Professional Documents
Culture Documents
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.
Intro
Black 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
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
Flooded Mine
Memory:
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 bombs
The 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 nose
I 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
Sanctuary
Memory: 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
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 Friend
How 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
Scholar Island
Memory:
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 be
My 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
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:
Misc Items:
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.
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
Love Letter: My wandering friend
Love Letter: My mysterious rival
Love Letter: My dearest master
Love Letter: My dream
Love Letter: My wingless companion
Love Letter: My pet
Love Letter: My friend
Love Letter: My one to be
Love Letter: My childhood friend
Love Letter: My ever faithful
Love Letter: My brave hero
Love Letter: My treasure hunter
None of them
Reed Necklace
Page 170
Horseshoe Trophy
Page 169
Petrified Cucco Egg
Page 176
Keaton Mask
Page 158
Seashell with Melody
Page 159
Athearik Feather
Page 168
Shackle and Chain
Page 160
New Dress
Page 162
Zora Sapphire
Page 164
Jeweled Ocarina
Page 165
Her Father's Ring
Page 166
Locked Book
Page 172
Hand Mirror
Page 174
Page 178
*******************************************************************************
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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 Friend
It 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
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
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
Ancient Ruins
Memory:
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 Hunter
Ever 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
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 Rival
How 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
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
Hidden Palace
Memory:
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 Pet
Have 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.
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
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.
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 came
from a dream. The girl you know is not real. Dreams and the world of imagination
can be places of untold beauty as well as devastation. These worlds can be created
to be anything based on reality or another's world of fantasy. However, my island
that you once traveled to, does indeed exist. The girl you met with in the dream
state, 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 shock
Marin: "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. That
day, when the nightmare attacked, it trapped not only myself, but some of those
on and near the island. Had it not been for that boy sailing nearby, we would
still have been imprisoned by the nightmare. Now they can live out their dreams in
a 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
smirk
Viceroy: "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 take
me 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 scenery
You 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?"
******************
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 Image
Ruto 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 Image
You 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 Image
Close 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.
******************
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.
Credits
Story Writer
Matthew Daiprai
in memory of Gizmo (cat)
Story Editor
Tiffany Daiprai (sister)
Artist
Jeff Brown
jeffbrowngraphics.com
Beta Readers
Chris Wheeler
Micheal Young
Game Engine
Amnesia
copyrighted by Frictional Games
Alternative Universe
Legend of Zelda
copyrighted by Nintendo
Special Guests
Master Chief and Cortona
copyrighted by Bungie and Microsoft
Special Thanks
MangaMinx
A Let's Player that introduced me to Amnesia the Dark Decent