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(); } }
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(); } } } }