# A Warm Reception — 1 of 1

## Josh Hetzel

Release 1

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"A Warm Reception" by "Josh Hetzel"

When play begins:

say "You are a reporter for Feudalism Monthly. The princess of the land is being married today, and you were assigned to report on it. You're not sentimental, so you skipped the actual ceremony and showed up in time for the reception. Figured you'd take some pictures of the castle, get some dirt on the guests and be done.";

Book 1 - Groundwork Before Play

Chapter 1 - Declaring Variables

PlayerBadLuck is a truth state that varies. PlayerBadLuck is initially false.

GameHasFunBucks is a truth state that varies. GameHasFunBucks is initially true.

WonHelmet is a truth state that varies. WonHelmet is initially false.

HasArmor is a truth state that varies. HasArmor is initially false.

The CLosses is a number that varies. The CLosses is initially 0.

The CoinGamePlays is a number that varies. The CoinGamePlayes is initially 0.

The TurnsOfBadLuck is a number that varies. The TurnsOfBadLuck is initially 0.

The Maze8Enters is a number that varies. The Maze8Enters is initially 0.

The DressChecks is a number that varies. The DressChecks is initially 0.

Chapter 2 - General Code

Use scoring. The maximum score is 18.

Include (- Global user_input = 100; -) after "Parser.i6t".

The user input is a snippet that varies. The user input variable translates into I6 as "user_input".

To get a line of input: (-

KeyboardPrimitive(buffer, parse);

user_input = 100 + WordCount();

-).

The parser error internal rule response (N) is "That's not a verb I recognize. For a list of verbs, please type 'verbs.'"

Understand nothing as locking it with.

Understand nothing as wearing.

Understand "verbs" as a mistake ("The possible verbs in this game are:

north, south, east, west, northeast, southeast, northwest, southwest, up, down for movement

look to see the description of the room you're in

inventory to see what you are carrying

examine, take, drop, open, close objects

unlock 'something' with 'something'

turn on the lamp, turn off the lamp

credits, score, undo, save, restore, restart, and quit are also acceptable, and work as expected.")

Understand "hint" as a mistake ("Included in your dossier were two maps of the castle and some hints from fellow journalists. You can find them in the game files.")

Understand "help" as a mistake ("Included in your dossier were two maps of the castle and some hints from fellow journalists. You can find them in the game files. You can get a list of possible verbs by saying 'verbs.'")

Understand "about" as a mistake ("Written by Joshua Hetzel. Tested by Catherine Hetzel, Michael Chay, and Chris McHenry.")

Understand "credits" as a mistake ("Written by Joshua Hetzel. Tested by Catherine Hetzel, Michael Chay, and Chris McHenry.")

Understand "xyzzy" as a mistake ("You are now in the debris room...[line break]Sorry, wrong game. There is no cave here.")

zork is an action applying to nothing.

Understand "zork" or "zork i" or "zork 1" as zork.

Carry out zork:

say "'Zork on a brick would sell 100,000 copies.' Bobby Kotick.[line break]You see a brick appear.";

move brick to location of player;

brick is an object. It has the description "A brick with 'Zork' on it. It is believed to have sold quite well."

Rule for printing a refusal to act in the dark: if we are examining something, say "It's too dark, you can barely see your hand in front of your face."

Rule for printing the description of a dark room: say "It's very dark, you can barely see your hand in front of your face."

An electric light is a kind of device. Carry out switching on an electric light: now the noun is lit. Carry out switching off an electric light: now the noun is unlit.

Chapter 3 - Objects that Don't Exist Yet

fun bucks is an object. It has the description "10 fun bucks. They must be worth something to someone."

gauntlets is an object. It has the description "Sturdy steel gauntlets. You feel like you could lift an elephant with these."

helmet is an object. It has the description "Well polished medieval helmet. Doesn't even seem dented."

