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Table of Contents

page 3: Note about the story and game mechanics


This section will help you understand how to read this writing.
page 4: Intro
Story time.
pages 5-155: Map
Travel between pages as designated by the area you are in. If no travel options are available,
simply go to the next page. If you find a glitch, you are welcome to return where you were a moment
ago, so keep notes and draw a map of where you've been if you want to.
pages 157-178: Endings
The final area will lead you to the appropriate ending, but I thought I'd point out what pages
they are on, so you know where they are at.
page 181: Developer's Notes
FAQs can also be found here.
page 182: Screenshots
Some images of the game within the level editor.
page 184: Credits
I give it where it's due.

How to read this story


What you are about to read is not a typical linear book, nor is it a branching interactive story,
but a storyboard for a game I was wanting to build. After several failed attempts to build the game, I
decided to complete the storyboard and offer it to people to read. My contribution to the gaming
community. From here the world is free roam, but the final area cannot be accessed until all main story
memories are found.
If you're not familiar with Amnesia the Dark Decent, click the link here:
http://www.amnesiagame.com
The developers at Frictional Games provided their game engine for people to make their own
Amnesia Custom Stories, just as I have for you. However, my setup has some adjustments to the
original game engine.
For those that have played several Zelda games prior to Skyward Sword, you'll have a deeper
connection to the references I've placed in my story.
Game Mechanics

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

Area: Seer's place (west 7)


The home looks much like a fortune teller's stall you've seen in the market.
Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
East to page 15
Inside to page 6

Area: Seer's place inside (west 7)


On the table by a boarded window sits a set of balanced scales with a polished stone weight on
one side. Behind the boarded window in the dark, rocking in a chair is an old woman. Old
woman: Why hello young man. Have you come seeking answers? Simply think of your question
and place a bag of coin on the scale, then touch the weight. The weight of the stone changes based
on the value of your question.
Memory: None
Objective:
Place coins on the tray then touch the weight.
If the weight is too heavy: Seer: Dear me, (taking the coins) you haven't put much effort in
seeking an answer have you. Try a little harder before seeing me again.
If the weight is too light: Seer: Oh my, (taking the coins) aren't you a wealthy one, but your
answer remains hidden to me. Perhaps you should spend your time looking for clues rather
than treasure hunting.
If the weight is balanced: Seer: Very well, (taking the coins) you seek a path through the
woods north of here. When you come to an intersection of four paths, follow the directions
of {North, West, South, North, and finally West}. Beyond the woods you will see the Skull
mask tribe in the field. Use caution not to disturb them and make your way north to the
cavern of the dead. The path to Sanctuary is on the other side of the cavern. As of late I
have seen ghosts floating about, so keep your distance and you will be fine.
Enemies:
None
Misc Items:
After you receive your answer, leave and return. The old lady is gone and the door leading to
her is open. On the chair is a note. See note: Seer's Note.
Notes:
Seer's Note
I have known three types of men and how they handle their money.
The Greedy: These worthless dogs hold on to their precious coins like they were their
own children. As if letting go of such a thing would take away their very soul. They do
not realize that the coin they hold so tightly bleeds from them ever so quickly. They will
lose everything they have and have nothing to show for it.
The Ignorant: Such easy prey to con. Men who have no skills, no talents, no
comprehension of value. They throw their money at anything, everything and anyone in
hopes of solving even the smallest of problems. I do not know how they acquire such
wealth, but I can assure you they won't have it for long.
The Wise: I would not dare stand in the way of such great men. Those that learn, study,
barter, think before they act. These men cycle economics the most efficient and most
effective way they can. Both tangent and non tangent items have a price, but knowing
approximately how much is key. I will see to answer the questions that disrupt their

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

Area: Skull Mask tribe (west 7, north 1)


Memory: You think: At the far end of the forest dwells the Skull Mask tribe. A group of heathens that
killed many living things and wore their skulls as masks as a sign of significance. Individually they are
all lethal. As they dance around the roaring campfire, one would think they are in unison, but upon
closer observation they are trying to show each other up. They never could fight as a unit like the
soldiers at the castle. Which would explain their lack of development.
Objective:
Pass by unnoticed.
Enemies:
Skull Masks
These men have poor vision due to the masks they wear. Should you do anything unnatural
to disturb them, they will ALL run after you like piranhas.
Misc Items:
None
Travel Options:
North to page 9
East to page 16

Area: Skull Mask tribe (west 7, north 2)


Memory: You think: This is the direction that the sages of Sanctuary would take to gather the dead.
The forest was another line of defense to lose anyone following them. Unfortunately for them, I knew
the forest better than they did.
Objective:
A couple of Skull Masks guard the entrance to the cavern. Find a way to distract and pass by.
Enemies:
Skull Masks
These men have poor vision due to the masks they wear. Should you do anything unnatural
to disturb them they will ALL run after you like piranhas.
Misc Items:
None
Travel Options:
North to page 10
South to page 8

Area: Cavern of the Dead (west 7, north 3)


Memory: None
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
Misc Items:
None
Travel Options:
North to page 11
South to page 9
East to page 18

Area: Cavern of the Dead (west 7, north 4)


Memory: None
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
Misc Items:
None
Travel Options:
North to page 12
South to page 10
East to page 19

Area: Cavern of the Dead (west 7, north 5)


Memory: None
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
Misc Items:
None
Travel Options:
South to page 11
East to page 20

Area: Mountain Men Tribe Team West (west 7, north 6)


