AMNESIA
This is an interactive Text Adventure. Somewhere along the story you will be confronted with the password for the next level, you can’t really miss it. If you do, play it again 😉.
Prologue:
You wake up. It’s dark and you head hurts like hell. You lie on a cold stone floor. You try to orient yourself and find that you are in a room made of stone. In front of you lies a torch. You try to recall what happened last, but you can’t remember. In fact, you can’t even remember your own name and panic sets in. After you calm down, you try and figure out what to do next.
What happens next?
•	You search your pockets (page 2)
•	You take the torch (page 4)
•	You stand up and investigate the room (page 5)

You search your pockets:
You search your pockets and find a piece of flint and steel, a folded piece of paper, a few coins and a large key.
What happens next?
•	You use the flint to light the torch (page 3)
•	You inspect the piece of paper (page 6)

You use the flint to light the torch:
Finally some light… As the torch begins to light up, you look around. It’s a circular, domed room made completely out of stone. There are a few empty torch holders mounted at intervals on the walls. In the centre of the room a round hole breaks the pattern of the otherwise meticulously layed mosaic floor.
Opposite of you, on the other side of the hole is a wooden door.
What happens next?
•	You go to the door (page 7)

You take the torch:
Great! Now you have a torch, but no way to light it.
What happens next?
•	You search your pockets (page 2)
•	You stand up and investigate the room (page 5)

You stand up and investigate the room:
You stand up and walk around the room, trying to find a wall to get a reference point. Suddenly, the floor disappears under your feet and you’re falling…
You Died ☹
What happens next?
•	Try again (page 1)

You inspect the piece of paper:
You unfold the piece of paper and find a rather long note on it, obviously scribbled in haste. The handwriting seems oddly familiar to you…

Its’s a note from yourself, for yourself. Apparently Manu hit you with an amnesia spell and you hid in here until the stunning effect wore off. Clever, but now you must go and save the princess.
What happens next?
•	You go to the door (page 7)

You go to the door:
The door is large and reinforced with metal bands. You open it and find yourself in a long hallway lit with torches. You follow it and reach a branching. A staircase goes off to the right. To the left is a doorway.
What happens next?
•	You try the door (page 8)
•	You take the stairs (page 9)

You try the door:
The door is locked…
What happens next?
•	You take the stairs (page 9)
•	You try the large key in your pocket (page 10)

You take the stairs:
The spiral staircase winds its way up a centre column. There are no windows, but after several turns you reach a door.
What happens next?
•	You take the door (page 14)
•	You continue up the stairs (page 13)

You try the large key in your pocket:
It fits! You’re in, behind the door lies a room with wooden cabinets hanging on the wall. You open one and see many keys hanging on nails. One of them is shiny and seems to be used more often than the others.
What happens next?
•	Take the key (page 11)
•	Leave the key (page 12)

You take the key:
As you take the key of its hook, you notice it has a metal tag with the number 2245 embossed onto it.
What happens next?
•	Leave the room and take the stairs (page 9)

You leave the key:
You leave the key, close the cabinet and leave the room
What happens next?
•	You take the stairs (page 9)

You continue up the stairs:
You continue up the stairs which end in a small room. It seems to be the top of a tower. From the Windows you can see the surrounding lands and the ocean coastline.
What happens next?
•	You go back down to take the door you encountered (page 14)

You take the door:
You open the door and find yourself in a guards changing room. A long bench splits the room through the middle and wooden shelves, partly filled with helmets and weaspons of different sizes run along the wall. Opposite of you another door leads out of the room. It has a small, metal flap, used to see into the room beyond.
What happens next?
•	You take a sword and shield from the shelving (page 15)
•	You take a look through the metal flap (page 16)

You take a sword and shield from the shelving:
Great, you now have some protection and a pointy thing to defend yourself. Not likely that you’ll need it though, you haven’t seen anyone so far…
Speaking of which, you hear voices coming from behind the door.
What happens next?
•	You take a look through the metal flap (page 16)

