Example #1
0
        public static void Chapter1()
        {
            Console.BackgroundColor = ConsoleColor.Black;
            Console.ForegroundColor = ConsoleColor.Gray;
            Console.Clear();
            bool Enterence;
            bool Cav2 = false;

            Ch1 = true;

            Console.WriteLine(@"






         ________  ___  ___  ________  ________  _________  _______   ________           _____     
        |\   ____\|\  \|\  \|\   __  \|\   __  \|\___   ___\\  ___ \ |\   __  \         / __  \    
        \ \  \___|\ \  \\\  \ \  \|\  \ \  \|\  \|___ \  \_\ \   __/|\ \  \|\  \       |\/_|\  \   
         \ \  \    \ \   __  \ \   __  \ \   ____\   \ \  \ \ \  \_|/_\ \   _  _\      \|/ \ \  \  
          \ \  \____\ \  \ \  \ \  \ \  \ \  \___|    \ \  \ \ \  \_|\ \ \  \\  \|          \ \  \ 
           \ \_______\ \__\ \__\ \__\ \__\ \__\        \ \__\ \ \_______\ \__\\ _\           \ \__\
            \|_______|\|__|\|__|\|__|\|__|\|__|         \|__|  \|_______|\|__|\|__|           \|__|
                                                                                           
                                                                                           
                                                                                           ");
            string Ch1Title = "Halls of Illusion";

            Console.SetCursorPosition((Console.WindowWidth - Ch1Title.Length) / 2, Console.WindowHeight - 5);
            Thread.Sleep(3000);
            Narration(Ch1Title);
            Thread.Sleep(5000);
            Console.Clear();
            Thread.Sleep(3000);
            Narration("The cavern around you grows dark as the Gatekeeper dissolves into a mist.");
            Narration("The only light you can see comes from far above you.");
            Console.WriteLine();
            Thread.Sleep(3000);
            Narration("The Gatekeeper's voice echoes in your mind...");
            Console.WriteLine();
            Thread.Sleep(3000);
            Dialogue("You have much to learn, non-magic one.");
            Dialogue("To escape this place, you must first learn how to move about these halls...");
            Console.WriteLine();
            Thread.Sleep(3000);
            Narration("The Gatekeeper's glowing mist illuminates the enterence to a passage in front of you.");
            Narration("You can't see far enough down the tunnel to tell where it leads.");
            Console.WriteLine();
            Thread.Sleep(3000);
            Dialogue("To move through the Catacombs, you need only state which path you wish to follow.");
            Dialogue("Do this and the passage will make itself open to you.");
            Console.WriteLine();
            Narration("There is only one passageway illuminated by the glow.");
            Narration("It leads to the north...");
            Thread.Sleep(2000);
            Enterence = true;
            while (Enterence == true)
            {
                Thread.Sleep(3000);
                Thread.Sleep(3000);
                Narration("What do you do?");
                Console.WriteLine();
                PlayerChoice();

                if (choice == "north")
                {
                    Narration("Suddenly and without warning, hundreds of torches are illuminated.");
                    Narration("Light streams through the tunnel ahead.");
                    Console.WriteLine();
                    Thread.Sleep(3000);
                    Dialogue("Good...");
                    Dialogue("You have witnessed firsthand the magic which flows through these corridors.");
                    Dialogue("You must learn to wield it if you hope to escape.");
                    Console.WriteLine();
                    Thread.Sleep(3000);
                    Narration("Cautiously, you begin walking down the tunnel.");
                    Narration("It seems to go on forever...");
                    Narration("...");
                    Thread.Sleep(3000);
                    Narration("A sensation of dizziness comes over you as you walk down the hallway...");
                    Narration("The world seems to stretch and twist around you.");
                    Narration("The tunnel begins growing longer before your eyes.");
                    Narration("Unable to control your balance, you collapse to the ground.");
                    Console.WriteLine();
                    Thread.Sleep(3000);
                    Narration("Suddenly, the motion stops...");
                    Console.WriteLine();
                    Thread.Sleep(5000);
                    Enterence = false;
                    Cav2      = true;
                }
                else
                {
                    Narration("No passage leads in this direction.");
                    Narration("To open the passage, state the direction you wish to go.");
                    Narration("You stand in the dark cavern, staring down the long hallway.");
                    Cav2 = false;
                }
            }
            while (Cav2 == true)
            {
                Narration("Standing up from the ground, you see a pair of burning red eyes appear in the darkness...");
                Narration("With a burst of red light, a tattered and shredded purple gown surrounds the eyes.");
                Narration("A rasping voice growls through the hood...");
