my kind for the love I declared thee to be? You have been so cruel to make me wait so long. I suppose it matters not anymore, for the sky is dark, the waters poisoned, and the land is full of death. I have taken refuge within my family's temple to seek aid, but even here I must wait. Can it be that this plague of death will call you back, or have you found another to make empty promises to? Return to me soon, for each day you are not here, I lose faith and the strength to go on. I pray to the gods that they will lead you back to me.

Boss room:A hydra statue lay in pieces around the room. A couple of the statue's heads begin to glow red

like a faint fire, then nothing. The doors seal shut. The hydra ghost heads are invulnerable and can only be destroyed by smashing their statue head remains. Once the ghost heads have vanished the seal on the doors are removed.

Memory of Courageous Act:Pick up a piece of the hydra statue. Sanity cap increased.

Misc Items:• Some of the hydra statue debris can be broken. One contains a sapphire jewel.

Travel Options:• Back to boat on page 57

Area: Fhisher's Wall (west 2, north 4)

Memory: That cliff is a steep climb. Old Fhisher rigged up a mechanism to elevate goods up and down the wall. He's the only one that has ever scaled it by hand and thus named by him. The stone mason above got his fish and Fhisher got his raw materials for building what he needed.

Objective: • None

Enemies: • Standard

Misc Items:• Use the elevator to travel up the cliff.

Travel Options:• North to page 60• East to page 71

Area: Stone garden (west 2, north 5)

Memory: You think: “The stone mason's home. He was an artisan who trained only the best in stone cutting. The statues here would be carved from larger stones and re-carved into something smaller and smaller until it was time to replace the stone. The transforming rock garden; where every time you return they look a little different.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• A few basic items can be taken from his home. Nothing special.

Travel Options:• North to page 61• South to page 59• West to page 72

Area: Mountain village area (west 2, north 6)Mountain men farm of vegetables.

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• South to page 60• East to page 73• West to page 52

Area: Dark King's Tower (west 2, north 7)

Memory: You: “The dark king's tower. It's reputation proceeded itself with the examples of black magic used throughout the land. Despite some of the king's best men, the tower remained a threat. My soul tells me I came here, but my memory is for naught. What happened to me? I must find out.”

Objective: • Enter the tower.

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• East to page 74• West to page 53• Inside at your own risk to page 63

Cursed Tower

Memory without courage: “This place... Why does it feel so... ominous?” You blackout. Return to page 62.

Memory with courage: “I must investigate this fortress. I was here once before, then nothing. How did I get out? Why has the curse continued to spread? I know I fought with the dark king, so what happened? A stalemate? Even so, I must find out and finish what I started.”

Enemies:• Grunts patrol the hallways• Mages teleport into rooms• Suits of armor watch you. Helmets reveal your location.• Slime does not pursue, but will damage.

Misc Items:• One section of the castle has a library with magical items dedicated to black arts.

Books, notes, and documentation all show research into an arrow. You: “The princess was well known for her archery skills in the tournaments. With what little I understand of these notes, tells me some of the dark king's interests in the princess and where she was being held.”

Boss room: A religious chamber both large and round. Flames no longer burn around the alter, and the room shows signs of a struggle. You see the body of a pig laying next to the ritual table with an arrow in it's chest. Voice speaks “The arrow is the symbol of your courage, take it and reclaim your lost memory.”

Memory of Courageous Act: The arrow you once defeated the evil king with. Take it. Tiny whisper “No! Don't do it!” Flashback and cut scene.

Cut scene:You stand before the dark king who stands before you radiating with power. You charge, but are

deflected. Dark King fires an orb, and you dodge. You charge again, but this time are blown back against some objects and loss grip on your sword. The sword flies into the next room and the door slams shut. Dark king boasts “What now hero? You have lost your sword! YOU CAN NOT DEFEAT ME!” You draw your bow with radiating light. Dark King “Still you stand defiant?! KNOW YOUR PLACE!” You both fire. A blinding light. you're blown back with rubble crashing down on you. Black screen with a glass bottle slowly falling then shattering.

You regain consciousness and see a man laying where the pig once was. you're blown away yet again. Maniacal Laughter is heard. “Well done boy. Did you think you had defeated me? I must admit that arrow was quite a nuisance.” The yellow sprite floating in front of you turns black light and flies into Dark King's chest. “It seems you thought my phantom was your friend. So easy to manipulate. She saved your life that wretched day, but I managed to capture her before she too could flee. Perhaps that would explain your amnesia. A partial revival. HERE! Here is your precious SPRITE!” He reveals a glass bottle hanging from a pillar, with a dim light inside.” The Dark King ponders or perhaps he is taking in the moment of his victory. “Now then I should thank you properly, by finishing you off.” The Dark King fazes in and out and summons a grunt.

Final Boss Battle:Objective:

1. Break the bottle cage and save Navi.Navi: “My friend you came back. Cough. Your things are still under the rubble. You have an arrow, you need your bow.” Dark King: “How touching, in the face of death you care for that which you abandoned long ago. You can die together at last.” Dark King begins firing orbs from random places in the room.

2. Clear the debris where your body once was and retrieve your bow.Dark King: “You honestly think you can still win!? That arrow of yours is for naught, it has long lost it's light.” Navi: “I will reignite the arrow. Place me at it's head. I will guide it to it's mark.” a pause “Don't worry about me, you've already granted my wish, that was to see you again. Now hurry!”.

3. Combine Sprite with arrow and bow.4. Shoot the Dark King when he becomes visible

Navi: “I love you my friend” phft Dark King: “HAAAAAAAA!” grunts disappear and heavily he breathes. Dark King: “It'll take more than that to stop me. Gasp. BOY!” summons three grunts.

5. Optional: Survive for 3 minutes.You hear a deep voice. “He has become vulnerable to light! Light the candles in the room!”

6. Light the candles with your lanternDark King becomes more visible with each candle and one less grunt. Camera pans to sealed door being bashed upon. The door breaks and your sword flies to your feet.

7. Take sword. Failure to take sword results in candles dying and barrier surrounds sword.Camera turns to Dark King, pans in a sword swing motion and you look down at a beheaded king. Room goes still and begins to collapse. Voice: “IN HERE, QUICKLY!”

8. Run to the next room!You dive through the door to avoid being buried.

Cut scene:Bursting into the room face first to the floor, your things have scattered. Voice: “You've done

well my boy. He will be of no more trouble. What is this you carry? Love letters? Is this the source of your strength? Well then, you're quite the ladies man aren't you. Eh hem. Now that you've defeated him, my strength has been restored. Come to me, I will return us to more familiar territory.”

(Optional) If you step back to the door the King will speak “Did you know that man feared death? He believed that he could sustain his life by taking it from others. If only he understood life itself; tis a selfless act, a sacrifice. When you put forth the effort to bring a gift to another you sacrifice yourself for the sake of another. Whether it be your time, your strength, your money, you lose a portion of yourself to bring life to something else. A puppet moves by the gesture of it's master's hand. A character in a story grows in a world as is told by it's author. We do not realize it is a sacrifice, for we often feel the joy of seeing life grow. God sees the continued spread of life and blesses it all the more. We all have a place. Mine, as was instructed by my creator until now, was to reward you upon your victory. Come.”

Your vision blurs greatly, then comes into focus, a new place. “I have brought us to my castle.

It will need some restoration, but for now I will lighten things up.” The candles of the great hall and fireplace burn greatly and the room is well seen. Though a bit dusty, you feel at ease. King:“You overcame great obstacles and defeated the Dark King, as did your friend. Indeed, she too paid the ultimate price. I believe she deserves a second chance as was given to you. Behold!” A yellow spark grows bright, then dims into shape. She dances before you in glee. King: “On to the matter at hand. I shall reward you for your bravery. I can return you to your loved one, but only one mind you. One can not divide his affection among many equally. Jealousy has destroyed many a family. Sometimes a simple object, a symbol of love, can help strengthen the bond between people.” You see your letters lined up on the table. Which will you choose? (All letters you found are present, choices are limited to those you have gifts for.)

*******************************************************************************The Choice

*******************************************************************************YOU MUST HAVE BOTH Letter and Gift to get your choice of ending. Gifts may not be

located in any obvious NES location, but when you find them it makes sense where they are. All endings provide a chance to change your mind. If you decline, the choice becomes discarded and you choose again.

Love Letter: My inspiration Reed Necklace Page 170Love Letter: My wandering friend Horseshoe Trophy Page 169Love Letter: My mysterious rival Petrified Cucco Egg Page 176Love Letter: My dearest master Keaton Mask Page 158Love Letter: My dream Seashell with Melody Page 159Love Letter: My wingless companion Athearik Feather Page 168Love Letter: My pet Shackle and Chain Page 160Love Letter: My friend New Dress Page 162Love Letter: My one to be Zora Sapphire Page 164Love Letter: My childhood friend Jeweled Ocarina Page 165Love Letter: My ever faithful Her Father's Ring Page 166Love Letter: My brave hero Locked Book Page 172Love Letter: My treasure hunter Hand Mirror Page 174None of them Page 178

**************************************************************************************************************************************************************

Area: Barracks (west 1)

Memory: You: “The soldiers' district. It felt nice having the guards close by to protect us. That is, as long as they were upstanding in their duties.”

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A small hole in the cliff face can be entered to find a table, few chairs, cabinet, and other small

things to suggest a recreation room. You: “When the captain wasn't looking the soldiers would find time to gamble with one another. They offered some of the strangest things.”

Travel Options:• North to page 67• East to page 75• West to page 54

Area: Market (west 1, north 1)

Memory: As you walk through the empty broken stalls, you hear old familiar sounds of bartering for a moment. Bob's warehouse is a large door that leads into a cave. It's essentially an earth home tavern. Best place to store most of the town's supplies.

Objective:• None

Enemies:• Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• None

Travel Options:• South to page 66• East to page 76• West to page 55• Inside to page 68

Area: Market (west 1, north 1): Bob's WarehouseThe store is in shambles. People were camping in here like refugees. No one is around.

Memory: Child's voice: “Sir, do you have medicine for my mommy?” Bob: “I'm sorry young lady, but I haven't gotten any deliveries lately.” You say to yourself currently, “Medicine... I remember a doctor who lived east of here. Did I go there?”

Objective: • Take what you need.

◦ Lantern: On the shelf behind the counter. You say out loud: “Sorry Bob, looks like I'll have to pay you back later.”

◦ A few tinder boxes◦ Refill your lantern from a large container of oil that doesn't seem to run out. Why would it?

You're not using that much at a time.

Enemies:• None

Misc Items:• None

Travel Options:• Outside to page 67

Area: Farm (west 1, north 2)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• Inside the barn you'll find a gold horseshoe above the main door. Probably need a crate to

climb up and get it.• Inside the barn in the loft you'll find most of the comforts of a bedroom and on a short desk

you'll find a note. See note: Looking Back and Forward.