Memory: You think: The west side of the arena. The night stalkers. These men would plot a means
of attacking at night under the cover of shadow. At dusk they would begin their attack while the sun
was setting to blind the enemy. Once the stars were out, they would pick off the enemy a few at a time
with stealth and cunning maneuvering.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
Obstacles on the field will help hide you.
Over by the gambling counter in the cliff face: You think to yourself: The audience would
come down to make their wagers then return up the stairs to watch this brutal sport. Some of
those still lingering to make a bet would find themselves a member of the brawl whether they
wanted to be or not.
Travel Options:
North to page 14
East to page 21

Area: Observation Point (west 7, north 7)


Memory: You think: The highest walkable point in the land. The clouds prevent any view down the
mountain, but the real entertainment was the arena just past the edge of the walkway.
Objective:
None
Enemies:
Only if under pursuit; one of the horse riders on foot will come after you from one ladder or the
other.
Misc Items:
At the far side of the walkway you see a nest just out of reach. The bird is long gone, but some
feathers still remain. Find a spot on the mountain face to climb up just enough to reach the nest.
Take a handful of feathers.
Travel Options:
South to page 13
East to page 22

Area: Forest of the Lost meadow (west 6)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
An abandoned carriage overgrown with plant life sits over by wall of earth reaching up to the
forest. Inside the carriage are 3 coins.
Travel Options:
North to page 16
East to page 23, south side path
West to page 5

Area: Forest of the Lost (west 6, north 1)


Memory: You think: This is the part of the woods that is the most alive, cunning and cruel at times. I
had often wondered if the trees here were protecting the skull mask tribe. However, despite the fact the
village is just north of here, there is no path that leads to it. In the end, I am grateful for that.
Objective:
Find your way through the woods that leads to the skull mask tribe
Enemies:
Nothing will physically hurt you, but when the puzzle resets itself twice you lose sanity from
the sense of being lost. Owls will hoot, bushes will shake, crickets chirp, and sometimes dead
silence after a series of sound effects.
Misc Items:
None
Travel Options:
South to page 15
If you know the riddle, then West to 8

Area: Forest of the Lost village (west 6, north 2)


Memory: You: My childhood home. The village seems intact, but no one is around. Everyone is
just...gone.
Objective:
None
Enemies:
None, no exceptions
Misc Items:
One of the little houses is a workshop with fabric and clothing neatly organized. On the table is
a series of clothes sized for dolls. One of the dresses can be taken.
Travel Options:
South to page 16
East to page 25

Area: Cavern of the Dead (west 6, north 3)


Memory: None
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
Misc Items:
None
Travel Options:
North to page 19
West to page 10

Area: Cavern of the Dead (west 6, north 4)


Memory: None
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
Misc Items:
None
Travel Options:
North to page 20
South to page 18
East to page 30
West to page 11

Area: Cavern of the Dead (west 6, north 5)


Memory: You: This was the area I believe. Yes, an ancient hero rests here. I wonder...
Objective:
None
Enemies:
Ghosts:
They float about as if lost.
If you come within distance they will glow red/orange and give chase.
Looking at them will drain sanity, coming into contact will kill you.
The ghost in this area will not approach the hero's grave.
Misc Items:
The grave of the ancient hero has a man-like statue at the head of it. The statue's sheath lays
empty. You: I... I remember. (A ghostly knight can be seen transparently with the stone statue)
The ghost of the hero appeared before me and offered me his sword. The sword is to be seen as
a responsibility. A weapon to defend the weak until they in turn can become strong. For while
the sword stands before the enemy, the strength of the sword is supported by those that stand
behind it.
Travel Options:
South to page 19
West to page 12

Area: Mountain Men Tribe Team East (west 6, north 6)


Memory: You think: The arena. The morning chargers. These men strategized ways of attacking
during the day; to be seen at dawn's early light and blind the enemy with the sun. With all revealed,
they show their might with military unity.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
North to page 22
West to page 13

Area: Observation Point (west 6, north 7)


Memory: You think: As dangerous as it was to reach these heights, I was found favorable with these
ruffians. They see no need to come down from the mountain for living anywhere else is a sign of
weakness. They protect their territory with pride and do not allow the weak to invade. The chief was
impressed with my strength and dexterity to have reached him. From here the tribe watches it's
members fight each other in a game called capture-the-flag. The ladder nearby reaches an even higher
point to view the arena but is very narrow.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
South to page 20
East to page 35
West to page 14

Area: Forest of the Lost (west 5)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
If on the north side path,
North to page 24
East to page 36
If on the south side path,
East to page 36
West to page 15

Area: Forest of the Lost (west 5, north 1)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A grave can be found in this area. You: This grave. I found a man dead at this very spot. I did
not know where he had come from, but he had met an unfortunate end. I felt compelled to
make a grave for him and I often returned to visit. Perhaps he is the reason I joined the baron to
cut back the forest a little ways. To keep travelers from losing their way and losing their lives.
Sanity restored.
Travel Options:
North to page 25
South to page 23
East to page 37
West to page 16

Area: Forest of the Lost (west 5, north 2)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
Cart tracks lead from northeast to north.
Travel Options:
North to page 26
South to page 24
East to page 38
West to page 17

Area: Flooded Mine (west 5, north 3)


Memory: Voice: Do you remember this place? You: The mineshaft has flooded again? Did any of
them make it out in time? Voice: I do not know, but you volunteered to search for survivors once
before. You should find a way in and find out.
Objective:
1. Repair the pump
2. Start the pump
Pump is running but water remains. Check around and where the pipe goes.
Once the entrance is opened, enter the mine.
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Misc Items:
When you return there is 30sec left before the entrance is revealed. Pump will begin to whistle
loudly drawing attention for 10 seconds and the pump will explode. Spawn rate for enemies in
the forest has increased drastically.
Travel Options:
South to page 25
If the entrance is open, enter to page 27

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

did the curse break out? Sanity cap increased.