Chapter 4 - Good and Bad Luck

After dropping mirror:

say "The mirror has shattered into thousands of pieces. You have 7 turns of bad luck.";

remove mirror from play;

Now PlayerBadLuck is true;

the resume good luck in 7 turns from now;

move shattered glass to location of the player;

shattered glass is an object. It has the description "Thousands of pieces of glass scattered on the ground."

At the time when the resume good luck:

Now PlayerBadLuck is false;

say "You have lost your bad luck.";

Book 2 - Room/Object Specific Code

Chapter 1 - Lamp Bug Fix

After dropping lamp:

If the lamp is unlit:

Now the lamp is lit;

say "With a clang, the lamp bursts with light. You examine the switch and see that it is still in the 'off' position, but the lamp is lit regardless.";

else:

continue the action;

Chapter 2 - Rooms Effected by Bad Luck

Instead of going to Powder Room:

If PlayerBadLuck is true:

let Q be a random number between 1 and 4;

If Q is 2:

say "You narrowly avoid an anvil falling from the ceiling.";

move anvil to Powder Room;

If Q is 3:

say "A grand piano falls from the sky. Perhaps you aren't that unlucky, as it lands a mere four feet away from you.";

move smashed piano to Powder Room;

continue the action;

Instead of going to Princess Room:

If PlayerBadLuck is true:

let Q be a random number between 1 and 4;

If Q is 2:

say "You narrowly avoid an anvil falling from the ceiling.";

move anvil to Princess Room;

If Q is 3:

say "A grand piano falls from the sky. Perhaps you aren't that unlucky, as it lands a mere four feet away from you.";

move smashed piano to Princess Room;

continue the action;

Instead of going to Game Room Entrance:

If PlayerBadLuck is true:

let Q be a random number between 1 and 4;

If Q is 2:

say "You narrowly avoid an anvil falling from the ceiling.";

move anvil to Game Room Entrance;

If Q is 3:

say "A grand piano falls from the sky. Perhaps you aren't that unlucky, as it lands a mere four feet away from you.";

move smashed piano to Game Room Entrance;

continue the action;

Instead of going to Casino:

If PlayerBadLuck is true:

let Q be a random number between 1 and 4;

If Q is 2:

say "You narrowly avoid an anvil falling from the ceiling.";

move anvil to Casino;

If Q is 3:

say "A grand piano falls from the sky. Perhaps you aren't that unlucky, as it lands a mere four feet away from you.";

move smashed piano to Casino;

continue the action;

anvil is an object. It is not portable. It has the description "A large anvil that materialized from the sheer power of your bad luck."

smashed piano is an object. It has the description "A grand piano that has been senselessly destroyed before your very eyes."

piano key is an object.It has the description "A single key from that smashed piano. Somehow, it seems intact."

Instead of taking smashed piano:

say "You try to lift the piano, but it keeps folding in on itself and contorting in your hands. Eventually a single key falls out.";

move piano key to location of player;

After dropping piano key:

say "The key clinks to the ground and plays a perfect B flat, making you question how this piano worked."

Chapter 3 - Prize Room Code

After dropping fun bucks in Prize Room:

say "You hear a mechanical voice: 'Congratulations! You have won the gauntlets!'";

remove fun bucks from play;

say "[line break]Some gauntlets appear on the ground.";

move gauntlets to Prize Room;

After dropping golden ticket in Prize Room:

say "You hear a mechanical voice: 'Ooo, I forgot about this promotion! You have won a self guided tour of the living quarters of the castle.

Lucky you!'";

remove golden ticket from play;

say "[line break]A gold key appears on the ground.";

move gold key to Prize Room;

Chapter 4 - Coin Flip Game Code

After examining coin flip game:

If PlayerBadLuck is true:

say "Tails";

increment CLosses;

say "[line break]You have [CLosses] consecutive losses.";

if CLosses is 5:

say "[line break]Congratulations! You win the bad luck prize![line break]A helmet spits out of the machine onto the floor.";

move helmet to Casino;

otherwise:

Let F be a random number from 1 to 2;

if F is 1:

say "Heads!";

If GameHasFunBucks is true:

say "You win 10 fun bucks!