You take a look through the metal flap:
The flap creaks as you try to open it, it could do with some oil. On the other side, you see a long hallway with cells on either side. You see a guard standing in front of one of the far cells. He’s looking your way, he must have heard the flap opening. For a moment you both look at each other during which the facial expression of the guard changes from surprise to anger. He turns towards the door and begins to sprint towards it.
Well, he definitely noticed you, and you’ll probably have to fight him.
What happens next?
•	You close the flap and hide (page 17)
•	You open the door and face the guard, hoping that he isn’t as fierce as he looks (page 18)

You close the flap and hide:
You close the flap and hide behind the door. You can hear the footsteps coming closer fast, not slowing.
The guard bursts through the door and…trips over the bench in the middle of the room. He hits his head on the stone floor and seems to be out cold. That was lucky, sort of.
What happens next?
•	You tie the guard up and make your way towards the cells (page 19)

You open the door and face the guard, hoping that he isn’t as fierce as he looks:
As you open the door as the guard is only 5 meters away from you.
What happens next?
•	You draw your sword and prepare to fight (only if you took the sword and shield | page 20) 
•	You pull up your shield in a defensive position (only if you took the sword and shield | page 21)
ELSE
•	If you didn’t take the sword and shield, the first strike of the guards weapon hits you right in the chest and you fall to the ground. The last thing you see is the guards blade coming down on you. You died, try again (page 1)

You tie the guard up and make your way towards the cells:
As you tie the guard up, you notice a name tag on his chest, it reads “Tobi”. Somehow a fitting name for such a clumsy person.
When you’re done, you walk through the hallway. All the cells are numbered. Not in any particular fashion, but numbered none the less. The first few cells you pass are empty until you reach one occupied by a woman wearing leather under armour and metal plating. It’s princess Valeran! She asks you to open her cell.
What happens next?
•	You open her cell with the key (only if you found the key | page 22)
•	You try and open her cell by smashing the padlock with your sword (only if you took the sword | page 23)

You draw your sword and prepare to fight:
You draw your sword and elegantly duck the first blow of the guards weapon. After exchanging a few blows, you get the upper hand and knock the guard out.
What happens next?
•	You tie the guard up and make your way towards the cells (page 19)

You pull up your shield in a defensive position:
After you block the first blow of the guards weapon, you retaliate with almost surgical precision and hit the guard on the head with your shield which knocks him out.
What happens next?
•	You tie the guard up and make your way towards the cells (page 19)

You open her cell with the key:
You take the key out of your pocket and try the lock. It opens, even though the cell number reads 2187, and the number on the key is 2245. Somebody needs to sort out the labelling issues in this place…
Anyway, the lock opens and Valeran is free, the two of you make your way back to the guards room. There, Valeran opens a chest, sitting in a corner, which you must have overseen on your way in. From it she removes a sword and some shiny armour and puts it on. It fits her perfectly. She tells you, that she knows the way out and beacons you to follow her.
If you haven’t already taken a sword and shield, you take the opportunity to equip yourself in the guardroom.
Together you proceed down the spiral staircase, past the floor you came from, until the staircase ends in another hallway. There are doors on either side and a larger one at the end, which leads to freedom. Both of you start walking towards it, then break into a light jog and finally a sprint, as the uneasy feeling, that you’re not quite safe yet, befalls you.
You are only 10 odd meters away from the door, you can practically smell the fresh from outside, as a plume of smoke erupts from the ground and quickly solidifies to take on the shape of a person. The smoke turns into a man dressed in green robes, holding a staff topped with a blue crystal. Its Manu, the evil sorcerer!
Both of you stop in your tracks and draw your weapons. Manu looks at you with an evil smirk upon his face, but says nothing. He tilts his staff and points the blue end towards Valeran. A ball of energy forms in front of the crystal and shoots towards Valeran. She raises her shield and blocks the blast, which leaves a scorch mark on the metal shield. Somehow you feel that this was just a warning shot and decide to end this before Manu finishes showing of and starts his real attack.
Another energy blast hurdles towards Valeran, this time larger. While Manu prepares a third blast, you use the element of surprise and throw your shield at him. Startled from your unexpected move, Manu drops his staff in an attempt to raise his hand and fend off your shield. Valeran takes this opportunity to strike Manu down with her Longsword. He’s out cold.
What happens next?
•	Leave as fast as you can (page 24)
•	Stay and kill Manu (page 25)