Notes: • Looking back and forward

Six years since I moved into the barn and out of the house, it's been just me and the cat. She's quite the hunter; bringing in mice, voles, birds and even rabbits for that matter. I feel bad not being able to prepare the rabbits for fear of the fever they are known to have. Still, I guess they satisfy her appetite. She sits outside the door to greet me home each day after work. Life seems very bland these days, where every day is just like the last, but we keep each other company none the less. Perhaps all the work I'm doing will pay off, and find the joy in life that others have known.

Travel Options:• North to page 70• East to page 77• West to page 56

Area: Hunting Lodge (west 1, north 3)

Memory: This area was reserved for hunting, as ordered by the King, to encourage wildlife to remain close by in addition to preventing accidental conflict. The hunting lodge is tended to by the local horse ranchers.

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• Most of the cabin has been raided of supplies. There is a key hanging on the wall that opens the

couple's cottage.

Travel Options:• South to page 69• East to page 78

Area: Fhisher's Point (west 1, north 4)

Memory: That goofy old man would come out here to do most of his fishing. He said this was where the big fish like to lay.

Objective: • None

Enemies: • Standard

Misc Items:• None

Travel Options:• North to page 72• West to page 59

Area: Fhisher's Place (west 1, north 5)

Memory: You: “Old man Fhisher's house. I wonder if that stubborn old man thought he could fight back against the curse that plagues the land.”

Objective: • None

Enemies: • Standard

Misc Items:• Inside the house you will find an arsenal of spears and fishing nets rigged with traps. You find

old man Fhisher skewered with a harpoon to the wall. You: “Poor old man. He went out fighting to the bitter end. Touch the body to be taken back outside with a fresh grave set up.

• A note on the table reads: “They fish for us”

Travel Options:• South to page 71• East to page 81

Area: The Outcast (west 1, north 6)

Memory: You: “Ah the outcast. He might not have been a highway man who robbed you, but he was a clever cheat to strip you clean.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• East to page 82• West to page 61

Area: Great Height's pass (west 1, north 7)

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• East to page 83• West to page 62

Area: Quarry (starting point)

Memory: (See Intro)

Objective: • None

Enemies: • None, no exceptions

Misc Items:• If you die, you are brought back here. Occasionally, while you're laying on your side, your

blurry vision will see a grunt walking away from you. When the grunt has left your vision becomes clear and you arise.

Travel Options:• North to page 76• East to page 84• West to page 66

Area: Eastern District (north 1)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• Some of the children found a small hideaway and built a fort to play in. A chest of toys can be

found inside the fort.

Travel Options:• South to page 75• East to page 85• West to page 67

Area: Ranch field (north 2)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• None

Travel Options:• East to page 86• West to page 69

Area: Couple's Cottage (north 3)A hideaway place by the lake for people on honeymoon. The cottage is owned and rented out by

the local horse ranchers. The door is locked.

Memory: You: “I recall this place. My friend asked me to help with some chores. The key should be in the hunting lodge nearby.”

Objective: • None

Enemies: • None

Misc Items:• On the table in the dining room lays a couple papers, one of which is a letter. See love letter:

My wandering friend.

My Wandering FriendWhat brought you to our ranch that day? I care not now why, but rather I'm happy you did. I had someone my age to play with for a day. We ran through the fields, we ransacked the barns, we even chased around father's prized chickens. I love my father's horses dearly, and I know that you do as well. Why else did she welcome you so quickly? My two cousins spoke of a traveler that visited them as well. Was that you by chance? I can't say I've ever met anyone like you. One who cares about other people and animals alike. Father says we have some families in need of good horses to travel to distant lands. I have no doubt they will take care of their new owners. They all know my favorite melody, so should they hear you play our song, they will know you. I hope one of them will help you in your travels, and perhaps one will lead you back to a place you can call home.

Travel Options:• East to page 87• West to page 70

Area: Great Tree Isle (north 4)The island resides in the middle of the lake. The path to reach it consists of rope bridges that

stretch from rock to rock that extrude sharply from the lake. Ships could pass under the bridges, but not reach the island due to it's height above the lake.

Memory: Audio memory: A witch speaks to you: “Young man? There is a rare mushroom that resides deep in the roots of the great tree on that island. Would you fetch it for this poor old woman? Each mushroom you bring to me, I will make you a powder to ward off the creatures of the night. As for myself, it'll make a fine delicacy. (soft laughter)” You say to yourself “I was here once before. The powder could ward off the creatures, but I had to travel through them first to get it.”

Objective: • Enter the tree to find your memory. See Main Story Great Tree Isle.

Enemies: • Imps

◦ They spawn in a group of three, altogether.◦ They cackle to instill fear in their prey.◦ They move in such a way to surround you from all sides.

▪ Once they are in position, they target and attack.▪ If you find a hiding spot before they target you, they might lose you and leave.

Misc Items:• None

Travel Options:• East to page 88• Inside to page 80

Great Tree

Memory: Voice: “The roots of this magnificent tree have long decayed leaving behind a cave system as well as an atmosphere perfect for fungi. Some of the townsfolk tried to set up rooms to better harvest the rich resources, but some of the passages were left unattended leaving them defenseless, as they were eaten in their sleep.” You think to yourself: “People once claimed to see shadows of creatures, but nothing of solid form. Something unnatural lives here, of that I'm sure. What else could have left all those strange footprints.”

Enemies:• Bats fly around for a moment to drain sanity.• Slime buildup crawls to you very slowly to drain health.• Golem creatures will attack, but stay away from light. They can't open doors.

Boss room: A dead nightmare lay on the ground. You: “Twas once a unicorn removed of it's horn by men.

She had to be put down to free her from her insanity. I have returned unknowingly, but again I mourn your passing.”

Memory of Courageous Act: Take red glowing mushroom. Sanity cap increased.

Misc Items:A Small Love Letter lays near some mushrooms - See love letter: My friend. Health cap

increased.

My FriendIt seems like only yesterday that we were bound together by troubling times. You would point me the way and I would investigate the matter. To the city, to the castle, to the tribes, even to all those ruins of ancient secrets. We've been through so much, and I will never leave your side. At least that was what I wanted. Once the nightmare had passed after those harsh years, I returned to the guardian's side in the forest. I yearn to be free again, but my responsibilities must be tended to. Will you come back some day to see me again? Or is this too great a wish for one so small.

Travel Options:• Outside to page 79

Area: Mouth of the Mountain (north 5)

Memory: You think: “The mouth of the mountain. The safest point to begin one's ascent.”

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A little hut still stands nearby. Inside are a few potions and tinderboxes that can be

taken and used. When you enter an audio memory triggers. Old witch: “I am the Dusty Witch. I make fresh mountain water for the weary traveler, and strength imbuing mixtures for the climb up to that old monk. I envy the youth I once had, which I see in all the faces these days. However, I must caution the bold to remain on this side of the river, for the mountain men will surely bring them death for trespassing.”

Travel Options:• North to page 82• East to page 89• West to page 72

Area: Mountain Pass (north 6)

Memory: You: “The stream was much more treacherous back then.” Some boulders have fallen into the stream and are exposed enough to cross over on.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options: • North to page 83• South to page 81• East to page 90• West to page 73

Area: Great heights (north 7)

Memory: This region laid under the control of the dark king. The narrowest and only entrance to his tower. His men would lay ambush at the height of the mountain stair where any traveler would be most fatigued from the climb.

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• Hidden small encampment behind the rocks.

Travel Options: • South to page 82• East to page 91• West to page 74

Area: Southern Woodlands (east 1)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A cellar can be found under some bushes. Climb down to find a selection of drinks and potions.

Travel Options:• North to page 85• East to page 92• West to page 75

Area: Woodlands (east 1, north 1)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A sheep fence still stands with the gate half open. Once you step inside the gate - You: “That

old shepherd's flock was a lot of fun to tease. He never did forgive me for causing so much trouble.” A grunt spawns from the west side of the woods and immediately targets you.

Travel Options: • North to page 86• South to page 84• East to page 93• West to page 76

Area: Woodlands (east 1, north 2)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 87• South to page 85• East to page 94• West to page 77

Area: Northern Woodlands (east 1, north 3)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A small campsite off the side of the road remains unclaimed by nature. A chest contains

tinderboxes, oil, and a few coins.

Travel Options:• North to page 88• South to page 86• West to page 78

Area: Great Lake Bridge (east 1, north 4)

Memory: You: “From the city travel north with the caravan until you see a bridge. The bridge extends to the great tree isle where the best quality wood you will find. Those were the directions I was given for the job.”

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• None

Travel Options:• North to page 89• South to page 87• West to page 79

Area: Great Lake Relief (east 1, north 5)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A large man-made well sits before a desert.

Travel Options:• South to page 88• East to page 97• West to page 81

Area: Mountain Stream (east 1, north 6)

Memory: None

Objective: • None

Enemies: • None

Misc Items:• None

Travel Options:• East to page 98• West to page 82

Area: Great Heights (east 1, north 7)

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• East to page 99• West to page 83

Area: Southern Valley (east 2)

Memory: You: “They say the first people to come here by boat landed here. During times of heavy rain this area floods pretty bad. They found out the hard way when their ship couldn't make it out.”

Objective: • None

Enemies: • None

Misc Items:• There are a couple rocks that can be moved. You: “Must be the dry season. I can use this

waterway like in the old days. Hopefully they're still vacant.”

Travel Options:• East to page 100• West to page 84• Water way: 95, 41, 138

Area: Woodlands Lake (east 2, north 1)

Memory: None

Objective: • None

Enemies: • Shadow Wolves: Curse imbued wolves

◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 94• East to page 101• West to page 85

Area: Woodlands Lake (east 2, north 2)

Memory: None

Objective: • None

Enemies: • Shadow Wolves: Curse imbued wolves

◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 95• South to page 93• East to page 102• West to page 86

Area: Northern Woodlands (east 2, north 3)

Memory: None

Objective: • None

Enemies: • Shadow Wolves: Curse imbued wolves

◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• There is a hole in the ground behind some of the trees, near some boulders. You: “I believe this

sink hole leads to the waterway.”

Travel Options:• North to page 96• South to page 94• East to page 103• Water way: 41, 138, 92

Area: Spring of Healing (east 2, north 4)

Memory: None

Objective: • None

Enemies: • None. No exceptions.

Misc Items:• Enter the shallow spring to regain health and peace of mind. When you head back to the

entrance, a note can be found on the ground. See note: My Surprise Visitor.

My Surprise VisitorMy dwelling lay guarded by all sides of the earth. My garden lay in the midst of the sea. Twas from the sky you came to visit me. The innocence of a simple child and yet the determination of a warrior. I blessed thee with my power and tended to thy suffering. I watched you travel over the lands and the seas, seeking treasures untouched for centuries. I had no fear of your journey, with the good king as your guide. And now that you've taken up a new adventure, I shall have to make plans to seek you out beyond the ocean's tide. After all, you're just my type to have fun with. I will see you again when your spirit needs a lift.

Travel Options:• South to page 95

Area: Desert (east 2, north 5)

Memory: None

Objective: • None

Enemies: • Dunphits

◦ What appears to be dunes are actually creatures that slowly move toward you.◦ If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.◦ From any other side you can run up on them without concern.◦ On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.