Some fun bucks spit out of the machine onto the floor.";

move fun bucks to Casino;

now GameHasFunBucks is false;

now CLosses is 0;

otherwise:

say "[line break]The machine is out of fun bucks.";

now CLosses is 0;

if F is 2:

say "Tails";

increment CLosses;

say "[line break]You have [Closses] consecutive losses.";

if CLosses is 5:

say "[line break]Congratulations! You win the bad luck prize![line break]A helmet spits out of the machine onto the floor.";

move helmet to Casino;

increment CoinGamePlays;

If remainder after dividing CoinGamePlays by 4 is 3:

If PlayerBadLuck is false:

If WonHelmet is false:

say "[line break]You think 'There must be something in this castle that can give me bad luck.'";

After taking helmet:

now WonHelmet is true;

continue the action;

Chapter 5 - Moth Room Code

Instead of going to the Moth Hatchery:

If the lamp is lit and the player has the lamp:

say "You and your lamp are swarmed by moths. The best you can do is just go back to where you came from.";

move player to E/W Crawl;

otherwise:

say "The moths don't seem interested in you.";

continue the action;

Chapter 6 - Moth Cage Code

After dropping cage full of moths:

if player is in Wardrobe:

say "The cage explodes open as the starving moths hurry out. They immediately devour the priceless dressings in the room, except for one. One dress appears to have had armor sown into it, and now the armor lays bare on the floor.";

move armor to Wardrobe;

remove cage full of moths from play;

move broken cage to Wardrobe;

now the description of the Wardrobe is "There are tattered textiles and hangers strewn about the room. The moths have left, but their destruction remains.";

now the description of dress is "Tattered remains are left, destroying decades of hard work and precious materials. You monster!";

otherwise:

say "The cage drops to the ground, the lock rattling and showing its age. The moths rustle around the cage, but are unable to free themselves...this time."

The broken cage is an object. It has the description "A cage that once housed moths lies here, no longer useful after it was destroyed by your clumsiness."

Chapter 7 - Safe Code

After examining safe:

if safe is locked:

get a line of input;

if the user input matches "1644":

say "Correct";

Now the safe is unlocked;

Now the description of the safe is "It's a four number combination safe that you've masterfully unlocked.";

otherwise:

say "Incorrect"

Chapter 8 - Wardrobe Hint Code

After examining dress:

increment DressChecks;

If remainder after dividing DressChecks by 4 is 3 and HasArmor is false:

say "You think 'There's probably something in another part of the castle that will help me here.'"

After taking armor:

now HasArmor is true;

continue the action;

Chapter 9 - End Battle Code

Instead of going to the Throne Room:

say "Are you sure you'd like to take on the monster?";

If the player consents:

say "Here goes nothing!

You need to roll a [20 minus score] or better to kill the dragon. Are you sure you'd like to continue?";

If the player consents:

say "[line break]You rolled a...[line break]";

Let W be a random number from 1 to 20;

say "[W] [line break]";

if W is greater than (19 minus score):

say "Congratulations! You win![line break]

After killing the dragon, you notice a piece of paper on the ground. It reads:

'If you're reading this, hopefully everything has been sorted out. I figured I could release the dragon and scare the king enough to stop the wedding. My plan seems to have worked too well, as the royal dragon is running amok and wont stop.

My only hope was to stop the wedding so Olivia and Bridget could elope. I knew Olivia wasn't in love with me, and I accepted that. I didn't mean for anyone to get hurt.'