Misc items:
A letter can be found with belongings in the ventilated room you defeated the shadow in. See
love letter: My inspiration.
My Inspiration
How have you been? I suppose you're doing just fine. After all, you've saved
so many people in your travels. We never needed to leave the village, but
that fateful day changed everything did it not? I may have forgotten who I
was for a while, but I instinctively made an effort to care for those in need,
much like you've done. The children all work hard to be as strong, brave,
and helpful just like you. Even though you never had any children of your
own, I know you'll be a great father one day, and a great husband. Will you
ever come home? Father and his friends are having trouble herding the
goats these days. I don't think anyone can fill your shoes. I will wait for
your return, but until then I will look after the village children as if they were
my own.
Travel Options:
Outside to page 26

Area: Foot of Sanctuary (west 5, north 4)


Memory: None
Objective:
None
Enemies:
Parade of sages
Group of eleven spirits will float from a random direction toward Sanctuary.
If you're close enough, you will pass out before seeing where they went to.
If you're far enough away, you will see the direction they traveled to.
Misc Items:
None
Travel Options:
North to page 31
East to page 40
West to 19

Area: Sanctuary (west 5, north 5)


Memory: Upon reaching Sanctuary, you stumble to the side and fall with blurry vision. You see a
group of ghosts who are still performing the traditional ritual of passing. You: I've seen these men
before in my travels, but why did I follow them? Voice: This place is a dwelling for monks,
sages, priests and other holy men. They are the ones who deal with the dead as well as provide
spiritual healing. When someone in the region dies, the monks will come down in a small group of
perhaps eleven or so. Four will surround the group by candle light to ward off on lookers, four will
carry a body size plank, two at the front and back will swing burning essence candles to ward off the
beasts, and one leader at the front who carries a book of passing. Only up to four guests associated
with the dead they carry may travel with this caravan. The guests that follow are often in a trance.
You: So I did follow them; Why, I wonder.
Objective:
Enter the holy domain.
Enemies:
Parade of sages
Group of eleven spirits will float from a random direction toward Sanctuary.
If you're close enough, you will pass out before seeing where they went to.
If you're far enough away, you will see the direction they traveled to.
Misc Items:
None
Travel Options:
South to page 30
Inside to page 32

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

Area: Mountain Men Tribe Village (west 5, north 6)


Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
Mountain men storage area. They stock up on supplies for the winter season. I was permitted
to trade with them in exchange for services of labor. Milking goats was not the safest of jobs.
Travel Options:
North to page 31
East to page 42
West to page 21

Area: Mountain Men Farm (west 5, north 7)


Memory: The tribe's farm of goats and vegetables. The mountains gave their vegetables a very starchy
taste and the goats were about as fierce as their masters.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
South to page 34
East to page 43
West to 22

Area: Forest of the Lost (west 4)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 37
East to page 44
West to 23, north side
West to 23, south side

Area: Forest of the Lost (west 4, north 1)


Memory: None
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Animal trap:
well hidden
will cause double the normal damage if stepped on, and requires 30 seconds to regain
movement.
If an enemy is nearby, they will instantly notice and take advantage of your distress.
Misc Items:
None
Travel Options:
North to page 38
South to page 36
East to page 47
West to page 24

Area: Forest of the Lost (west 4, north 2)


Memory: You: This. This chill. Not a cold feeling, but a feeling in my soul. Anyone can tell this
forest is different from any other so most stay away. I use to play in it as a child with my friends.
Now? It's as if my home has rejected me. I wonder what has become of them?
Objective:
None
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
Cart tracks lead from east to northwest.
Travel Options:
North to page 39
South to page 37
East to page 48
West to page 25

Area: Fresh water spring (west 4, north 3)


You see an empty hole that was once a spring of healing. Pipes from a hole in the wall lead to
the spring as if it was a drain from the other side.
Memory: With the discovery of the mine, the spring was used to cleanse the poisons of the mine. Soon
after, the water was also used to block the entrance. None of my friends from the village has seen the
mistress since.
Objective:
1. There is a hole in the bottom of the dry spring; plug the hole so that the spring fills up again.
1. If the pipe is not draining water into the spring, look around some more, before the next
step.
2. Once the spring begins to fill from the pipe filling it, a great fairy in illuminated form appears
before you. Fairy: Thank you hero for refilling my spring, but the water you brought me is far
too polluted to bless and heal you. I know you seek passage into the mines and I would advise
you not to enter for the sadness that dwells there. However, you must enter to regain your lost
self. I shall bestow upon you protection from the plagues that linger there. Go now, for she
waits for thee. She disappears.
3. Proceed to the mines.
Enemies:
None
Misc Items:
None
Travel Options:
South to page 38

Area: Statues (west 4, north 4)


Memory: The sages of Sanctuary do not see any man better than another; so to encourage peace, they
built statues conversing with each other that had the appearance of the different races and tribes.
Objective:
None
Enemies:
Parade of sages
Group of eleven spirits will float from a random direction toward Sanctuary.
If you're close enough, you will pass out before seeing where they went to.
If you're far enough away, you will see the direction they traveled to.
Misc Items:
None
Travel Options:
North to page 41
West to page 30

Area: Underground water way / pass (west 4, north 5)