Misc Items:• None

Travel Options:• East to page 105• West to page 89

Area: Mountain Stream (east 2, north 6)

Memory: None

Objective: • None

Enemies: • None

Misc Items:• None

Travel Options:• East to page 106• West to page 90

Area: Great Height's Challenge (east 2, north 7)

Memory: None

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• None

Travel Options:• West to page 91

Area: Southern Valley (east 3)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• East to page 108• West to page 92

Area: Woodlands Lake (east 3, north 1)

Memory: None

Objective: • None

Enemies: • Shadow Wolves: Curse imbued wolves

◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 102• East to page 109• West to page 93

Area: Woodlands Lake (east 3, north 2)

Memory: None

Objective: • None

Enemies: • Shadow Wolves: Curse imbued wolves

◦ They will outrun you, but you can sidestep to make them run into objects to stun them.◦ If you have powder to use, they will run away.◦ Only see up to two.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• South to page 101• East to page 110• West to page 94

Area: Sand Rat's Goods (east 3, north 3)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A small cabin made just inside the opening leading to the desert. You: “Ah Sand Rat. Worthless

looter. The merchants that traveled through the desert to avoid the thieves of the forest would sometimes lose their goods in the sand. Sand Rat in turn would go collect and sell it.

• The cabin has a few tinderboxes and coins.

Travel Options:• North to page 104• East to page 111, west side path• West to page 95

Area: Desert (east 3, north 4 )

Memory: None

Objective: • None

Enemies: • Dunphits

◦ What appears to be dunes are actually creatures that slowly move toward you.◦ If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.◦ From any other side you can run up on them without concern.◦ On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.

Misc Items:• None

Travel Options:• North to page 105• South to page 103• East to page 113

Area: Desert (east 3, north 5)

Memory: None

Objective: • None

Enemies: • Dunphits

◦ What appears to be dunes are actually creatures that slowly move toward you.◦ If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.◦ From any other side you can run up on them without concern.◦ On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.

Misc Items:• None

Travel Options:• South to page 104• East to page 114• West to page 97

Area: Great Height's Falls (east 3, north 6)

Memory: None

Objective: • None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• Water still falls from the cliff, but not as much as it once did. The cabin from behind the falls

can be seen much easier than before. • Inside the cabin – audio memory - Old woman: “Having trouble with the Ruin Riddle? I know

the secret, but it'll cost you.... Oh you're too kind. When going on a journey it's expected to keep moving forward. The ruin's riddle was meant to help build endurance. Just keep climbing and believe in order to break out of the loop.” You currently say to yourself: “Greedy old bat. She should have been grateful I didn't reveal her ancestry to the archeologists. Let's see if her information is still good.”

Travel Options:• North to page 107• East to page 115• West to page 98

Area: Great Height's Reservoir (east 3, north 7)

Memory: A great blacksmith once lived here. I was beginning to earn a reputation and was in need of a more durable weapon and training. I wonder if his workshop still has equipment in it.”

Objective: • None

Enemies: • Patrolling group of men on horseback.

◦ Up to three in a group. Increased chance to SEE you.◦ They can't follow through narrow areas for 30 seconds.

▪ They dismount and act like grunts.

Misc Items:• The workshop has been ransacked with exception of a few tinderboxes.

Travel Options:• South to page 106

Area: Southern Shoreline (east 4)Along the beach and along the cliff facing is a hole small enough for two or three people to sit

in. This cove has a small pool of salt water in it.

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• Floating in the small pool of salt water is a message in a bottle. Break the bottle and take the

note. See love letter: My dream. Health cap increased.

My DreamDo you still play my song? The melody that brings me peace and serenity. I still sing it on the beach in our secret place. I sing it to the ocean, so that it may be carried on the tides to your ears. Do I appear in your dreams? It seemed like a dream when I found you on the shore that time. Once you regained your senses you were off to view the island and find it's mysteries. You came by to see me on many occasions and I would sing just because you asked. You even showed me some of the island I had not seen before, and when I was in danger you were there. Just like a dream, you vanished from my life. I believe you were real. When I dream, I seek you out hoping to find you again. When I'm awake and finished with my tasks, I return to our secret place waiting for you to come ashore once more. Will you whisk me far away, to places only known in my dreams?

Travel Options:• North to page 109• East to page 119• West to page 100

Area: Forbidden Woods (east 4, north 1)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A few pretty flowers grow on a mound of dirt that seems out of place. If you have a hand

shovel, you can dig this spot up. You reveal a chest and find coins inside. If you need coins, return here for more.

Travel Options:• North to page 110• South to page 108• East to page 120, west side path• West to page 101

Area: Forbidden Woods (east 4, north 2)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Some decorations hang from a few trees. You: “This was one of the places that thieves would

bury their loot. Unfortunately it was their first drop off point before taking it somewhere else. It's in these woods somewhere, but I don't know where.”

Travel Options:• North to page 111, east side path• North to page 111, west side path• South to page 109• East to page 121, northeast side path• East to page 121, southwest side path• West to page 102

Area: Forbidden Woods (east 4, north 3)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• On the east side area connecting north to south, there is a witches carriage that lays abandoned

off to the side. Inside are potions, tinderboxes, and a page in a journal. See note: Forbidden Woods Witch Journal

Notes:• Forbidden Woods Witch Journal

Oh how I laugh at the fear the townsfolk have over the forbidden woods.They claim to see ghosts and spirits.They claim to see creatures of untold shape.Oh how they let their imaginations run their lives.

These bandits have been good to me for the trade I bring.Or perhaps they too fear the potions I brew.As long as I'm treated well, I will be of use.

Cooling Potions for the journey in the desert.Vitality Potions for the plagues of the wood.

I will provide for the right coin,but lest anyone try to steal from me,my potions lay unmarked and mixed with poisons,and the delay is just enough to keep me from burying too many bodies.

Speaking of brewing, I will need to restock from the fairy's well.The water is indeed sweet, and I have not been rejected for taking such a blessing for coin.Perhaps there is no fairy there to guard it as travelers have claimed.

Travel Options:• If on the east side path,

◦ North to page 113◦ South to page 110

• If on the west side path,◦ South to page 110◦ West to page 103

Area: Desert (east 4, north 4)

Memory: None

Objective: • None

Enemies: • Dunphits

◦ What appears to be dunes are actually creatures that slowly move toward you.◦ If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.◦ From any other side you can run up on them without concern.◦ On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.

Misc Items:• None

Travel Options:• North to page 114• South to page 111, east side path• West to page 104

Area: Desert (east 4, north 5)

Memory: None

Objective: • None

Enemies: • Dunphits

◦ What appears to be dunes are actually creatures that slowly move toward you.◦ If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.◦ From any other side you can run up on them without concern.◦ On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.

Misc Items:• None

Travel Options:• South to page 113• East to page 125• West to page 105

Area: Ancient Riddle (east 4, north 6)

Memory: You: “An interesting arrangement of monuments. From here it is possible to reach the Ruin temple where they performed the ritual of passing. The citizens of this civilization were a clever race to have such challenging riddles; meaning we had such a hard time finding the place.”

Objective: • Find a way to the ancient temple.

Enemies: • None

Misc Items:• None

Travel Options:• If riddle is solved, then North to page 116, otherwise page 115• East to page 126• West to page 106

Area: Ancient Ruins (east 4, north 7)

Memory: You: “I learned the way to the ancient temple and upon reaching it heard the sound of moaning within. Even if the archeologist had made it here before me, they surely would have turned back.”

Objective: • Enter the Temple.

Enemies: • Standard

Misc Items:• None

Travel Options:• South to page 115• Inside to page 117

Ancient RuinsMemory:

You: “I aided the archeologists with finding the Ancient Ruins. Voice: “And further still you removed the curse, which seems to have reemerged with the curse.” You: “What kind of curse?” Voice: “These people were determined to protect their home, even to the point of living forever. They did not anticipate losing their free will.” You: “What we do in life is meant for the next generation. I'm beginning to remember; and I will have to remind those that are still here.”

Enemies:• Living shadow: much like a sloppy version of carnage from spiderman, roams the halls seeking

out the living inside the ruins. It makes a slop sound as it moves. It does not need to open doors so much as it seeps around the edges. Smart enough to find the room you're hiding in, but not smart enough to search the room.

Misc Items:• One of the rooms was for pottery making. Take the jeweled ocarina.• Just inside the entrance, two rooms to the right, a team of archeologists had converted the room

into an on site workshop. Anything regarding the ruins would first be brought here before leaving, and anyone coming to explore the ruins came here first to check in. See note: Abandoning the ruins

• Within the ancient ruins is a hidden chamber that was used to preserve secret techniques of this era. Jars of clay hold powders of a variety of smells, but not enough powder remains to be used. The writings on the wall behind a workbench depict a recipe for what looks like explosions.

Notes:• Abandoning the ruins

This message shall remain behind as a warning for those unfortunate to come here by mistake. My team has been scouring these ruins for months now, not leaving any detail unchecked. You need not worry about your safety as long as you don't go beyond the sealed door. A few men were scheduled to analyze the inner tomb to see if they could identify who the great warrior was and what he was famous for. It was thanks to that young man for laying him to rest that we could go in and study his culture. I recall going outside for a bit of fresh air when I realized the night did not feel right. That is simply the best way I can describe it. I turned my attention inside when I heard the screams. Only one came back alive. He told me a horrible creature had attacked them. Before the creature could strike the survivor, one of the clay ocarinas rolled over an air vent and began whistling. The creature retreated back to the ruins. I suppose we were lucky, and I find it funny in a way. Legends speak of great powers being sealed away, and later being released so that a hero can defeat it. We ourselves have successfully locked away whatever awoke inside, but none of us possess the strength to deal with it. We have decided to abandon the ruins for now, so that in time, future generations will have a chance to come back and finish our work when the creature is gone.

Boss room: Showdown with the red shadow. “That shadow... did the curse bring the ancient warrior back to

life? Perhaps I can remind him he has already passed on.” When you use the ocarina to make high pitch sounds, the warrior will cover his ears for a moment, pause, then pull the cursed heart away

from his chest for you to strike with a rock. Do not idle, for he will return to normal and attack. The red shadow aura shatters off the warrior and he fades away.

Memory of Courageous Act: Voice: “You once laid to rest the ancient warrior. Stand before the tomb and play the melody

for old time's sake.” Sanity cap increased.

Misc Items: • Love letter is found behind the ancient warrior's funeral table along with foot prints and

evidence of bags laying here. See love letter: My treasure hunter. Health cap increased.

My Treasure HunterEver since you came to my village, I knew you were different. I was walking outside my home when you came up to greet me on such a wonderful day. I had lost the mirror given to me by my mother and her mother before. Without a moments hesitation you ran off without a word. I was shocked at such rudeness, but then you popped up again with my treasured mirror in hand without any desire of reward. I could not offer much, but you appeared to have traveled the countryside a great deal, so I led you to my grand papa for he knew much of the ways of survival. I thought that maybe, just maybe, should you use my grand papa's knowledge wherever you may go, you might think back and pay a visit. I talk an awful lot don't I? Perhaps you like that. I'm getting anxious to see you again, and this time I will be the one to listen to all the wonderful stories you have to tell.