-Ralph

After reading, you write up your report of what happened and grab that bottle of wine you found in the basement.";

if score is 18:

say "[line break]Congratulations on a perfect score! Send an email to aWarmReception100@gmail.com for a special reward!";

end the story finally;

otherwise:

say "Sorry, despite your best efforts, the dragon has killed you.";

end the story finally;

otherwise:

say "Yeah, it's never good to rush into things.";

otherwise:

say "Yeah, it's never good to rush into things.";

Book 3 - Floor Maps with Existing Items

Chapter 1 - Main Floor

The Castle Entrance is a room. "You see the entrance to the castle in the east, and it has been thrown open, with no one inside. The entryway is covered in soot and burn marks. Whatever caused this doesn't seem to be nearby anymore. At your feet is a small booklet with the heading 'Instruction Booklet'

If you would like instructions, type 'examine booklet'"

Instruction Booklet is an object in the Castle Entrance. Instruction Booklet is scenery. It has the description "Welcome to 'A Warm Reception.' The adventure inside is sure to astound your friends and befuddle your enemies. There are only a few simple commands used in this adventure:

You can move in the eight cardinal directions with 'north', 'south', 'east', 'west', 'northeast', 'northwest', 'southeast', 'southwest', and you can also move 'up' and 'down'.

'Inventory' will give you a list of everything that you are carrying.

'Look' will give you a description of the room you are currently in. Many players choose to draw a map to help them navigate, but one is provided in the game's files if you get lost.

You can 'take' or 'drop' various objects, and can 'open' objects that contain something. You can also 'examine' anything, but not all objects will be interesting. You can also 'unlock door with key' (presuming you have the corresponding key for the door) and 'turn on' or 'turn off' your lamp. Inventory (or i) will tell you what you are currently carrying.

You can also ask for the 'credits' of the game, your 'score' in game, 'undo' your last turn, 'save' your game, 'restore' a saved game, 'restart' or 'quit' the game.

There are no other commands in the game that are not explained in context to you. If you get stuck, there is a text file of hints in the game's files for you.

Have fun!"

The Main Hall is east of the Castle Entrance. "You are in the Main Hall of the castle. You smell food to your southwest and south, and you see a chapel to the northeast; to the north is a large door and east you feel a strange warmth."

The Dining Room is southwest of the Main Hall. "The tables are set, you presume dinner has been canceled. Among the rows and rows of table sets, the only thing of interest you see is a pizza (probably for the kitchen staff). A door to the northeast goes to the Main Hall."

The pizza is here. The pizza is container and scenery. The description of the pizza is "It looks like they ordered a pizza with everything on it. You see pepperoni, olives, mushrooms, cookies..."

toppings are in the pizza. toppings are scenery. Understand "pepperoni", "olives", "mushrooms", "cookies" as toppings. toppings have the description "There is nothing interesting about the edible toppings on the pizza."

The silver key is in the pizza. The description of the silver key is "A silver key with 'cellar' etched in it."

The golden ticket is in the pizza. The description of the golden ticket is "A gold ticket that says 'for use in the Prize Room.'"

Rule for deciding whether all includes the silver key: it does not. Rule for deciding whether all includes the golden ticket: it does not.

The Kitchen is south of the Main Hall. "The kitchen seems like it was left in a hurry. Various ovens and stoves are off, but the food is still sitting on them, as if waiting to be completed. Your ineptitude at cooking prevents you from rectifying this situation. Best not to dwell on the waste. There is a staircase going down, an opening to the east, and a door north to the Main Hall."

food is in the kitchen. Food is scenery. Understand "oven", "ovens", "stove", "stoves" as food. Food has the description "There is nothing interesting about the food your lack of ability is wasting."

The Servant Quarters are east of the Kitchen. They have the description "A simple living space for the servants of the castle. You see a few beds and a bookcase. If memory serves you, the groom Ralph still lives here despite his status."

servant beds are in the Servant Quarters. Understand "bed" as servant beds. They are scenery. They have the description "Straw mattresses with thin coverings. Simple and uncomfortable"

coverings are in the Servant Quarters. They are scenery. They have the description "There is nothing interesting about the coverings."

straw mattresses are in the Servant Quarters. They are scenery. They have the description "There is nothing interesting about the mattresses."

The bookcase is in the Servant Quarters. The bookcase is container and scenery. It has the description "A bookcase filled with different types of literature. Maybe something will be useful in your investigation."