                Console.WriteLine();
                Thread.Sleep(3000);
                EnemySpeak("Pitiful human! Blind creature from above!");
                EnemySpeak("You should not have come!");
                EnemySpeak("At the hands of your prisoner, you will face death!");
                Console.WriteLine();
                Thread.Sleep(3000);
                Narration("Knocked to the ground by the creature's blast of fire, you speak to the apparition...");
                Console.WriteLine();
                Thread.Sleep(3000);
                PlayerSpeak("I mean no harm to you!");
                PlayerSpeak("I' only trying to leave this place!");
                Break();
                EnemySpeak("A wise decision...");
                EnemySpeak("Though you will never make it so far!");
                EnemySpeak("Bow before me, Wraith of the Shrouded Eye, maker of reality, unraveler of minds!");
                Break();
                Narration("With the creature's hiss, you begin to feel its presence inside your mind.");
                Narration("Once again the world begins to twist itself into impossible shapes...");
                Narration("Just as you begin to collapse, the sensation fades.");
                Narration("Looking up, you see the Gatekeeper's mist has made a wall between you and the Wraith.");
                Break();
                Dialogue("I cannot defend you for long...");
                Dialogue("You must defeat the creature if you hope to survive.");
                Break();
                Narration("A sword materializes in your hand, it faintly humms with magical energy.");
                Break();
                Weapon tutorialSword = new Weapon("Magical Sword", 10, 10, "A magically charged weapon given to you by the Gatekeeper.");
                Break();
                EnemySpeak("Ha! You believe you can defeat me with magic you know not how to control?");
                EnemySpeak("Do your worst puny being! I challange you for the honor of all chained magic!");
                Break();
                Narration("The creature produces a wave of magical energy.");
                Narration("You watch as the Gatekeeper is consumed by its glowing aura.");
                Break();
                EnemySpeak("Let us see how you fare without your precious guide!");
                Break();
                Thread.Sleep(2000);
                Narration("Faintly, you here the Gatekeeper's voice in your mind.");
                Break();
                Dialogue("To fight, you need only command your weapon to ATTACK the wraith.");
                Dialogue("Its magic will take control.");
                Dialogue("The best of luck to you, non-magic one.");
                Thread.Sleep(5000);
                Battle(c2Wraith);
                if (Ch1Restart == true)
                {
                    return;
                }
                Narration("As the Wraith breaks into dust, its voice screeches through the air around you...");
                Break();
                EnemySpeak("Wretched walker of the Earth! Foolish mortal!");
                EnemySpeak("With my defeat, you seal you own fate.");
                EnemySpeak("Though you may leave this chamber, you may not hope to surpass the cavern, ");
                EnemySpeak("for the Order of the Eye will not yield so easily as I have!");
                Break();
                Narration("The Wraith's words echo off of the rock walls as the being is consumed by the dust cloud.");
                Narration("As the creature disappears, a glowing fragment of a gem stone falls to the ground.");
                Break();
                Narration("Stepping forward, you pick up the shard.");
                Narration("It seems to vibrate in your hand as you examine it.");
                Break();
                Keystone Ch1K1 = new Keystone(1);
                Break();
                Narration("As you hold the vibrating stone, you once again hear the voice of the Gatekeeper.");
                Break();
                Dialogue("Congradulations, non-magic one.");
                Dialogue("You have taken your first step into the world of magic.");
                Dialogue("...");
                Break();
                Dialogue("There will be many more foes you must face on way, you must learn more if you hope to survive.");
                Break();
                Narration("Startled by the Gatekeeper's sudden reappearance, you speak out into the chamber...");
                Break();
                PlayerSpeak("What was that creature?");
                Break();
                Dialogue("The Wraith of the Shrouded Eye, an agent of the Order of the Eye.");
                Break();
                PlayerSpeak("The Order of the Eye...?");
                Break();
                Dialogue("An ancient society of magical beings.");
                Dialogue("It is said that together, they have ability to control the very fabric of reality.");
                Dialogue("They guard the Cavern of Illusion, the center of their power, and your only hope of escape.");
                Dialogue("You must defeat them if you wish to continue on your journey.");
                Break();
                PlayerSpeak("What do I have to do?");
                Break();
                Dialogue("These halls hold the key to you success.");