Travel Options:• Outside to page 116

Area: Seaside Fort (east 5)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• Coming closer to the fort. You: “Some of the early citizens of the town thought it would be best

to set up a tower down by the ocean side to warn the people further inland of any upcoming storm. There wasn't a need for more than a few people to stand guard, and they occupied their free time by gambling with one another.”

Travel Options:• North to page 120• East to page 129• West to page 108

Area: Forbidden Woods (east 5, north 1)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 121, southwest side path• North to page 121, northeast side path• If on the east side path,

◦ East to page 130• If on the west side path,

◦ West to page 109

Area: Forbidden Woods (east 5, north 2)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, they take one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• If on the southwest side path,

◦ South to page 120, west side path◦ West to page 110

• If on the northeast side path,◦ South to page 120, east side path◦ East to page 134◦ West to page 110

Area: Forbidden Meadow (east 5, north 3)

Memory: You: “I believe the laboratory is located just up the hill here.”

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 123• East to page 135

Area: Laboratory (east 5, north 4)

Memory: (at entrance) You: “I came here seeking medicine for a young girl in the market. That family did not trust the witch's herbal medicines for whatever reason. The townsfolk say he might be able to help, but I question why he dwells in such a dangerous place.”

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• South to page 122• Inside to page 124

Laboratory

Memory: In the front lobby you see a display of glass bells that once held flowers of each species; now

the flowers are dried up and wilted. To the left is a resting and waiting area with books and games like checkers. To the right goes deeper into the researching section.

Enemies: • A servant grunt still acts as guardian and housekeeper. Random constant patrol• Stay clear of the animal cages, lest you stir up noise.• Some rooms have man eating vines. Jump to break free

Misc Items:• A Love Letter hidden in the library among some books and notes - See love letter: My

mysterious rival. Health cap increased.

My Mysterious RivalHow many times did we bump into one another on our journeys? I would be running errands for my master and there you would be. I'm still mad at you for taking my things, but I suppose I could forgive you when you traded that egg to me. Nah, I will get you back one of these days, just you wait. I'll be high in the sky looking for you, then swoop down when you least expect it. Not only did you take my stuff, but you filled my master's order of ingredients when that was suppose to be MY job. I was scorned for being late all because of you. I think you like being mean to me. Or could it be... were you teasing me?! Well, now I'm really determined to get you back. Well maybe... I'm beginning to like the little game we've started. I'll win in the end for sure. You'll be the one running errands for me someday. I would like that. I hope we bump into each other again soon.

Boss room: The room is sealed shut and must be ventilated from a nearby room. The room to the east has a

machine with a missing gear. Return the gear to it's place and pull the lever to vent the room. The door has been unlocked. Inside lays the body of the Rhino that barreled through all the walls separating the specimen chambers. Continue on to the following room.

Memory of Courageous Act: The laboratory's inner chamber revealed the doctor's secret hobby of dissecting people while

they were alive. You touch the body of the doctor who still lays over his operating table with a crushed in skull. Sanity cap increased.

Travel Options:• Outside to page 123

Area: Gypsy Rock (east 5, north 5)This area is well known as Oceans' Kiss for it's location between the ocean of and sea divided

by mountain heights and forest trees. A perfect place to relax before traversing further for tradesmen and explorer alike. The curse that fell upon the land had caught many people by surprise and much of this place lay looted and abandoned.

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Backstage of the main performance area is a chest forgotten under crates. Inside the chest are

some costumes and a letter. See love letter: My dearest master.

My Dearest MasterMy sister and I have traveled the world performing our dances to the masses. It was all thanks to you for directing us in our first rehearsal. We couldn't have done it without you. Do you remember our first time performing? We only had an audience of one or two as I recall. One was a soldier who admired us dearly. He spread the word of the entertainment we were bringing to his town. He has supported us everyday. My sister has even taken a fancy to him, but I... we await the day of seeing you once again. I would love to hear of your adventures and practice dancing to the things that relates to what you have seen. We will continue to travel and perhaps one day see you in the audience cheering us on.

Travel Options:• North to page 126• East to page 137• West to page 114

Area: Archeologist's Camp (east 5, north 6)Some of the cabins appear to be damaged and worn down over time. One of the cabins, should

you step into it, will trigger an audio memory.

Memory: Audio memory:Archeologist: “You've been stealing treasures from the ruins!”Man: “I've done nothing of the sort.”Archeologist: “Your lies won't save you this time, the armed guard is here to take you away.”Man: “You have no proof.”Archeologist: “I had you followed and the crates of goods you took to the Money Tree were marked.”Man: “Search me then, where is the money?”Archeologist: “There is no money, you were gambling it away.”Man: “That's not true, I was...”Archeologist: “You were what? Answer!”Man: “It was for my family. I was giving it to them in secret.”Archeologist: “You have no family. They certainly wouldn't need as much as what you were taking.”You: “He was passing off the money to other thieves. He made it look like he was being robbed, but did nothing about it.”Man: (sweating)Archeologist: “We'll have to make an example of him.”Man: “Please don't kill me!”You: “Give me a location. Where do your friends hide out.”Man: “I only work for them. They said if I ever needed to contact them that I should go into the forbidden woods at the dead-end. There's a tree there that's... special. That's all I....” Man falls dead from poison dart.Guard: “Outside!”Archeologist: “No honor amongst thieves.”You currently make a note. See note: Tracking a thief.

Notes:• Tracking a thief.

I remember the information I got from that man at the archeologist's camp. Somewhere in the forbidden woods is a dead-end and a special tree.

Objective: • Retrace the steps you once took to find the thief.

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then

leave. You are no longer under pursuit in this area.• Bushes and trees:

◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Inside another cabin is a desk with a hand mirror in a drawer.

Travel Options:• North to page 128• South to page 125• East to page 138, west side path• West to page 115

Area: Ancient Village (east 5, north 7)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A store house can be entered. You: “The archeologists have been documenting and studying the

crafts these people once practiced. Anywhere from the molding of brick, to tanning of animal skins, and even techniques to find water stored away in the mountains. These things were nice and all, but the treasured items laid within the temple still remained hidden at the time.”

Travel Options:• South to page 126• East to page 139

Area: Southern Shoreline (east 6)

Memory: You: “We trailed a thief down to the southern shoreline and found an unusual drain big enough for a person to crawl through. I nearly lost a few good men, as the drain had collapsed when we began to enter it. It's a shame we couldn't convince these trap smiths to use their skills for a better cause.”

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• A large pipe still drains a little bit of water down to the beach and the ocean.

Travel Options:• East to page 140• West to page 119

Area: Forbidden Woods (east 6, north 1)

Memory: None

Objective: • If you have the Note: “tracking a thief”, objective is available.

◦ Find the thieves' contact point◦ Once the door is revealed, enter it.

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A tree stands unique from the rest and setting it on fire reveals that it is an illusion and a door to

the tower appears. The illusion resets itself each time you come here.

Travel Options:• North to page 134• East to page 141• West to page 120, east side path• If the entrance is visible, enter to page 131

Hidden PalaceMemory:

Voice: “A lost piece of history grown over with vegetation, along with the thieves that dwell here. Much of the palace is not even known by the thieves, for that matter.” You: “I recall a bounty for the head of a thief who was often seen disappearing into this region of the forest. He had made quite the name for himself, thus my involvement. I tracked him down to this place, and if I'm correct, I found much more than I had imagined.”

Enemies:• Polvoce: Combine a rabbit, slinky, and metroid to get an idea of what this is. They randomly

somersault around a room as if playing. They stop on occasion to listen. They jump on anything that makes a sound that is not their own kind's making and proceed to eat it with their large mouth hidden under their body. Often found in a group of 3-4.

• Broken suits of armor lay about the palace. Some suits will come back to life at random.◦ An orange glow will fill the suit and reconstruct itself. These knights are fast, but are

unable to leave the room they are guarding.◦ A blue glow will fill the suit and reconstruct itself. These knights will bust down doors to

get to you. After 2 minutes of losing you, they will fall apart again.

Misc Items:• There is a room with a mechanical spider golem protecting a door. If you manage to get to the

door, you will find it locked with magic.• A map of the tower can be found in the room next to the dragon. Inside, you can find a board of

notes with one of interest. See note: Ten Men.

Notes:• Ten Men

The challenge of ten enemies. Those who defeat 9 enemies unscathed will be met with a challenge to defeat the 10th. Should you cut him down in combat you will be rewarded with coin. Should you present him a bomb instead, will be given more upon his defeat.

Boss room:The body of a dragon lays dead and half decayed with Polvoces eating away at it slowly by a

large broken window. You think to yourself “I was either brave or insane at the time to explore this tower. When I came up here to investigate, this dragon awoke and attacked me. My curiosity nearly doomed us all, for if I hadn't struck down the dragon he would have escaped and destroyed the kingdom. What was he doing here or perhaps, what was he protecting?”

The inner chamber is decorated from floor to ceiling with star constellations. A platform extends toward the center of the room approaching a polished round broken slab, separated by an empty space. A pedestal with a book filled with notes and charts sits open and a letter sitting within it. See love letter: My pet. Heath cap increased.

My PetHave you missed me my faithful hunter? The one that played with me during eve's light. I knew you would be worth breaking free from those binds. We'd run through the fields, through forests, climb great heights and dive through the depths. A world engulfed in darkness, a playground in my eyes. And though you did not care for some of my habits, you cared

for me when I fell harmed. I aided in your quest to return the light to the world, but it is a world that I can not exist in. How I wished you would have joined me in my world. Our worlds drift but a moment apart, and yet the path that connected it has been shattered forever. Will I ever see you again? I have little hope of such, but then again that same hope is what we were when the light was restored. So I make my wish, to be by your side, not only by eve's light, but for all time.

You: “The book seems to be filled with scriptures, prophecies, and notes about unknown places. At the time, I made note of this discovery to share with the king, but it doesn't appear anyone but myself came here. One last room to check out before I leave, this incantation should open the door down below, and that should conclude my investigation.”

Memory of Courageous Act: When you stand in the room with the mechanical spider golem, use the incantation. The golem will power down and the door behind him will open. The room appears to be a personal room of a great wizard.

Cutscene:The spirit of a man appears before you.Wizard: “Well, well, well. You're alive. Still trying to piece together your memory?”You: “You know me?”Wizard: “I knew you before you met me, I know you now and the time you're spending to find

yourself, and I know where you are going for it was prophesied long ago. Let me help jog that memory of yours. You came here chasing a thief and stumbled upon my home. My dwelling lay well guarded and I felt no need to deal with the pests beyond my door. You however felt my presence and found me out. While you were busy chasing a decoy, the dark king had attacked the kingdom stealing away it's future, the princess. I shared with you my knowledge of such events and warned you that you would die should you proceed to rescue her highness. Despite that, you went. I watched your movements as if rereading the prophecies. You went to the tower and I watched you die, but it was not in vain. You managed to stop the evil king, but your confrontation set in motion a force that cursed the land. The king came to me for my aid and I gave him an ultimatum. His kingdom could only continue through his daughter the princess. To save her, I could exchange their places with my magic. He would remain trapped in the tower to die and she would protect the people. He agreed.”