A How-To Guide to Dragon Training is an object in the bookcase. A How-To Guide to Dragon Training has the description "Opening this book, you're given a lot of useful information. Despite its small size, you feel this invaluable resource contains everything you need to know to contain the beasts, the pages...[line break]Okay, you're not looking for a career change. Best put this book back."

Medieval Cleaning Methods is a thing. It has the description "Paging through this book, you're surprised anyone had anything clean in this time period. You're really glad this isn't what you do for a living.". It is in the bookcase.

How to Amass a Great Fortune is an object. It has the description "A concise but effective guide to lock picking. You spend some time with it and learn how to pick simple locks. A lock pick fell out of the book as you were reading.". It is in the bookcase.

After examining How to Amass a Great Fortune:

move lock pick to location of the player;

lock pick is an object. It has the description "A useful lock pick that you have recently learned how to use."

The scrap of paper is in the Kitchen. It has the description "It's a torn scrap of paper that says 'I know who made that dragon come here. He doesn't know what he's done. He stopped the wedding, but at what cost?!'"

The Scorched Hallway is east of the Main Hall. "You see the door to the throne room, but feel a great warmth behind it. You guess that there is some monster on the other side, and that it would be best if you prepared yourself in some way to combat it. A plaque hangs on the wall, and you see a way to retreat to the west."

The lamp is an electric light in the Scorched Hallway. The lamp is switched off. The description of the lamp is "A lamp, proudly brandishing it's logo 'Infini-Lamp,' the brand famous for never running out of power."

The Throne Room is east of the Scorched Hallway. "Congrats! You win!"

The plaque is in the Scorched Hallway. The plaque is scenery. The description of the plaque is "The plaque reads:

'The battle before you bears a great weight,

A D20 die will decide your fate,

Your score determines what you must roll,

To save the day, and complete your goal.'

With your current score of [score], you will have to roll above a [19 minus score]"

The Chapel is northeast of the Main Hall. "It looks like a tornado went through here! Chairs and pews are strewn about like there was a professional wrestling match. The only thing of interest seems to be a bulletin left behind. The Main Hall lies to the southwest."

The bulletin is in the Chapel. It has the description "The wedding of Princess Olivia and Ralph, August 4th 1680.

Maid of Honor: Bridget; Best Man: Dennis"

Chapter 2 - Basement

The Wine Cellar is below the Kitchen. The Wine Cellar is a dark room. "You see many elegant bottles of wine. The collection is awe inspiring, but you probably shouldn't drink on the job. To your east is a wooden door, stairs lead up to the kitchen."

The bottle of wine is in the Wine Cellar. It has the description "An elegant bottle of wine with a gold wrapper. The wrapper says 'Random Harvest Wines.'"

The wooden door is east of the Wine Cellar and west of the Underground Fork. The wooden door is a door and scenery. The wooden door is lockable and locked. The matching key of the wooden door is the silver key. The wooden door has the description "A large wooden door, it seems too sturdy for you to smash your way through. It has the word 'Cellar' written on it."

The Underground Fork is east of the wooden door. The Underground Fork is a dark room. "A fork in the basement of the castle. To your east you see monstrous shadows dancing along the wall. To your south, you see a room with bright banners and lights. There are shelves of expensive wine to your west."

boots are in the Underground Fork. The boots have the description "A sturdy pair of boots. They look fashioned for combat."

The E/W Crawl is east of the Underground Fork. The E/W Crawl is a dark room. "The shadows get larger as you approach their domain. They seem to live in the east, and your way back to safety is in the west."

shadow is in the E/W Crawl. It is scenery. Understand "shadows" as shadow. shadow has the description "It looks like a swarm of moths around a bright light. They seem frantically fascinated by its luminescence."