Memory: None
Objective:
None
Enemies:
Parade of sages
Group of eleven spirits will float from a random direction toward Sanctuary.
If you're close enough, you will pass out before seeing where they went to.
If you're far enough away, you will see the direction they traveled to.
Misc Items:
If you're on the west side of the rock wall, an underground waterway can be used to travel to the
other waterway locations. You: If I'm correct, this waterway connects underground like the
other holes I've seen. I don't believe the sages would have used it, but I've been wrong before.
If you're on the east side, you can either travel south or east. It's a small scene, I know.
Travel Options:
South to page 40
East to page 51
Water way: 95, 138, 92

Area: Mountain Men Tribe Entrance (west 4, north 6)


Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
North to page 43
East to page 52
West to page 34

Area: Rock ridge (west 4, north 7)


Memory: Not exactly the safest of routes, but it's the least guarded; by men that is.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Rock trap: if triggered, will drop boulders down on you and kill you.
Misc Items:
None
Travel Options:
South to page 42
West to page 35

Area: Baron's Keep (west 3)


Memory: Voice: This estate once belonged to an ambitious baron. Despite the risk, the baron had
plans to expand the kingdom's population by driving back the forest. The estate was built decades ago
but abandoned. The baron saw fit to refurbish the building for his own benefit due to it's location; well
guarded and in the woods. You: The baron hired me to map out the forest once, since I came from
them as a child, or so my uncle said.
Objective:
Enter the keep and locate your memory.
Enemies:
Skull masks:
Same aspects as a grunt
Only see one at random
Shadow Wolves: Curse imbued wolves
Will outrun you, but you can sidestep to make them run into objects to stun them.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
West to page 36
Inside to page 45

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

Area: Witch's Meadow (west 3, north 1)


Memory: This lady was one of the few brave souls to wander the forest alone. We never showed her
where the village was, but we did keep her company while she picked mushrooms. We even showed
her the best spots. She helped me get acquainted with the townsfolk.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
Potions are available in the hut.
Travel Options:
North to page 48
East to page 55
West to page 37

Area: Mine road (west 3, north 2)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A signpost points north saying General goods and west The mine You think to yourself
The path that leads into the forest will lead to the flooded mine. To the north are the crafting
brothers.
Travel Options:
North to page 49
South to page 47
East to page 56
West to page 38

Area: Brother's Goods (west 3, north 3)


Memory: The older brother specialized in things of survival. Cheap to make and effective. He
supported himself and his brother on a daily basis. He thought his brother was wasting his time, but he
loved him no less.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
North to page 50
South to page 48

Area: Brother's Gems (west 3, north 4)


Memory: The younger brother; a dreamer. Bought a book from a random salesman that described how
to find and craft gems and jewelery. There was no question that he worked hard, but the work he did,
didn't put food on the table. The older brother had me run an errand, which allowed me to get to know
them better.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
South to page 49

Area: Stone garden (west 3, north 5)


Memory: The stone mason's garden. This is where he practiced his talents and passed on his skills.
The statues down by sanctuary are his best work.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
One statue, about the size of a human is missing it's hand.
Travel Options:
North to page 52
East to page 60
West to page 41

Area: Mountain village (west 3, north 6)


Memory: The outskirts of the mountain men tribe. The weaker ones. They're still stronger than the
average soldier though.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
Don't disturb one of the houses. Will trigger enemies to spawn, and know your location and
attack.
Travel Options:
South to page 51
East to page 61
West to page 42

Area: Elite soldier training (west 3, north 7)


Memory: The best of the best. The dark king had his ways of building an unnaturally strong army.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
A cave along the north side of the area. A skeleton in robes lays beyond the bars of the cave.
You: A witch was imprisoned here and forced to make the potions that gave the dark king's
men strength. I was unable to free her, but she did provide me with a safer, less dangerous
mixture when I began my raid of the tower. All I could offer was something to bring her
comfort.
Travel Options:
East to page 62

Area: Castle (west 2)


Memory: You: So the castle still stands. It always was a sound structure, but it can't defend against
things like the plague, starvation and the like. I wonder how many moved on, before they realized the
curse was here to stay?
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
On the west side of the river, should you enter this area from the north, is a sheltered area where
an old woman use to live. A tattered diary has one readable page left. See note Poor woman's
diary.
Notes:
Poor woman's diary
I wonder how long it will be before I pass on. Perhaps my body will be taken to the
Sanctuary's graveyard where I can be put to rest. The young ones these days don't know
the hard times we had not so long ago. Back in the days of war. I tended to the wounded,
helped in the fight, and this is where I ended up at. I guess I can't complain too much, I'm
still alive and able to tell stories in the market for a coin or two. They must not forget the
hero of that dreadful war. He may be buried up by Sanctuary like everyone else, but his
sword remains sharp to this day.
Travel Options:
North to page 55
East to page 66

Area: West District (west 2, north 1)


Memory: A partial fort to defend the bridge that lead into the town.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
North to page 56, east side of river
North to page 56, west side of river
South to page 54
East to page 67
West to page 47

Area: Great Lake Docks (west 2, north 2)


Memory: This corner of the lake was the best spot to transfer goods across the water. Resources could
be shipped down here from the mountain stream, people could travel to Scholar isle north of the dock
and the town's products could be shipped further downstream.
Objective:
None
Enemies:
Along the shore you will see goods scattered about. Should you pick up a fake item, a message
will appear: A Lure? You will be blown into the water about 20ft and 3 water monsters will
close in on you.
Misc Items:
A small boat still floats with it's oars. Use the boat to travel to Scholar Isle.
Travel Options:
North to page 57
South to page 55
if on the east side:
East to page 69
if on the west side:
West to page 48