                Dialogue("You must strengthen yourself and your knowledge of magic.");
                Dialogue("Explore these caverns, and you will find the strength you seek.");
                Break();
                Narration("You prepare yourself for the long journey ahead.");
                Narration("...");
                Break();
                Narration("The Gatekeeper reaches out a claw-like hand from beneath its cloak.");
                Narration("The air around you becomes energized, as if the room were filled with electricity...");
                Narration("As the sensation intensifies, you notice a shape has begun to form around the Gatekeeper's outstretched hand.");
                Break();
                Dialogue("Take this with you on your journey, it will help you to contain the magic of the items you find.");
                Break();
                Narration("As the Gatekeeper speaks, the energy form takes shape...");
                Break();
                Narration("The Gatekeeper hands you a pack, it has a single strap for your shoulder.");
                Break();
                Dialogue("If you ever wish to access your items, simply OPEN your PACK.");
                Dialogue("Your pack will contain whatever items you discover.");
                Break();
                Narration("You open your pack, placing the gemstone inside.");
                Narration("As you lift your sword, it collapses with a flash of blue light.");
                Narration("You place your now miniscule sword into the pack as well.");
                Break();
                Dialogue("When you enter into battle, whichever weapon is at the top of your pack will come to you.");
                Dialogue("You can reorder them by OPENing your PACK, opening the WEAPONS pouch, and commanding them to REORDER.");
                Dialogue("If your weapon breaks, the next highest weapon will take its place.");
                Dialogue("You can also DROP your weapons if you find yourself carrying too many.");
                Dialogue("Your dropped weapons will remain where you place them if you wish to come back later.");
                Break();
                Narration("You swing the pack over your shoulder.");
                Narration("Your determination to escape fills you with a new found strength.");
                Break();
                Dialogue("Go forth now, non-magic one.");
                Dialogue("Defeat the agents of the Order, and you will be free from these tunnels.");
                Break();
                Thread.Sleep(2000);
                Console.Clear();
                ChapterOne.Cavern1();
            }
        }
Example #2
0
 public static void Cavern2()
 {
     Cav2 = true;
     while (Cav2 == true)
     {
         Console.Clear();
         Narration("WESTERN EDGE");
         Break();
         if (Cav2Puzzel == false)
         {
             Narration("You are standing in a wide cavern, surrounded on all sides by rock.");
             Narration("The only open passage leads back to the east, the way you came.");
             Break();
             Narration("The chamber is not well lit, however, you can almost make out the shape of two archways on the wall.");
             Narration("It looks as though there may have been a passaage here, filled by a collapsing tunnel years ago.");
             Break();
             Narration("Between the two arches, you can see a pannel carved into the cavern wall.");
             Narration("From where you are standing, you can't READ the inscription.");
             Break();
         }
         else
         {
             Narration("You are standing in a wide cavern, the rock wall has split open to reveal to more passages.");
             Narration("One leads to the north-west, to other to the north-east.");
             Narration("A third passage leads to the east.");
             Break();
         }
         DropPrint(ChamberTwoDrop, ChamberTwoItemDrop);
         Break();
         Narration("What do you do?");
         PlayerChoice();
         if (Cav2Puzzel == false)
         {
             if (choice == "read")
             {
                 bool reading = true;
                 Console.WriteLine();
                 Console.WriteLine();
                 Narration("Stepping forward towards the ancient pannel, you notice an inscription.");
                 Narration("The words are written in a language you do not recognise.");
                 Break();
                 Narration("Reaching out coutiously towards the panel, you place your hand against the cold stone...");
                 Break();
                 Narration("Without warning, the stone of the pannel becomes intensly hot, nearly burning your hand.");
                 Narration("The characters of the inscription begin to glow...");
                 Break();
                 Narration("A voice echoes throughout the cavern, eminating from the air around you...");
                 EnemySpeak("* Hiss! * You who dares disturb this spirit, go no further!");
                 EnemySpeak("Those who harness my power may pass, those who refuse, shall pay a price in blood!");
                 Break();
                 EnemySpeak("My spirit has stood guard here since the birth of this prison.");
                 EnemySpeak("I live not, though I appear to, for I dance and breath.");