The newspaper clipping is in the E/W Crawl. It has the description "You recognize the work of your coworker. It reads 'Princess Olivia has been spotted around the kingdom with a young bachelor, Ralph. He was originally hired to work in the castle as a servant, but the king has grown fondly of him, as well as our darling princess. Sitting down with the young couple, they both seem nervous about their wedding, but who could blame them. Being the center of attention in a room can be overwhelming, but being the center of attention for a whole kingdom?! How do they manage?'"

The Moth Hatchery is east of the E/W Crawl. "The moth are docile, resting near a glowing light at the far end of the room."

The moth keeper note is in the Moth Hatchery. The moth keeper note has the description "It says 'To do list:[line break]-Find misplaced lamp[line break]-Get stronger cage. It'll break one of these days with me dropping it[line break]-Buy more clothes. Moths are getting hungry and have finished my last shirt.'"

The cage full of moths is in the Moth Hatchery. It has the description "A simple cage full of moths. You're not sure why anyone would want or need this, but you're bound to find a use for it."

Instead of opening the cage full of moths:

say "It's very old and rusted shut. You couldn't open it without breaking it."

The Game Room Entrance is south of the Underground Fork. "You enter what looks like an underground amusement park. Most of the games seem to be in disrepair, but the lights and music make it seem like something must still work around here.

To your east is advertised 'Amazing Maze'

To your west is advertised 'Casino'

To your south is the 'Prize Room'

You can leave the games through a passage north."

The Casino is west of the Game Room Entrance. "A large room filled with various luck based machines. All appear to be broken or unplugged, except a 'Coin Flip' game. There is an exit to your east."

The coin flip game is in the Casino. The coin flip game is scenery. It has the description "The machine says:

'Step right up! Step right up! Heads is a winner, but tails never fails! Gets 5 tails in a row and receive the 'bad luck' prize.'

A picture on the machine show the bad luck prize is a nice looking medieval helmet."

The Prize Room is south of the Game Room Entrance. "There are various prizes strewn about the room. You need to remember this when you report on the royal budget, it's quite extravagant. There's a sign with the exchange rates on the wall. There's an exit to the north."

The gold key is an object. It has the description "A worn looking key that has 'Tower' etched in it."

The sign is in the Prize Room. Understand "prizes" as sign. The sign is scenery. It has the description "The sign gives the exchange rates:

10 Fun Bucks - Medieval Gauntlets

20 Fun Bucks - Fruit Cake

40 Fun Bucks - A Complete Guide to Competitive Goldfish Racing

80 Fun Bucks - Photo with the Queen

160 Fun Bucks - Photo with the Queen smiling

Please drop your Fun Bucks and Tickets on the ground and the prizes will be awarded."

The Numpad Room is east of the Game Room Entrance. Below the Numpad Room is Maze 8. "The room is purposefully barren, with just a number pad and stairs leading down. There is an exit to the west."

The number pad is in the Numpad Room. The number pad is scenery. It has the description "It's a simple number pad with the following layout

7 8 9

4 5 6

1 2 3

Pressing #4 makes the letter 'W' appear on a little LCD screen. All of the other buttons appear to be broken."

The Relaxing Room is a room. Above the Relaxing Room is the Numpad Room. "You enter a serene room, far away from any mazes or confusing architecture. You take this time to decompress and relax. A staircase up leads the way out."

Instead of going to Maze 8:

increment Maze8Enters;

if remainder after dividing Maze8Enters by 3 is 1 and Maze8Enters is not 1:

say "You think, 'Did I look at everything before entering this maze[line break]What could '4' and 'W' have to do with each other?'";

continue the action;

The Maze 8 is below Numpad Room. Above Maze 8 is the Relaxing Room. South and southwest and southeast and west and northwest and northeast and east of Maze 8 is Maze X. "You are in a maze of twisty passages, all alike.

The only distinguishing feature is a number 8 etched into the wall.

A stairway above gives you a way out."

The Maze X is a room.

Instead of going to Maze X:

move player to Maze 8;

The Maze 6 is a room. South and southwest and southeast and west and northwest and north and northeast of Maze 6 is Maze 8. "You are in a maze of twisty passages, all alike.