You: “The king? If he is in the tower, then who, where is she?”Wizard: “You will only find that answer by seeking out the king in the tower. Go. You have

no more need to be here.” Sanity cap increased

Misc:• If you remain in the Wizard's room for a moment, a conversation will trigger

◦ You: “Who are you?” Wizard: “A simple man who studies the vastness and beauties of our world and the next. I chose to live in isolation to focus my attention on the greater things in life. These wonders are meant for men, not animals.”

◦ You: “Why am I unable to wield a weapon?” Wizard: “The curse knows you, and has laid it's hand upon you. Find yourself to break the curse.”

◦ You: “What was that dragon upstairs?” Wizard: “A servant of the dark king and a test of your courage. He dealt me a near fatal blow, before you came to my aid. I remain in limbo until the curse is lifted.”

◦ You: “If I may ask, what became of that thief?” Wizard: “I granted him a wish. He wished to be the world's greatest lock-picker. I turned him into a key.”

Travel Options:• Outside to page 130

Area: Forbidden Woods (east 6, north 2)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• North to page 135• South to page 130• East to page 142• West to page 121, northeast side path

Area: Forbidden Woods (east 6, north 3)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:• Get too close and you'll disturb the wildlife, which attracts attention.• Random number up to 4.

Misc Items:• When you come near the small cabin, You: “People would talk about this place as a black

market location. Some of the wars between merchants involved paying the thieves to harass their competitors.”

Travel Options:• North to page 136• South to page 134• East to page 143• West to page 122

Area: Forbidden Woods (east 6, north 4)

Memory: You: “Entrance to the forbidden woods. As if this place wasn't bad enough before the curse.”

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• Under the east side bird statue is a bag of coins.

Travel Options:• North to page 137• South to page 135

Area: Eastern Shoreline Bay (east 6, north 5)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• The remains of a collapsed shack still sits by the rocks, along with a couple small broken

kayaks.

Travel Options:• North to page 138, east side path• North to page 138, west side path• South to page 136• East to page 145• West to page 125

Area: Eastern Shoreline Bay (east 6, north 6)

Memory: If appear on the upper section of this area, You: “The archeologists informed me that the ancients built this well in hopes of getting fresh water easier. They didn't realize that the hole they were digging would connect to a deep underground cavern. It eventually lead to fresh water.”

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

Misc Items:• Using the well will take you into the underground passage ways that lead to each other.

Travel Options:• if on the east side path,

◦ North to page 139◦ East to page 146◦ South to page 137

• if on the west side path,◦ West to page 126◦ South to page 137

• Water way: 95, 41, 92

Area: Ancient Village (east 6, north 7)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

Misc Items:• A few houses of the ancient village still stands in this area. One of the houses can be entered to

find potions. You: “The witches that create potions in our modern time, say that some recipes came from these people.”

Travel Options:• South to page 138, east side path• West to page 128

Area: Southern Shoreline (east 7)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• East to page 148• West to page 129

Area: Forbidden Woods (east 7, north 1)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• None

Travel Options:• East to page 149• West to page 130

Area: Thief's Home (east 7, north 2)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

• Bushes and trees:◦ Get too close and you'll disturb the wildlife, which attracts attention.◦ Random number up to 4.

Misc Items:• A cabin can be entered.

◦ A variety of chests are scattered about some rooms. Some locks on the tables. A diary left open on a workbench. See note: Retirement.

Notes:• Note: Retirement

(early in the diary)So much for giving up the trade. This place they set me up with has been kind of nice. I no longer run from the law, but my fellow gents continue to rely on my services to open locks that even children could pop open. The lot of them don't come close to what we were capable of back in the day. If they want to know what's inside they will have to give up a good portion for my patience.

(random page)Well, something interesting has been stirring. The air doesn't feel right either. I may not be behind bars for the things I've helped steal, but the forest has always sounded pleasant enough to me; not as of late though. I feel, unsafe.

(more recently)I haven't seen anyone around lately. Perhaps the soldiers have finally captured my friends. Will they find me as well I wonder?

(last entry)I've been seeing shadows in the woods that are... unnatural. If I'm to be free of this fear, I must venture out. I don't care if I'm imprisoned. At least I'll have peace of mind again.

Travel Options:• West to page 134

Area: Forbidden Meadow (east 7, north 3)

Memory: None

Objective: • None

Enemies: • Shadow men

◦ Curse imbued men.◦ They stalk you; you won't know you're under pursuit.◦ For every step you take when moving away from him, he takes one and a half.◦ If you see them, they appear all black with red eyes◦ If you know where they are, and you can get out of line of sight, find a place to hide and sit

for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then leave. You are no longer under pursuit in this area.

Misc Items:• A couple troll statues stand facing one another as if getting ready for battle. Beneath the east

side troll is a half buried chest of gems and coins. Take some coins as you need them.

Travel Options:• West to page 135

Area: Eastern Shoreline Bay (east 7, north 4)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• North to page 145• East to page 152

Area: Eastern Shoreline Bay (east 7, north 5)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• South to page 144• West to page 137

Area: Peninsula of Fortune (east 7, north 6)

Memory: You: “The peninsula of fortune. I was on a mission that lead me to the money tree. I needed to blend in with the people around, so I set aside a few coins to gamble with until the right time. It wasn't until I began to leave that I noticed my target conducting some suspicious business around the storehouses.”

Objective: • Check behind the storehouses

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• There are a few storehouses along the north wall that have enough space between them to go

back behind them. You: “There were crates here with artifacts from the ruins.” TRIGGER: Two grunts will spawn around the building and immediately target you.

Travel Options:• North to page 147• East to page 154• West to page 138, east side path

Area: Meditation Point (east 7, north 7)

Memory: You: “Meditation point. This place was considered sacred among the few monks that lived here praying all the time. I came here for my own spiritual enlightenment. The practices of these men were indeed a marvel at dedication to their beliefs, but I couldn't help myself to think there is more to life than the solitude these men had. While I was here, one of the monks asked me to gather some special medicines from a few of the witches. The rituals they performed also required the burning of essences that were difficult to get. It was the least I could do.”

Objective: • None

Enemies: • None

Misc Items:• None

Travel Options:• South to page 146

Area: Southeastern Shoreline (east 8)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• North to page 149• West to page 140

Area: Eastern Shoreline (east 8, north 1)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• The house by the rocks has seen better days. The sign on the door reads “Crabbit. Visitors not

welcome.” You: “Didn't he let me borrow a shovel once?”

Travel Options:• North to page 150• South to page 148• West to page 141

Area: Eastern Shoreline Docks (east 8, north 2)The docks have been damaged in an attack long ago and worn down further over time. At the

far end of the docks lay storage crates and chests that didn't make it to the ship before setting sail.

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• Inside one of the chests are some royal dresses and some papers including a note. See love

letter: My ever faithful. Health cap increased.

My Ever FaithfulAlways in my darkest hours I would look up to find you ready to face any challenge. Far greater bravery than any of my father's soldiers. However, it's not fair that you should shoulder the burden alone. When my home fell that day, I knew that our greatest challenge was upon us, and we would need to be ready. My caretaker hid me away from danger, and trained me in the ways of her clan. You and I saved my home, but it takes more than two to build a country. Do you resent me for being raised among the privileged? I may not have known how to raise crops and cattle like the farmers, I may not have known the labor of gathering lumber and stone, but I know our history and the mistakes of leaders gone by. We all have our roles in life, and working together allows us to become great. What I'm trying to ask is, will you remain by my side? Not only during my times of need, but I want you to be here during the good times as well. To be a symbol for the people. To hold me in your arms when I'm alone.

Travel Options:• North to page 151• South to page 149

Area: Eastern Shoreline Docks (east 8, north 3)

Memory: You: “The ocean bound trade docks. It's strange not seeing any boats. Looks like some crates were left behind.”

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Travel Options:• North to page 152• South to page 150

Area: Eastern Shoreline docks (east 8, north 4)

Memory: None

Objective: • None

Enemies: • Coastline sand crawlers.

◦ They lay in the sand waiting for prey to approach. ◦ Will give chase over a small distance then return to their spot on the beach.◦ If they are close enough, they will attack your feet and ankles.◦ Run to get away from them.

Misc Items:• None

Travel Options:• North to page 153• South to page 151• West to page 144

Area: Eastern Shore Shrine (east 8, north 5)This ocean shrine was said to have been built by the water tribe before they settled further

inland. The shrine was abandoned due to the ocean tide wearing away at the cavern entrance and causing flooding in the low areas. They traditionally came back to restore and build upon.”

Memory: None

Objective: • None

Enemies:• None

Misc Items:• Explore to your hearts content, but when you are deep in the main hall and look back to the

entrance you will see a silhouette of someone peering behind a column watching you. When you approach, they dart away and disappear leaving behind a few feathers and a letter. See love letter: My wingless companion. Health cap increased.

My Wingless CompanionDo you remember the first time we met? I was having trouble encouraging the head master's son to be brave. Of course I surprised myself when I asked you to help me ascend the mountain to face our dragon lord. The climb was easy enough for me, being light as a feather. I can't imagine the effort you put into climbing up with me. You even had the courage to face the creatures in that dreadful volcano. After all was set right, you left us for a while, then returned to inspire me to do great things. Even after that temple had served it's purpose, I've managed to set in motion to restore our lost history. It has been challenging these past few years, but when I get discouraged I think of you and your bravery. I shall hold onto this letter until I learn of where you have ventured off to, then deliver it personally so that I might be with you again.

• Another point in the cave lays open to the sea but littered with large rocks making it difficult to wade through. You can hear music on the wind. Pick up a seashell to receive a note. See note: Musical notes.

Notes:• Musical notes

I hear a melody through the seashell while standing before the sea. I've heard it before, but I'm not sure where. For now I will keep the seashell, as it has perked my curiosity.

Travel Options:• South to page 152

Area: Money Tree (east 8, north 6)

Memory: None

Enemies: • Grunt

◦ Wandering soul.◦ Will attack if you're spotted.

Misc Items:• A barrel labeled “explosive” lays at the bottom of a blocked path up the mountain. • You can find the fuse laying along the path.

Objective: • Set up the explosives to clear the path up the mountain.

◦ Move the barrel into position◦ Find the fuse and set into the barrel◦ Light the fuse with either your lantern or a tinderbox and stand clear.

Travel Options:• North to page 155• West to page 146

Area: Rich Man's Mansion (east 8, north 7)Inside the mansion is a lot of nothing. The home is mostly empty with the exception of heavy

or large items that are laid over and damaged. There is one room that is special. A private study area where you find two large chairs divided by a table, all facing a fireplace with fresh logs in it. A skeleton in robes sits in one of the chairs holding a small locked treasure chest.