Area: Scholar Island (west 2, north 3)


Memory: On the boat ride to the island you think to yourself: The temple was well known for it's
architects and engineers. The people here could devote much of their minds to study without fear of
the wild and disruptive being alike. The main problem with being so isolated is the lack of resources to
supply such a place. A trade agreement with the king allowed both the tribe and nation to maintain a
healthy relationship of friendship.
Objective:
None
Enemies:
Don't fall in....
Water creatures follow the boat quietly and will pull you down into the water in an instant if
you fall in.
Misc Items:
Debris can be reached over the edge of the boat. Do you really want to?
Travel Options:
Return to town on page 56
Dock Island on page 58

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

Area: Fhisher's Wall (west 2, north 4)


Memory: That cliff is a steep climb. Old Fhisher rigged up a mechanism to elevate goods up and
down the wall. He's the only one that has ever scaled it by hand and thus named by him. The stone
mason above got his fish and Fhisher got his raw materials for building what he needed.
Objective:
None
Enemies:
Standard
Misc Items:
Use the elevator to travel up the cliff.
Travel Options:
North to page 60
East to page 71

Area: Stone garden (west 2, north 5)


Memory: You think: The stone mason's home. He was an artisan who trained only the best in stone
cutting. The statues here would be carved from larger stones and re-carved into something smaller and
smaller until it was time to replace the stone. The transforming rock garden; where every time you
return they look a little different.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
A few basic items can be taken from his home. Nothing special.
Travel Options:
North to page 61
South to page 59
West to page 72

Area: Mountain village area (west 2, north 6)


Mountain men farm of vegetables.
Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
South to page 60
East to page 73
West to page 52

Area: Dark King's Tower (west 2, north 7)


Memory: You: The dark king's tower. It's reputation proceeded itself with the examples of black
magic used throughout the land. Despite some of the king's best men, the tower remained a threat. My
soul tells me I came here, but my memory is for naught. What happened to me? I must find out.
Objective:
Enter the tower.
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
East to page 74
West to page 53
Inside at your own risk to page 63

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:

Grunts patrol the hallways


Mages teleport into rooms
Suits of armor watch you. Helmets reveal your location.
Slime does not pursue, but will damage.
One section of the castle has a library with magical items dedicated to black arts.
Books, notes, and documentation all show research into an arrow. You: The princess
was well known for her archery skills in the tournaments. With what little I understand
of these notes, tells me some of the dark king's interests in the princess and where she
was being held.

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.

Final Boss Battle:


Objective:
1. Break the bottle cage and save Navi.
Navi: My friend you came back. Cough. Your things are still under the rubble.
You have an arrow, you need your bow. Dark King: How touching, in the face of
death you care for that which you abandoned long ago. You can die together at
last. Dark King begins firing orbs from random places in the room.
2. Clear the debris where your body once was and retrieve your bow.
Dark King: You honestly think you can still win!? That arrow of yours is for
naught, it has long lost it's light. Navi: I will reignite the arrow. Place me at it's
head. I will guide it to it's mark. a pause Don't worry about me, you've already
granted my wish, that was to see you again. Now hurry!.
3. Combine Sprite with arrow and bow.
4. Shoot the Dark King when he becomes visible
Navi: I love you my friend phft Dark King: HAAAAAAAA! grunts disappear
and heavily he breathes. Dark King: It'll take more than that to stop me. Gasp.
BOY! summons three grunts.
5. Optional: Survive for 3 minutes.
You hear a deep voice. He has become vulnerable to light! Light the candles in
the room!
6. Light the candles with your lantern
Dark King becomes more visible with each candle and one less grunt. Camera pans
to sealed door being bashed upon. The door breaks and your sword flies to your
feet.
7. Take sword. Failure to take sword results in candles dying and barrier surrounds sword.
Camera turns to Dark King, pans in a sword swing motion and you look down at a
beheaded king. Room goes still and begins to collapse. Voice: IN HERE,
QUICKLY!
8. Run to the next room!
You dive through the door to avoid being buried.
Cut scene:
Bursting into the room face first to the floor, your things have scattered. Voice: You've done
well my boy. He will be of no more trouble. What is this you carry? Love letters? Is this the
source of your strength? Well then, you're quite the ladies man aren't you. Eh hem. Now that
you've defeated him, my strength has been restored. Come to me, I will return us to more familiar
territory.
(Optional) If you step back to the door the King will speak Did you know that man feared
death? He believed that he could sustain his life by taking it from others. If only he understood
life itself; tis a selfless act, a sacrifice. When you put forth the effort to bring a gift to another you
sacrifice yourself for the sake of another. Whether it be your time, your strength, your money, you
lose a portion of yourself to bring life to something else. A puppet moves by the gesture of it's
master's hand. A character in a story grows in a world as is told by it's author. We do not realize it
is a sacrifice, for we often feel the joy of seeing life grow. God sees the continued spread of life
and blesses it all the more. We all have a place. Mine, as was instructed by my creator until now,
was to reward you upon your victory. Come.
Your vision blurs greatly, then comes into focus, a new place. I have brought us to my castle.