The only distinguishing feature is a number 6 etched into the wall."

The Maze 3 is east of Maze 6. South and southwest and east and west and northwest and north and northeast of Maze 3 is Maze 8. "You are in a maze of twisty passages, all alike.

The only distinguishing feature is a number 3 etched into the wall."

a shield is in the Maze 3. It has the description "A medieval shield that looks well maintained."

The Maze 4 is southeast of Maze 3. South and southwest and southeast and east and northwest and north and northeast of Maze 4 is Maze 8. "You are in a maze of twisty passages, all alike.

The only distinguishing feature is a number 4 etched into the wall."

The Maze 2 is west of Maze 4. East and southwest and southeast and west and northwest and north and northeast of Maze 2 is Maze 8. "You are in a maze of twisty passages, all alike.

The only distinguishing feature is a number 2 etched into the wall."

The Treasure Room is south of Maze 2. "A sign reads: Congratulations! You have solved the maze. A great prize is at your feet. Above you is an exit."

a sword is in the Treasure Room. It has the description "A beautiful sword, with a lovely flowery vine engraved into the base of the blade. You're hoping that fencing you did in college will serve you well."

Above the Treasure Room is the Relaxing Room.

Chapter 3 - Tower

The iron door is north of the Main Hall and south of the Tower L1. The iron door is a door and scenery. The iron door is lockable and locked. The matching key of the iron door is the gold key. The iron door has the description "A large, imposing door with 'Tower' engraved on it."

The Tower L1 is north of the iron door. It has the description "The tower's spiral staircase reaches dizzying heights. You remember reading that this is where the royal bedrooms are, and hope that this will give you all the details you need for your story. The stairwell continues upwards, a door leading outside is to your west, and south of you is the Main Hall."

The Dragon Stable is west of Tower L1. It has the description "A large stable. You're certain this is where the monster that disrupted the wedding lives. The tower door lies to your east."

The jewelry box is in the Dragon Stable. It is a container that is openable and closed and lockable and locked. It has the description "It's a small box with a simple lock on it." The matching key of the jewelry box is the lock pick.

The ring of power is in the jewelry box. It has the description "A small, gold ring that was used by the royal family to cheat in many contests of strength."

The Tower L2 is above the Tower L1. It has the description "You see a rugged, oak door to your west and a paler door to your east. The stairway continues upwards and down."

The King Quarters is west of the Tower L2. "The King's bedroom looks very clean and orderly. There is a large, hard king sized bed. Next to the bed is a small nightstand. To help with your story, you should probably explore to get the dirt on what's going on. The door out is to your east."

pair of pauldrons are in the King Quarters. They have the description "A hefty pair of pauldrons. You're not sure they'll match the rest of your outfit, but anything to have a better chance of not dying."

The bed is here. It is scenery. It has the description "You look under the bed and find a sheet of paper. The paper says 'Note to the guards: Keep an eye on the princess. The Queen and I think that she's trying to get out of the wedding. The Queen has her room key locked up so she can't hide in there, and she's locked it with a code only her and I would know (well, that the Queen would remember).

Ralph is a fine man, and I've really taken him under my wing. He would make an excellent ruler, and would convince Olivia to stop being around her girlfriends all the time and think about her future.'"

The nightstand is here. It is scenery. It has the description "You open the drawer and see a that simply says 'Remember your wedding anniversary. It's Sepcembruary 13th, 1644.'"

The Queen Quarters is east of the Tower L2. "The Queen's bedroom is the height of luxury. A soft bedspread and plush carpet make you wish you could rest here, but there's investigating to be done, and a dragon that needs to be dealt with. The door out is to your west."

The Queen Bed is in the Queen Quarters. Understand "bed" and "bedspread" as Queen Bed. It is scenery. It has the description "A beautiful, soft bed. Looking at it makes you want to take a nap, but you need to finish the case."