Memory: None

Enemies:• None. No exceptions.

Objective:• You: “Feels a bit cool here. Deathly quiet. I suppose I could rest a bit by the fire.” Light the

fireplace and sit in the chair.◦ a note will appear on the small table without you seeing where it came from. See note: Rich

man's note◦ After you read the note, a hot cup of tea and a second note can be found on the table. See

note: Rich man's thanks.◦ After taking the tea which restores your health, you hear a click sound. The chest has been

unlocked.

Notes:• Rich man's note

Not so long ago I entertained guests of the Money Tree. These foreigners would come from all over for a chance to get away from their daily lives and perhaps gamble a bit to win back a great deal. Of course it's no secret that the house always wins in the end. A little tease here and there of winnings that were produced from their own pocket. And what do they do with it? They feed the Money Tree once again until they leave empty handed. More often than not, the money they lose I trade back to them in exchange for the goods they carry. In this way, they return home with currency that is only good in their own country and I stay here with products never dreamed of in this land. Considering what I had collected, I wanted more. I used some of the goods I had to build up supplies for a trip to other countries for a chance to find even more precious commodities. That's when the curse started. The sky darkened in color, my guests made haste to leave, and my servants began to disappear. In my own panic I brought out the gunpowder to roll down the mountain and blow up the pass that lead to my estate. I was so afraid of losing my things to commoners, that I ended up imprisoning myself.

I should have planted fruit trees around my home instead of pretty ones, I should have helped with the daily chores of my servants instead of simply giving orders, I should have... Sigh. It's too late now though.

You know it wasn't even a few days of trying to cook for myself when I began to look at my material possessions and how worthless they were. They ease the mind of a hard working man, but do nothing to put food on the table. After wasting a few items and a few burnt pieces of meat, I started to get the hang of cooking. I came to enjoy it, and had wished I could have worked as a chef. So much for that dream.

The paintings have lost their color, the jewelry collects dust, the gold sits quietly in a corner,

none of it matter anymore. I refused to die with my wealth though. I cast it over the side of the mountain and into the sea to be carried to the bottom of the ocean. God help me should it be used to curse another soul as it did me. My supplies dwindle quickly, my body shows it's age, I realize now how poor I was to not understand the value of a friend. I did keep one thing though. I would like you to have it.

The children that gave this to me were quite adorable. At the time it was beyond my realm that they had so very little and yet they were happy. This "moving art" they displayed was remarkable, so I had made arrangements for them to perform as entertainment for my guests. I shall miss them, for they traveled across the sea.

• Rich Man's thanksThank you for coming to visit me for a while, friend. I hope you like the tea.

Misc Items:• Fox Mask inside rich man's treasure chest.

Travel Options:• South to page 154

SPOILERS!Turn Back!

******************Marilla******************King: "Then step through the portal, for they dance in a land across the sea."

You step through the portal:

camera pans a place of entertainment. (A stage in a town square) camera pans around dancers as they perform camera (from a distance) floats downward behind audience. As the camera comes down to audience level, an audience member with a Keaton mask can be

seen from behind camera pans dancers until they are finished. audience cheers camera begins showing the dancers cleaning up, when the Keaton mask member approaches

them.

Judo: "Yes? Would you like an autograph?" (puzzled as to what this person wants)

You give a letter to Judo for both of them to see.The two dancers are shocked for a moment and gaze upon you as if curious.You remove your mask and they both smile.

"There are those that do their best in this life not for themselves, but for the love of seeing true joy upon the faces of others."

Ending image: Dancers masked with hero, villain, and damsel, dancing around a bond fire entertaining audience members sitting close by.

******************Marin******************The king steps over to a wall and opens a portal that shows many landscapes across the lands.King: "I cannot sense where this person is.".The portal changes color to a blue sky with clouds.

Wind fish: "I can answer that question your highness. You seek one that camefrom a dream. The girl you know is not real. Dreams and the world of imaginationcan be places of untold beauty as well as devastation. These worlds can be createdto be anything based on reality or another's world of fantasy. However, my islandthat you once traveled to, does indeed exist. The girl you met with in the dreamstate, did not meet you for real. Do you still wish to go to her side?"

Wind fish: "Very well. Your highness, send him to me, I will take him to his desire."

You step through the portal.

Link is seen washed up on shore.Marin walks along the beach.Marin comes to you like she would any other drifter.Marin: "Are you alright? are you hurt? Wait, is that... is that an ocarina?!"You gather yourself and realize who she is and also she does not quite know you. But perhaps...You play Marin's melody “The Ballad of the Windfish”

Marin: "..." backs up in shockMarin: "You can't be.... I.. I know you. I've seen you in my dreams."Marin comes close to you

Wind fish: "This is my island, and when I dream, I think of this island. Thatday, when the nightmare attacked, it trapped not only myself, but some of thoseon and near the island. Had it not been for that boy sailing nearby, we wouldstill have been imprisoned by the nightmare. Now they can live out their dreams ina world without boundaries."

Ending image: Malon sings to audiences in the streets of cities with Link strumming a harp.

******************Midna******************King: "Very well. I shall accompany you to the mirror at the Hidden Palace**Fade out of room and fade into chamber

King: "It is true that the mirror was shattered, but that doesn't mean all is lost. Once a discovery is made or device created, people study it further to better understand and perhaps learn to control it. I have the power to send you through the mirror, but I cannot bring you back."

The king opens a hole in the ceiling to let in the moonlight and forms a portal where the mirror once stood. You step through the portal.

You stand in the world of twilight in a castle courtyard.Guards begin to approach and lead you to Midna, who sits casually upon the throne as if bored.

Midna: "And who might you be? You do not appear to be one of my people."You offer her a letter whom a guard carries to her.

Midna: "...!? How did you get this letter!? Wait. It's you!"Midna runs down from her throne and throws her arms around you and stands back again.Midna: "How did you get through the mirror? Are you well? How long has it been? What are

you doing here?"You hand her a shackle and present your right arm.Midna: "?... Heh, you have a funny way of proposing marriage, you know that?" she says with a

smirkViceroy: "But my lady, he is not of this world, and he does not come from a royal bloodline, nor

does he..."Midna: "You speak further of this matter and I will have you executed."Viceroy: "..."Midna: "It's bad enough you lot are dull and boring, and I will not be controlled by poorly made

rules, but I am willing to put up with SOME of your traditions simply because I care about my people. You should also be ashamed of yourselves, this man is a hero and I expect his recognition from all of you."

Midna looks back at you.Midna: "The viceroy does have a point though, you have a lot to learn about our ways, but for

now... For now, let us celebrate our reunion by going out.

Midna clamps the shackle to your arm, then transforms you into your wolf form and herself into the imp.

Midna: "There have been some rogue beasts to the north. Let us go hunting."

You charge out of the castle with Midna upon your back.

“Love does not bloom overnight, it grows and matures. The longer you tend to this flower, the more attached you might find yourself getting to it. You may end up losing that which you love and longing for it again. The real question you have to ask is; Would you give your life for that which you treasure?”

Ending image: Midna and Link sit in a window sill overlooking the twilight kingdom and the festivities that are about to begin.

******************Navi******************Navi: "ME?! You'll really have me? ...I don't know what to say."You raise your hand for her to stand on and bring her close.She begins to cry for joy thinking you didn't want her around.From your pocket you pull out a dress you found to replace her tattered one.

Navi: "I'll. I'll need to make some arrangements before anything else. Will you takeme back to the children?"

You approach the edge of the village, when...Navi: "Here is fine. I think it would be better if they didn't see you."You lean against a tree and Navi flies to the center of the village, then around the village along the

trees and finally back to the center where she takes on human size.The children begin to approach cautiously and curiously.

Navi: "Worry not my children for the curse has been lifted"Child: "Does that mean we can go back to the way we were before?"Navi: "I'm afraid not. For the curse has taken much of my strength and I will not be among you

much longer. Tali, come to me. Over the years you have watched over your brothers and sisters much like I once did. Therefore, I shall bless you with the responsibility I carried."

Tali's fairy floats into Tali's heart giving her wings and a form similar to Navi's.Tali is excited and Navi smiles.

Navi: "Milo, I trust you remember how to restore the Great Deku tree?"Milo: "Of course. I'll find a spot worthy of his roots and tend to him until he's twice as big as

before."Navi: "Then it's time that I must leave, farewell my children. I'm happy to see you are all still

well."

Navi floats into the sky.The children turn their attention to Tali.

**camera close up of you still by the tree looking out at the children.Navi in fairy form floats down by your side.Navi: "It's done."You nod and give one last look back to your old friends before walking away.Saria took notice and waves with a smile.

**Change in sceneryYou stand at the edge of a different forest and look over a field with a goblin camp in the distance.Navi stands on your forearm which is crossed with the other.

**The camera pans the field, then to the sky, and with a bit of rotation pans back to see Cortana standing on Master Chief's forearm which is crossed with the other.

Cortana: "Life never changes does it?"

Master Chief: "Do you regret it?"Cortana: "We did get separated for a while, but as long as we're together I will always be happy."

Cortana strokes Master Chief's 117 mark with rotated letters spelling LINK.

Master Chief: "Don't worry, I will always be there for you, no matter how far."Cortana: "As will I."

**camera begins to distort a double image of Link and Master Chief bearing their weapon, with Navi and Cortana retreating to their pockets, and both of them charging toward the camera.

"Love is everlasting, unchanging through any struggle that life may throw at you. No matter how lonely you may get, you can take comfort that those who love you will seek you out."

Ending image: Cortona looking into a holoscope with a wide range of historical heros and their partners beside them.

******************Ruto******************King: "Return to the temple in the lake and you will find her there"

You approach the door you once heard crying from and open it.Inside is an auditorium with stone statue gods on display with a skeleton sitting at the base.

**camera close up of Zora skeleton and backs up slightly to reveal legs stepping up to it.King's aura encircles the skeleton restoring life to Ruto.

Ruto displays a broken soul (anger, sadness, despair,...).Ruto: "WHERE HAVE YOU BEEN?! I lost my life waiting for you to return. I prayed to the

gods, I performed the rituals, I did everything I was taught only to be abandoned and left to die."

Eventually she falls to her knees and weeps.

You kneel down take her hand and place the Zora sapphire in her palm.Ruto: "You found it? You went out of your way to find it?"You hand her, her letter.Ruto: "My gods may not have heard my voice, but I guess my words reached you after all."

She looks back at the statues.Ruto: "Perhaps these statues are just stone after all. There was one that came to us a long time

ago, who spoke of a different god than we have. I would like to find the truth for myself. Will you come with me?

You take her by the hand and walk out together.

"There are times when a soul must be broken down to it's core before a change can be made. And it falls to love to catch us, so that we might rise again to new heights that could not have been reached before."

Ending ImageRuto is instructing a music class with a variety of races of children for tonight's performance. You

are seen tuning a guitar. The camera position overlooking the room sits on a table or shelf in the room next to a Zora mask.