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

*******************************************************************************
*******************************************************************************

Area: Barracks (west 1)


Memory: You: The soldiers' district. It felt nice having the guards close by to protect us. That is, as
long as they were upstanding in their duties.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A small hole in the cliff face can be entered to find a table, few chairs, cabinet, and other small
things to suggest a recreation room. You: When the captain wasn't looking the soldiers would
find time to gamble with one another. They offered some of the strangest things.
Travel Options:
North to page 67
East to page 75
West to page 54

Area: Market (west 1, north 1)


Memory: As you walk through the empty broken stalls, you hear old familiar sounds of bartering for a
moment. Bob's warehouse is a large door that leads into a cave. It's essentially an earth home tavern.
Best place to store most of the town's supplies.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
South to page 66
East to page 76
West to page 55
Inside to page 68

Area: Market (west 1, north 1): Bob's Warehouse


The store is in shambles. People were camping in here like refugees. No one is around.
Memory: Child's voice: Sir, do you have medicine for my mommy? Bob: I'm sorry young lady, but
I haven't gotten any deliveries lately. You say to yourself currently, Medicine... I remember a doctor
who lived east of here. Did I go there?
Objective:
Take what you need.
Lantern: On the shelf behind the counter. You say out loud: Sorry Bob, looks like I'll have
to pay you back later.
A few tinder boxes
Refill your lantern from a large container of oil that doesn't seem to run out. Why would it?
You're not using that much at a time.
Enemies:
None
Misc Items:
None
Travel Options:
Outside to page 67

Area: Farm (west 1, north 2)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
Inside the barn you'll find a gold horseshoe above the main door. Probably need a crate to
climb up and get it.
Inside the barn in the loft you'll find most of the comforts of a bedroom and on a short desk
you'll find a note. See note: Looking Back and Forward.
Notes:
Looking back and forward
Six years since I moved into the barn and out of the house, it's been just me and the cat.
She's quite the hunter; bringing in mice, voles, birds and even rabbits for that matter. I
feel bad not being able to prepare the rabbits for fear of the fever they are known to have.
Still, I guess they satisfy her appetite. She sits outside the door to greet me home each
day after work. Life seems very bland these days, where every day is just like the last,
but we keep each other company none the less. Perhaps all the work I'm doing will pay
off, and find the joy in life that others have known.
Travel Options:
North to page 70
East to page 77
West to page 56

Area: Hunting Lodge (west 1, north 3)


Memory: This area was reserved for hunting, as ordered by the King, to encourage wildlife to remain
close by in addition to preventing accidental conflict. The hunting lodge is tended to by the local horse
ranchers.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
Most of the cabin has been raided of supplies. There is a key hanging on the wall that opens the
couple's cottage.
Travel Options:
South to page 69
East to page 78

Area: Fhisher's Point (west 1, north 4)


Memory: That goofy old man would come out here to do most of his fishing. He said this was where
the big fish like to lay.
Objective:
None
Enemies:
Standard
Misc Items:
None
Travel Options:
North to page 72
West to page 59

Area: Fhisher's Place (west 1, north 5)


Memory: You: Old man Fhisher's house. I wonder if that stubborn old man thought he could fight
back against the curse that plagues the land.
Objective:
None
Enemies:
Standard
Misc Items:
Inside the house you will find an arsenal of spears and fishing nets rigged with traps. You find
old man Fhisher skewered with a harpoon to the wall. You: Poor old man. He went out
fighting to the bitter end. Touch the body to be taken back outside with a fresh grave set up.
A note on the table reads: They fish for us
Travel Options:
South to page 71
East to page 81

Area: The Outcast (west 1, north 6)


Memory: You: Ah the outcast. He might not have been a highway man who robbed you, but he was a
clever cheat to strip you clean.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
East to page 82
West to page 61

Area: Great Height's pass (west 1, north 7)


Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
East to page 83
West to page 62

Area: Quarry (starting point)


Memory: (See Intro)
Objective:
None
Enemies:
None, no exceptions
Misc Items:
If you die, you are brought back here. Occasionally, while you're laying on your side, your
blurry vision will see a grunt walking away from you. When the grunt has left your vision
becomes clear and you arise.
Travel Options:
North to page 76
East to page 84
West to page 66

Area: Eastern District (north 1)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
Some of the children found a small hideaway and built a fort to play in. A chest of toys can be
found inside the fort.
Travel Options:
South to page 75
East to page 85
West to page 67

Area: Ranch field (north 2)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
East to page 86
West to page 69

Area: Couple's Cottage (north 3)


A hideaway place by the lake for people on honeymoon. The cottage is owned and rented out by
the local horse ranchers. The door is locked.
Memory: You: I recall this place. My friend asked me to help with some chores. The key should be
in the hunting lodge nearby.
Objective:
None
Enemies:
None
Misc Items:
On the table in the dining room lays a couple papers, one of which is a letter. See love letter:
My wandering friend.
My Wandering Friend
What brought you to our ranch that day? I care not now why, but rather
I'm happy you did. I had someone my age to play with for a day. We ran
through the fields, we ransacked the barns, we even chased around
father's prized chickens. I love my father's horses dearly, and I know that
you do as well. Why else did she welcome you so quickly? My two
cousins spoke of a traveler that visited them as well. Was that you by
chance? I can't say I've ever met anyone like you. One who cares about
other people and animals alike. Father says we have some families in
need of good horses to travel to distant lands. I have no doubt they will
take care of their new owners. They all know my favorite melody, so
should they hear you play our song, they will know you. I hope one of
them will help you in your travels, and perhaps one will lead you back to a
place you can call home.
Travel Options:
East to page 87
West to page 70

Area: Great Tree Isle (north 4)