                 EnemySpeak("Believe not what you see, for I have no lungs or legs.");
                 Break();
                 Narration("As the voice echoes throughout the cavern, the characters on the panel begin to change shape...");
                 Narration("The carvings drip together to form letters...");
                 Break();
                 Narration("NAME THE GUARD AND YOU SHALL PASS. FAIL AND YOU SHALL PAY.");
                 Break();
                 while (reading == true)
                 {
                     Narration("Who guards this passage?");
                     string riddle = "Spirit of ";
                     Console.ForegroundColor = ConsoleColor.Green;
                     foreach (char c in riddle)
                     {
                         Console.Write(c);
                     }
                     choice = Console.ReadLine();
                     Console.ForegroundColor = ConsoleColor.Gray;
                     if (choice == "fire" || choice == "flame")
                     {
                         Narration("As you speak into the darkness, the inscription on the pannel begins to glow...");
                         Narration("You hear the spirit screeching in anger, the sound reverbarating throughout the cavern.");
                         Narration("The characters of the inscription slowly begin to melt as the glow intensifies.");
                         Narration("As you watch, the characters gather in a carving at the center of the pannel, condensing into a single mass.");
                         Break();
                         Narration("As the glow begins to fade, you see that the characters themselves have formed into a stone.");
                         Narration("You reach forward, removing the stone from its setting inside the pannel.");
                         Break();
                         Keystone Ch1K2 = new Keystone(2);
                         Break();
                         Narration("As you slip the fragment into your pack, the pannel itself seems to melt into the wall, disappearing.");
                         Cav2Puzzel = true;
                         Break();
                         Narration("As the pannel disappears, the two rock archways on the wall begin glow, illuminating ornate carvings on their rim.");
                         Narration("The glow intensifies, filling the center of the archway with light...");
                         Break();
                         Narration("As the glow fades away, you begin to see that two new passageways have formed in front of you.");
                         reading = false;
                         Thread.Sleep(4000);
                     }
                     else
                     {
                         EnemySpeak("* Hiss! * Foolish Upsider!");
                         EnemySpeak("You trespass within these caverns, you shall pay!");
                         Break();
                         Narration("As the voice echoes throughout the cavern, you suddenly feel a change in the air around you.");
                         Narration("The walls around you begin to radiate an intense heat.");
                         Narration("Quickly, the heat becomes unbearable, painfully continuing to grow in strength.");
                         Break();
                         Narration("With a flame like burst, you are blinded by a mass of energy as it is pulled from your body.");
                         Narration("You watch as the light is absorbed by the carving on the wall.");
                         Narration("As the energy disapears, the inscrition begins to glow in a fiery shade of red.");
                         Break();
                         EnemySpeak("You take 5 damage.");
                         Player.health -= 5;
                         EnemySpeak("Health Remaining: " + Player.health + "/" + Player.healthFull);
                         Break();
                         bool check = false;
                         while (check == false)
                         {
                             Narration("Try again?");
                             PlayerChoice();
                             if (choice == "yes")
                             {
                                 reading = true;
                                 check   = true;
                             }
                             else if (choice == "no")
                             {
                                 reading = false;
                                 check   = true;
                             }
                             else
                             {
                                 Narration("Would you like to try again? Answer yes or no.");
                                 check = false;
                             }
                         }
                     }
                 }
             }
             else if (choice == "east")
             {
                 Cav2 = false;
                 Cavern1();
             }
         }
         else
         {
             if (choice == "north-west")
             {
                 Cav2 = false;
                 Cavern5();
             }
             else if (choice == "north-east")
             {
                 Cav2 = false;
                 Cavern6();
             }
         }
     }
 }