You try and open her cell by smashing the padlock with your sword:
You raise your sword and with one swift motion come down on the padlock. It springs open and a brass plate with the number 2187 falls off. Someone should get a grip on quality control in this place…
Anyway, the lock opens and Valeran is free, the two of you make your way back to the guards room. There, Valeran opens a chest, sitting in a corner, which you must have overseen on your way in. From it she removes a sword and some shiny armour and puts it on. It fits her perfectly. She tells you, that she knows the way out and beacons you to follow her.
If you haven’t already taken a sword and shield, you take the opportunity to equip yourself in the guardroom.
Together you proceed down the spiral staircase, past the floor you came from, until the staircase ends in another hallway. There are doors on either side and a larger one at the end, which leads to freedom. Both of you start walking towards it, then break into a light jog and finally a sprint, as the uneasy feeling, that you’re not quite safe yet, befalls you.
You are only 10 odd meters away from the door, you can practically smell the fresh from outside, as a plume of smoke erupts from the ground and quickly solidifies to take on the shape of a person. The smoke turns into a man dressed in green robes, holding a staff topped with a blue crystal. Its Manu, the evil sorcerer!
Both of you stop in your tracks and draw your weapons. Manu looks at you with an evil smirk upon his face, but says nothing. He tilts his staff and points the blue end towards Valeran. A ball of energy forms in front of the crystal and shoots towards Valeran. She raises her shield and blocks the blast, which leaves a scorch mark on the metal shield. Somehow you feel that this was just a warning shot and decide to end this before Manu finishes showing of and starts his real attack.
Another energy blast hurdles towards Valeran, this time larger. While Manu prepares a third blast, you use the element of surprise and throw your shield at him. Startled from your unexpected move, Manu drops his staff in an attempt to raise his hand and fend off your shield. Valeran takes this opportunity to strike Manu down with her Longsword. He’s out cold.
What happens next?
•	You leave as fast as you can (page 24)
•	You stay and kill Manu (page 25)

You leave as fast as you can:
You both make your way to the heavy door and push it open. The light outside is bright and painful compared to the darkness of the dimly lit hallway you came from. Outside there are several horses tied to a post. You each get onto one and ride towards the woods. From behind you, you can hear a high pitch sound that lets the hair on the back of your neck stand up. You look back and see Manu standing at the entrance to the fortress. He is holding his staff and as the high pitched sound stops, a lightning bolt shoots from it in your direction. It hits you right in the back. As you slowy fade out of consciousness, you see Valeran reaching the edge of the forest and disappearing into its twilight darkness.
Assured, that your mission is completed you leave the world of the living.
THIS IS THE END OF YOUR ADVENTURE. YOU DIED, BUT YOUR MISSION WAS STILL A SUCCESS. YOU SHOULD ALSO HAVE ALL THE IMFORMATION YOU NEED TO PROCEED TO THE NEXT LEVEL.

You stay and kill Manu:
Before you leave, you stop at Manus body and plunge your sword into his heart. He shudders a last time as you do and blood flows from the side of his mouth. 
You both make your way to the heavy door and push it open. The light outside is bright and painful compared to the darkness of the dimly lit hallway you came from. Outside there are several horses tied to a post. You each get onto one and ride towards the woods.
You reach the edge of the wood, and thus safety, with a racing heart but without further incidents. Your journey continues onward through the woods to the royal palace…
THIS IS THE END OF YOUR ADVENTURE. YOU SURVIVED AND YOUR MISSION WAS A SUCCESS. YOU SHOULD ALSO HAVE ALL THE IMFORMATION YOU NEED TO PROCEED TO THE NEXT LEVEL.