The island resides in the middle of the lake. The path to reach it consists of rope bridges that
stretch from rock to rock that extrude sharply from the lake. Ships could pass under the bridges,
but not reach the island due to it's height above the lake.
Memory: Audio memory: A witch speaks to you: Young man? There is a rare mushroom that resides
deep in the roots of the great tree on that island. Would you fetch it for this poor old woman? Each
mushroom you bring to me, I will make you a powder to ward off the creatures of the night. As for
myself, it'll make a fine delicacy. (soft laughter) You say to yourself I was here once before. The
powder could ward off the creatures, but I had to travel through them first to get it.
Objective:
Enter the tree to find your memory. See Main Story Great Tree Isle.
Enemies:
Imps
They spawn in a group of three, altogether.
They cackle to instill fear in their prey.
They move in such a way to surround you from all sides.
Once they are in position, they target and attack.
If you find a hiding spot before they target you, they might lose you and leave.
Misc Items:
None
Travel Options:
East to page 88
Inside to page 80

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

Area: Mouth of the Mountain (north 5)


Memory: You think: The mouth of the mountain. The safest point to begin one's ascent.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:

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

Area: Mountain Pass (north 6)


Memory: You: The stream was much more treacherous back then. Some boulders have fallen into
the stream and are exposed enough to cross over on.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
North to page 83
South to page 81
East to page 90
West to page 73

Area: Great heights (north 7)


Memory: This region laid under the control of the dark king. The narrowest and only entrance to his
tower. His men would lay ambush at the height of the mountain stair where any traveler would be most
fatigued from the climb.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
Hidden small encampment behind the rocks.
Travel Options:
South to page 82
East to page 91
West to page 74

Area: Southern Woodlands (east 1)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A cellar can be found under some bushes. Climb down to find a selection of drinks and potions.
Travel Options:
North to page 85
East to page 92
West to page 75

Area: Woodlands (east 1, north 1)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A sheep fence still stands with the gate half open. Once you step inside the gate - You: That
old shepherd's flock was a lot of fun to tease. He never did forgive me for causing so much
trouble. A grunt spawns from the west side of the woods and immediately targets you.
Travel Options:
North to page 86
South to page 84
East to page 93
West to page 76

Area: Woodlands (east 1, north 2)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 87
South to page 85
East to page 94
West to page 77

Area: Northern Woodlands (east 1, north 3)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A small campsite off the side of the road remains unclaimed by nature. A chest contains
tinderboxes, oil, and a few coins.
Travel Options:
North to page 88
South to page 86
West to page 78

Area: Great Lake Bridge (east 1, north 4)


Memory: You: From the city travel north with the caravan until you see a bridge. The bridge extends
to the great tree isle where the best quality wood you will find. Those were the directions I was given
for the job.
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
None
Travel Options:
North to page 89
South to page 87
West to page 79

Area: Great Lake Relief (east 1, north 5)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A large man-made well sits before a desert.
Travel Options:
South to page 88
East to page 97
West to page 81

Area: Mountain Stream (east 1, north 6)


Memory: None
Objective:
None
Enemies:
None
Misc Items:
None
Travel Options:
East to page 98
West to page 82

Area: Great Heights (east 1, north 7)


Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
East to page 99
West to page 83

Area: Southern Valley (east 2)


Memory: You: They say the first people to come here by boat landed here. During times of heavy
rain this area floods pretty bad. They found out the hard way when their ship couldn't make it out.
Objective:
None
Enemies:
None
Misc Items:
There are a couple rocks that can be moved. You: Must be the dry season. I can use this
waterway like in the old days. Hopefully they're still vacant.
Travel Options:
East to page 100
West to page 84
Water way: 95, 41, 138

Area: Woodlands Lake (east 2, north 1)


Memory: None
Objective:
None
Enemies:
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 94
East to page 101
West to page 85

Area: Woodlands Lake (east 2, north 2)


Memory: None
Objective:
None
Enemies:
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 95
South to page 93
East to page 102
West to page 86

Area: Northern Woodlands (east 2, north 3)


Memory: None
Objective:
None
Enemies:
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
There is a hole in the ground behind some of the trees, near some boulders. You: I believe this
sink hole leads to the waterway.
Travel Options:
North to page 96
South to page 94
East to page 103
Water way: 41, 138, 92

Area: Spring of Healing (east 2, north 4)


Memory: None
Objective:
None
Enemies:
None. No exceptions.
Misc Items:
Enter the shallow spring to regain health and peace of mind. When you head back to the
entrance, a note can be found on the ground. See note: My Surprise Visitor.
My Surprise Visitor
My dwelling lay guarded by all sides of the earth. My garden lay in the
midst of the sea. Twas from the sky you came to visit me. The innocence
of a simple child and yet the determination of a warrior. I blessed thee
with my power and tended to thy suffering. I watched you travel over the
lands and the seas, seeking treasures untouched for centuries. I had no
fear of your journey, with the good king as your guide. And now that
you've taken up a new adventure, I shall have to make plans to seek you
out beyond the ocean's tide. After all, you're just my type to have fun
with. I will see you again when your spirit needs a lift.
Travel Options:
South to page 95

Area: Desert (east 2, north 5)


Memory: None
Objective:
None
Enemies:
Dunphits
What appears to be dunes are actually creatures that slowly move toward you.
If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.
From any other side you can run up on them without concern.
On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.
Misc Items:
None
Travel Options:
East to page 105
West to page 89

Area: Mountain Stream (east 2, north 6)


Memory: None
Objective:
None
Enemies:
None
Misc Items:
None
Travel Options:
East to page 106
West to page 90

Area: Great Height's Challenge (east 2, north 7)