******************Saria******************King: "You will find her and your old friends hiding in their village. Navi will reveal them to

you."In the forest, you see eyes peering at you from behind trees and houses.

You begin playing Saria's song.As you play the children approach with their fairies.

Child: "Who are you mister? How do you know Saria's melody?"Saria: "I know you. Welcome back."You take a knee and hand her, her letter.

Saria: "...If you've returned then the curse has been lifted and we can tend to the forest again."Milo: "I believe you mean WE. It's time your wish came true Saria. We know how much you've

missed him and he's offering you the chance, so take it."

After a bit of thought or perhaps overwhelming emotion that can't be expressed...Saria: "I will miss you all."Saria's fairy hovers above her hands held out.

Saria: "I wish to be human, so that I might be with the one I love."She leans her head toward her fairy and a bright light comes from them both, then fades revealing

an adult human Saria.

Milo: "We Kokiri were born from the Great Deku Tree and our fairy counterparts were born from Navi. We are two parts, of the same soul. As long as we have our fairy partner, we will remain as we are, but they are also our gift of a single wish."

Saria: "I'm ready to go and see the world as you have."

You look around at the children.Navi: "Don't worry about them. You've saved them from the curse, and now I can watch over

them again until the Great Deku Tree re-sprouts."

You take Saria by the hand and leave the village.

"There are times when we are afraid of changing who we are for fear of the unknown, like a prison of comfort that cages without bars. We make the most of where we are in life, until that moment of opportunity comes and love reaches out to us, to show us a bigger world than we'd ever imagine. All it takes is a little courage, and a helping hand."

Ending ImageYou sit by Saria on a log next to a campfire looking at the fireworks over a city in the distance.

Five children dance around holding sticks with glass bottles hanging from strings at the tip with fireflies inside.

******************Zelda******************King: "My daughter you say? And what makes you believe she even knows you, let alone return

your love?"

You hand zelda's letter to the king.

King: "... I see. Perhaps I should have kept a closer eye on her, or rather spent more time with her. Your loyalty to the kingdom knows no bounds, and your care of the people has been greater still. Therefore, you may have my blessing to marry my daughter, should she accept you."

King gives a letter to you and a ring.King: "You will find my daughter to the west, in a country outside the limits of this once cursed

land. Present this letter and ring to her as proof of your deeds to me and my final request to both of you for rebuilding this land to it's former glory."

You step through the portal and appear before an unfamiliar castle.You approach the gate and present a letter with the king's seal upon.Guard: “My men will lead you to the guest room, while I inform her highness of your arrival.

The servant's will help you clean up from your travels.”

Zelda is seen in a study.Guard: "Princess Zelda? A messenger seeks an audience. I sent him to the guest room upon his

arrival to clean up. He carries a letter with your family's seal.”Zelda: "Oh? Very well. Bring him to me once he is ready."

The guard returns.After a quick bath and change of clothes, you are lead to the princess.

You walk forth, take a knee and offer the letter.Zelda reads it.Zelda: "What is the meaning of this? Do you insult me? How can I believe this letter?"You offer the king's ring and she takes it.After looking it over.

Zelda: "This is indeed my father's ring. My father was still wearing this when he was sealed away. If you have it, then that means you've been to the cursed tower and broken the seal. This ring is proof you speak the truth, please forgive me for my rudeness, I did not recognize you. As princess, you have my deepest gratitude for your service, and I would like to thank you. Perhaps now we can begin to learn more about each other during this time of peace, while we begin to rebuild my... our kingdom. I believe it will be dinner soon, will you join me?”

She offers you her hand.

“We live by fear or by faith. Despite only being a small part of a bigger picture in life, we place our trust in others and lean on them for support. We often drift into fear, believing that we are alone in this world, but fear not, for a greater power watches over all of us, and from his

perspective, we are never out of reach and right where we need to be.”

Ending ImageClose up of you and Zelda dancing in the main hall where you spoke to the king. The castle has

been restored.

******************Medli******************King: “Then you need not look much further, for she has found you.”A wind blows a curtain aside and reveals an observer.Medli: “!...”

King: “Please come forward, you have nothing to fear here.”Medli: “You um.. you have my letter? ... I've been coming back to the shrine every now and then

to see what has become of this land. When I first saw you I thought you might be one of those creatures, so I took flight. But something was telling me I should stay. Strange. I had more courage stalking a stranger than I do right now.”

King: “My dear, you have been flying all night haven't you?”Medli: “Your kingdom is but a day's flight with this seasons wind streams. And I've been curious

about who or what I saw all night. Yes, I'm quite tired.”King: “Since the two of you have some catching up to do, I will prepare rooms for you both and

tomorrow you can sail back to your home.”Medli: “Sail? Oh! Yes! Quite so. I can only carry so much weight so far... Wait no, I'm not

saying you're heavy I just... that is if you want to come back with me?”

You hand her a fan of feathers.

Medli: “Oh! These are Athearik feathers. Very rare and hard to get even by air. These are for me?... They're lovely.”

King: “If I recall it takes about a week to travel by boat. Let us prepare dinner together, and I'll get a vessel ready while you rest tonight.”

“Courage is something we look for not only on the battlefield in the face of our enemy, but often when we fear losing something dear to us. The first step is always the hardest. We may trip and stumble, we may get hurt along the way, but each step becomes easier when you're sharing experiences with those you cherish dearly.”

Ending image: Link is sailing a vessel that bears a lion head at the front of the ship and Medli is checking the cargo with a few others from her tribe.

******************Malon******************King: “She has fled to the west along with the other citizens before the curse laid waste to this

land. I have one last request for you. Take this letter and ring to my daughter, so that she might make arrangements for the people to return and restore this land. When you step through the portal, call out with your melody, and she will lead you to your love.”

You step through the portal and find yourself in an open field where the wind blows strong, but calmly. You play your ocarina, Epona's song. From the stables of a castle in the distance, comes galloping a great steed. This horse is not Epona, but she recognizes you as a friend. You mount the steed and you travel to the castle.

**camera fades and fades back in to a horse ranch where link is seen riding a different horse as well as wearing slightly different clothing.

You ride up to Malon who is tending to other horses and present a letter.Malon: “A message? From our highness Princess Zelda?” she reads the letter.Talon: “What news does he bring Malon?”Malon: “The Princess has requested a great deal of horses for our trip back home.”Talon: “Back home? Does she mean to push back the curse that drove us from there?”Malon: “No. The curse has been lifted. The land may be in ruins, but it is our home.”Talon: “We've already made a nice home here. Are you sure you want to go back?”Malon: “The horses have been homesick since the day we left. The people will have a much

easier time traveling with steeds that know the land.”Talon: “I suppose. I'm sorry young man, was there something else?”

Link hands Malon a letter and a golden horseshoe.

Talon: “I thought I recognized you. You're the boy that came to our ranch a long time ago. You must have gone through a lot of trouble to get that horseshoe back for us. How on earth could we repay you?”

Malon: “Father, do we have room for another helper?”Talon: “With such a large order from the Princess, I suppose we could use a few.... I see. You

already know how to ride, but there's a great deal more to horses than just jumping on their back. Come with me, I'll show you the ropes. Malon. Go ahead and prepare a room out in the barn until we can make proper room in the house.”

Malon: “Yes father.”

“Life is not fair, we must work to survive. It is often said that -If you do what you love, you will never work a day in your life- and if you work with those that share your passion, you may find a new life to love.”

Ending image: Link and Malon are tending to the horses in the barn. Link with a pitchfork moving hay and Malon with a bottle feeding a colt.

******************Ilia******************King: “Ilia you ask? Yes, I can lead you to her. Do you remember where you found her letter?

Back in the mines wasn't it? You've been gone a long time and much has changed. The village you spent your young adult life at had come under attack and many of the villagers were taken into the mines. Your friends remembered your courage and fought back bravely. Ilia was among the few that managed to escape. Your younger friends, the Kokiri children, lead them safely to the edge of the forest. From there, they headed south. I believe your steed will hear you, should you call out.”

You make your way to the edge of the forest.Audio of the king: “From the forest head south. It will take a few days to get there, unless an old

friend can hear you call. Farewell.”You take your reed whistle and play. A horse can be seen without a saddle coming upon you

across the fields.

Like old friends you greet one another quietly.Epona takes you to a village to the south as the king told you.

You enter the village to find Jaggle coming up to greet you.

Jaggle: “Well I'll be. Where have you been boy? I see you found Epona. I wondered where she ran off to with all that had happened to us. I seen you coming from the north, so I would assume you've seen it. Our home in ruins. Some of us made it out alive, but not everyone.”

Talo: “LINK! You're back! How did you know where to find us? Ilia's going to be shocked to see you.”

Jaggle: “Indeed she will be. I'll take you to her. Talo. Go tell your mother to make room for one more.”

Jaggle leads you to a barn with goats inside. As you walk toward it, you see a grave marker with names on it: Bo, Fado, Colin, Hanch, Sera.

Jaggle: “Rusl and Uli followed the resistance to the west. Colin decided to stay with the village, and he sacrificed himself so that we could get away. You would have been proud of him. He took them on like a skilled knight. The last time I saw Malo, he followed a caravan of traders. That boy is something else. We don't know what became of Beth. She was with us during the raid, but she didn't come down into the mines. We can only pray for her well being.”

Stepping into the barn.Jaggle: “Ilia! You here?”Ilia: “I'm back here.”Link walks onward to where Ilia is. Ilia steps out.Ilia: “What is it Jaggle? Is something...” a pause. “Link? Is it really you?”Ilia sees the reed necklace around your neck.Ilia embraces you.Ilia: “Welcome home.”

“We are often called upon, when the need arises. The shepherd leaves his flock to kill the wolf. The soldier leaves his home to defend his country. The burden can be heavy to bear at times, even when we lose a great deal in life. Be it over days or perhaps years, the peace at the end of a journey is often found in the comfort of those we are at rest with.”

Ending image: A familiar scene of being on the ranch overlooking the plains and the whole family tending to the farm animals and chores.

******************Sage******************King gives a letter to you and a ring.King: "Seek out my daughter to the west, in a country outside the limits of this once cursed land.

Present this letter and ring to her as proof of your deeds to me. She will know where to find your love."

You step through the portal and appear before an unfamiliar castle.

You approach the gate and present a letter with the king's seal upon.Guard: “My men will lead you to the guest room, while I inform her highness of your arrival.

The servant's will help you clean up from your travels.”

Zelda's voice can be heard while the camera stays on you being tended to.Zelda: “You have presented to me my father's ring and his last will. I will honor his wishes and

return to restore our lost home. For you I present the title Hero of Hyrule.”

**camera fades into a chamber where you are kneeling before Zelda before a small audience.

Zelda: “How can I reward you for such a great service to our country?”

You present a letter to Zelda.Zelda: “A letter? Interesting, I recognize this handwriting. Come with me.”Zelda leads, and you follow.

You come to a door. Zelda knocks and enters.Zelda: “Roselyn? Are you in?”The room is a personal library with enough space for a few people to gather together comfortably.