The carpet is in the Queen Quarters. It is scenery. It has the description "A carpet that spans the length and breadth of the room. It is a deep, royal color and feels pleasant under your feet."

The safe is in the Queen Quarters. it is not portable. It is a container that is openable and closed and lockable and locked. It has the description "It's a four number combination safe. What is the combination of the safe?"

The heart key is in the safe. It has the description "A key with a jewel encrusted handle, in the shape of a ruby red heart."

The Tower L3 is above the Tower L2. "There is a single copper door to the north, and the stairway continues down."

The copper door is north of the Tower L3 and south of the Princess Room. The copper door is a door and scenery. The copper door is lockable and locked. The matching key of the copper door is the heart key. The copper door has the description "A large, elegant copper door with a large heart carved into the center of it."

The Princess Room is north of the copper door. It has the description "This room is way better than the Queen's. Lush chairs and couches furnish the room, and there's a misting of perfume throughout. There are doors on the northwest and northeast corners, and one to the south."

chairs are in the Princess Room. They are scenery. Understand "couch" and "chair" and "couches" as chairs. They have the description "Elegant furniture with painstaking woodwork to flaunt how large the royal bank account is."

perfume is in the Princess Room. It is scenery. perfume has the description "A sweet scent with floral undertones."

The Wardrobe is northwest of the Princess Room. "A wardrobe filled with various dresses, gowns, and other lavish coverings. If you wanted something specific, you'd probably be trapped here for days. The door to the bedroom is southeast of you."

dress is an object in the Wardrobe. dress is scenery. Understand "dresses", "gown", "gowns" and "coverings" as dress. It has the description "Rows upon rows of beautiful, exquisite dresses for any occasion. Ballroom dancing, political ceremonies, horseback riding, pie eating contest, break dancing...

You could sort through them all day!"

tattered note is an object in the Wardrobe. It has the description "It says 'I couldn't tell anyone else, but I'm not sure about marrying Ralph. He's a sweet guy, but I think I'd just like to stay friends. My dad really likes him, and he's a great help around the castle, but I'm not sure I love him. I'm not sure I love any man.

I've been hanging out with Bridget, and I think that we're more than friends. I couldn't imagine my life without her. My parents don't seem to notice, just girls being girls, but I'd rather spend my life with her.'"

armor is an object. It has the description "A sturdy breastplate that seems willing to withstand anything you're stupid enough to get involved in."

The Powder Room is northeast of the Princess Room. "A powder room with enough stations for eight people. The smell of perfume is very pungent, and conjures an image of many women doing their makeup, gossiping together before the big day. It's a shame how the day ended up turning out. A door to the bedroom lies to the southwest."

crumpled note is in the Dragon Stable. It has the description " It says 'Rumor has it that Ralph thinks Olivia is gonna get cold feet. He overheard Olivia talking to Bridget about it. The king would be pissed if he heard, but Olivia might not be herself today.'"

The fragile hand mirror is in the Powder Room. It has the description "Warning: breaks when dropped.

You remember being told that breaking a mirror is 7 turns bad luck."

The scented note is in the Powder Room. It has the description "It says 'Daddy is always so worried about me. He had a suit of armor sewn into one of my dresses, but it's too uncomfortable to wear. What does he think is going to happen to me?'"

Book 4 - Scoring

Table 1.1

item score

sword 2

shield 2

boots 2

helmet 3

gauntlets 2

armor 3

pauldrons 2

ring of power 2

Report taking an item listed in the Table 1.1:

increase the score by the score entry;

if score is 18:

say "Congrats! You have found all the treasure, now it's time to take on the monster.";

else:

say "You are now more prepared to take on the monster.";

blank out the whole row.

Book 5 - Release Instructions

Release along with cover art, source text, a website, an interpreter, a file of "Hints" called "A Warm Reception Hints.txt", a file of "Spoiler Free Map" called "Spoiler Free Map.pdf", and a file of "Spoiler Full Map" called "Spoiler Full Map.pdf".