Zelda walks over to a podium with papers on it.Zelda: “I believe I'm correct. Roselyn?”Roselyn: “zzz”Zelda: (giggle) “Roselyn? Wake up. You have a visitor.”Roselyn: “mmm. Hmm? Oh highness! I've been researching the rituals of the Katisnic tribe and

the effects on their.... Wait, a visitor?

You step forward and hand her the locked book.Roselyn: “My book?! It's you, isn't it? You were the one that saved me as well as all those other

people throughout the lands.”Zelda: (puzzled)

Roselyn: “I did not mention this before my lady, but after thorough research I pieced together moments in our history as well as fables of neighboring lands. All my notes are in this book.”

Roselyn pulls a key from her necklace and unlocks the bindings on the book.Roselyn: “The Wandering Soul. The one that stands before us has traveled much further than

anyone could ever imagine. From land, sea, sky, time and space. His body might change, his memories fuzzy, but the same hero is found in all the texts I've read. If you're here, then does that mean we are in danger as well?”

Zelda: “I believe he came here to see you.”

Zelda hands her a letterRoselyn: (blushes) “Oh this. I umm...”Zelda: “I think I would like to hear all about these adventures. Would you care to share with us

from your book at our next tea and reading session?”Roselyn: “... Oh, yes, of course my lady. Let me take a moment to clean the place up a bit.”Zelda: “Splendid. Come. Let me introduce you to the soldiers, Captain.”Link and Zelda leave.

Roselyn quietly walks over to a display of items {boomerangs, lens of truth, arrows, compasses, etc}.

Tingle: “He certainly gets around doesn't he. Almost as fast as me.”

From a window sill, sits a green little man.

Roselyn: “Hello Tingle. What brings you in?”Tingle: “I am returning your power bracelet that was still laying in that tower as well as other

interesting items he had at the time.”Roselyn: “Thank you Tingle. Since he's here, I may not need your services quite as much.”Tingle: “Where's the fun in GIVING him items. Makes it more rewarding to find them; stronger

too.”Roselyn: “You may be right. Do you have any new maps and news for me?”Tingle: “My journal as always my dear. Your trip home may not be easy. I'll be off then.”

“You never know who might be watching over you. Our paths in life may drift to and fro, but it only takes one special moment to make a connection. By working together, we live in harmony.”

Ending image: Out in a courtyard, Zelda and her lady sages sit around a table as audience members of Roselyn reading from her book and Link sparring with soldiers close by.

******************Archeologist******************King: "Then step through the portal. She lives in the town you first met."

You step through the portal

**Claire can be heard speaking while camera drifts through town.Claire: “This vase was found in the residential hall of the temple and used for water storage.”

**Claire can be heard speaking while camera drifts over a house.Claire: “A fine choice sir. That shield was listed as being used by the overseer himself.”

**Claire can be heard speaking while camera drifts through a museum.Claire: “Splendid. The tablet will make a fine addition to our display.”

**Camera drifts through room and focuses on Claire at a desk finishing business with a merchant.The merchant leaves and her grandfather passes through with a load of antiques.

Claire: “Hello grandpapa. Is it already closing time?”Grandfather: “Hello Claire. Yes it is. How well did we do today.”Claire: “Not very well. If we don't find something significant to display we're going to run out of

relics to keep us afloat. We've already lost some good items.”Camera remains on Claire who is handling financial documents while her grandfather is in the next

room.Grandfather: “Things will turn up my dear. Had it not been for that young man sealing that

cursed knight away, we wouldn't have had such a good haul.”Claire: “It's just about emptied out. At this rate we should look for another site. Since you were

so eager to get the good stuff out first. Are you listening? (sigh)” She pauses as she remembers something, then returns to her papers.

“There are times in our lives when we lose the things that are precious to us. Sometimes we misplace them, sometimes we give them up.”

The sound of the door opens, but Claire does not look up.Claire: “I'm sorry, but we're closing for the night. Come back in the morning.”

“Things we lose in life, often play a role in another person's life and hold a story of their own.”

A figure walks up to the table and gently lays a mirror on the desk.Claire: “Did you not hear me? I said...”She notices the mirror and brings her hand over it, pauses, then looks up.

“Sacrifices we make can be seen as an investment for greater things in life.”

Claire: “Grandpapa. I think we're going to have a guest for this evening.”

“And every great once in a while, our investments will return to us with a little interest”

Ending image: Link is seen fighting stone guards, Claire studies the wall of insciptions, and Grandpapa is bagging up the treasures.

******************Maple********************Camera pans through a forest, fading between sections of trees.**Camera comes upon a young witch picking through mushrooms.Maple: “This one looks plenty ripe.”

Maple packs up her things and rides her broomstick through the woods towards an old cottage in the distance.

**Camera close up of the cottage, then fades inside waiting for Maple to come in.

Maple comes in casually.Maple: “Auntie Syrup! I'm back! I found some pretty ripe herbs over by Birch area.”Syrup: “Oh that's nice deary. We'll have to store those away for the next batch of medicines.

You're a little late. There was a young man who came in earlier and filled my order out already.”

Maple: “! But I.”Syrup: “What a nice fellow. He asked if there was anything else he could get, so I made another

list of things and he was off.”Maple: “Another list? But I thought...”Syrup: “He said he was looking for someone, but for now was willing to help out. He might make

for a good apprentice.”Maple: “!!!”

Maple infuriated, flew out the door, jumped to her broom, and high she took above the forest in search of this unwelcome guest.

Maple: “OH! Once I find him I'll whisk him off to the cliffs and drop him into the murky swamp where few leave alive. No one takes my place! AHA!”

Maple spots a figure and dives in.Link turns, sidesteps and grabs Maple right off her broomstick.

Maple: “WHAT DO YOU THINK YOUR DOING! LET GO OF ME! I'LL TEACH YOU NOT TO MESS WITH...”

Link points where her broomstick landed. It landed into a thicket of thorns that quickly reached around the broom as if squeezing the life out of an animal.

Maple: “Oh. Auntie said the Vampiric Thorn Thistle had been spreading recently. If you hadn't caught me I would have been drained and dead within the hour....” back to her heated senses “If you hadn't filled out my Auntie's order I wouldn't have been so careless! Who do you think you are anyway? I'm the apprentice around here, not you. Why are you...”

Link reaches into his bag sitting nearby, and gives her a petrified Lon Lon Egg.

Maple: “? What is it? This looks like a Lon Lon Egg, but it's stone.”

While Maple is distracted, Link takes out a blade and cuts back the thistle to fish out the

broomstick.

Maple: “Is this for me? The other girls are going to be so jealous when they see this.... Wait a minute.”

Link gives the broom back to Maple, slings both his pack and her's around his back and passes a list of ingredients to Maple.

Maple: “I... I guess we could work together. Let's see... The Purple Bloated Toad is the closest one on the list right now. We'll have to go through the woods and past two fields to get to him. So... Shall we be going then?”

“You never know who your going to cross paths with on this journey through life. Sometimes for a moment, sometimes for a while, other times for good, and other times for bad. No matter what action we take, we often leave an impression on others that might change the course of their life forever.”

Ending image: Link and Maple are nose close to colorful plants and small animals with wonder in their eyes.

******************No one******************Link smiles graciously, bows and takes his leave.

King: “Nothing at all? Your joy in life, is to bring hope to others? Then I shall honor your request, that you remain hidden in the stories of legend. The unknown hero, who came to the darkest corners of the earth, bringing us the light. The world will hear of your great deeds, and your example will be seen in generations to come. May you be blessed on your

journeys, my friend”

“We did not create the world, but rather we were born into the world as caretakers. There is much

in this world that is created from nothing, and to nothing shall be returned. By honoring the creator of things, you need not fear losing what you have, for it can be given to you again.”

Ending image: Children dressed as the great hero using sticks to sword fight in glee and laughter.

Developer Notes

The story is a full conversion Amnesia custom story based on the game of Legend of Zelda for the old NES. The entire map is a semi direct copy of the old NES game. Each section has it's own loading screen, which coincides with the old game style where you walk beyond the screen and enter a new area. This is my tribute to a great series created by Nintendo, as well as thanks to Frictional Games for providing an interesting game engine to play with.

I did email Nintendo and asked about the copyright issue of creating this game, and the letter I received back did not directly say no, but left it open to a possibility. I only asked a general question about the elements I would require to build my story; I did not give them details since that would automatically give them rights to it. I also emailed Bungie through Microsoft about having a special guest in one of my ending cut scenes. I have not yet heard back.

FAQs:Q: When did Navi write her letter?A: Navi's letter was written while you were away (After Ocarina of Time). So long, in fact, she

wrote the letter out of sadness and left it behind. When you came back, she was so happy that she had forgotten about the letter or chose not to reveal it.

Q: Why is the triforce not a part of the story?A: When I started this project I began the alchemical process of blending one part Legend of

Zelda, one part Amnesia the Dark Decent and one part reality. Like many nations there is a religious body people turn to. That is how I see the triforce. Link himself was never obsessed with the triforce, but it was presented to him as a means of defeating a greater threat. My story does have it metaphorically, but it's not the center piece.

Q: Follow-up: You said “one part reality”. You are aware that people don't share your beliefs as you've stated them with the king at the end?

A: I'm aware. If you truly want to know my beliefs, I am a christian. I try to live under God's rules the best I can, despite falling on my face constantly, and I am grateful for Jesus being there to pick me back up again. Would you prefer that I write a story that encourages bad behavior, like lying, cheating, stealing, messing around perhaps? I believe our reality was designed and we have a role to play in it; what I don't know is how well I'm doing. The king in my story has no choice but to say what I've told him to say; you and I get to choose to obey or not.

Q: Link is well known for not speaking, why did you give him a voice?A: I did my best to not have him speak, as you might have noticed in some scenes, but some of

the moments required speech to allow the reader to understand what was going on. Once I realized the inevitable it opened a door for much easier story writing, but I still had the mindset of limited speech.

Q: You brought in several elements of the original game as well as the puzzles, would you tell us your opinion of some of them?

A: I was pretty exciting about the “tip of the nose” riddle. While I was studying the architecture of the dungeons and turning them into buildings I realized the wizard's palace, dungeon 7, was in the shape of the “A” key. The map and dungeon both look like lion heads, and the “secret” was the note about the “tenth enemy has the bomb”, which was programmed into the game.

Screenshots

This was rough draft work of what I did in the level editor. I never was a good decorator.

CreditsStory Writer

Matthew Daipraiin memory of Gizmo (cat)

Story EditorTiffany Daiprai (sister)

ArtistJeff Brown

jeffbrowngraphics.com

Beta ReadersChris WheelerMicheal Young

Game EngineAmnesia

copyrighted by Frictional Games

Alternative UniverseLegend of Zelda

copyrighted by Nintendo

Special GuestsMaster Chief and Cortona

copyrighted by Bungie and Microsoft

Special ThanksMangaMinx

A Let's Player that introduced me to Amnesia the Dark Decent