Memory: None
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
None
Travel Options:
West to page 91

Area: Southern Valley (east 3)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
East to page 108
West to page 92

Area: Woodlands Lake (east 3, north 1)


Memory: None
Objective:
None
Enemies:
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 102
East to page 109
West to page 93

Area: Woodlands Lake (east 3, north 2)


Memory: None
Objective:
None
Enemies:
Shadow Wolves: Curse imbued wolves
They will outrun you, but you can sidestep to make them run into objects to stun them.
If you have powder to use, they will run away.
Only see up to two.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
South to page 101
East to page 110
West to page 94

Area: Sand Rat's Goods (east 3, north 3)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A small cabin made just inside the opening leading to the desert. You: Ah Sand Rat. Worthless
looter. The merchants that traveled through the desert to avoid the thieves of the forest would
sometimes lose their goods in the sand. Sand Rat in turn would go collect and sell it.
The cabin has a few tinderboxes and coins.
Travel Options:
North to page 104
East to page 111, west side path
West to page 95

Area: Desert (east 3, north 4 )


Memory: None
Objective:
None
Enemies:
Dunphits
What appears to be dunes are actually creatures that slowly move toward you.
If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.
From any other side you can run up on them without concern.
On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.
Misc Items:
None
Travel Options:
North to page 105
South to page 103
East to page 113

Area: Desert (east 3, north 5)


Memory: None
Objective:
None
Enemies:
Dunphits
What appears to be dunes are actually creatures that slowly move toward you.
If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.
From any other side you can run up on them without concern.
On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.
Misc Items:
None
Travel Options:
South to page 104
East to page 114
West to page 97

Area: Great Height's Falls (east 3, north 6)


Memory: None
Objective:
None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
Water still falls from the cliff, but not as much as it once did. The cabin from behind the falls
can be seen much easier than before.
Inside the cabin audio memory - Old woman: Having trouble with the Ruin Riddle? I know
the secret, but it'll cost you.... Oh you're too kind. When going on a journey it's expected to
keep moving forward. The ruin's riddle was meant to help build endurance. Just keep climbing
and believe in order to break out of the loop. You currently say to yourself: Greedy old bat.
She should have been grateful I didn't reveal her ancestry to the archeologists. Let's see if her
information is still good.
Travel Options:
North to page 107
East to page 115
West to page 98

Area: Great Height's Reservoir (east 3, north 7)


Memory: A great blacksmith once lived here. I was beginning to earn a reputation and was in need of
a more durable weapon and training. I wonder if his workshop still has equipment in it.
Objective:
None
Enemies:
Patrolling group of men on horseback.
Up to three in a group. Increased chance to SEE you.
They can't follow through narrow areas for 30 seconds.
They dismount and act like grunts.
Misc Items:
The workshop has been ransacked with exception of a few tinderboxes.
Travel Options:
South to page 106

Area: Southern Shoreline (east 4)


Along the beach and along the cliff facing is a hole small enough for two or three people to sit
in. This cove has a small pool of salt water in it.
Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
Floating in the small pool of salt water is a message in a bottle. Break the bottle and take the
note. See love letter: My dream. Health cap increased.
My Dream
Do you still play my song? The melody that brings me peace and serenity.
I still sing it on the beach in our secret place. I sing it to the ocean, so
that it may be carried on the tides to your ears. Do I appear in your
dreams? It seemed like a dream when I found you on the shore that time.
Once you regained your senses you were off to view the island and find
it's mysteries. You came by to see me on many occasions and I would sing
just because you asked. You even showed me some of the island I had not
seen before, and when I was in danger you were there. Just like a dream,
you vanished from my life. I believe you were real. When I dream, I seek
you out hoping to find you again. When I'm awake and finished with my
tasks, I return to our secret place waiting for you to come ashore once
more. Will you whisk me far away, to places only known in my dreams?
Travel Options:
North to page 109
East to page 119
West to page 100

Area: Forbidden Woods (east 4, north 1)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A few pretty flowers grow on a mound of dirt that seems out of place. If you have a hand
shovel, you can dig this spot up. You reveal a chest and find coins inside. If you need coins,
return here for more.
Travel Options:
North to page 110
South to page 108
East to page 120, west side path
West to page 101

Area: Forbidden Woods (east 4, north 2)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
Some decorations hang from a few trees. You: This was one of the places that thieves would
bury their loot. Unfortunately it was their first drop off point before taking it somewhere else.
It's in these woods somewhere, but I don't know where.
Travel Options:
North to page 111, east side path
North to page 111, west side path
South to page 109
East to page 121, northeast side path
East to page 121, southwest side path
West to page 102

Area: Forbidden Woods (east 4, north 3)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
On the east side area connecting north to south, there is a witches carriage that lays abandoned
off to the side. Inside are potions, tinderboxes, and a page in a journal. See note: Forbidden
Woods Witch Journal
Notes:
Forbidden Woods Witch Journal
Oh how I laugh at the fear the townsfolk have over the forbidden woods.
They claim to see ghosts and spirits.
They claim to see creatures of untold shape.
Oh how they let their imaginations run their lives.
These bandits have been good to me for the trade I bring.
Or perhaps they too fear the potions I brew.
As long as I'm treated well, I will be of use.
Cooling Potions for the journey in the desert.
Vitality Potions for the plagues of the wood.
I will provide for the right coin,
but lest anyone try to steal from me,
my potions lay unmarked and mixed with poisons,
and the delay is just enough to keep me from burying too many bodies.
Speaking of brewing, I will need to restock from the fairy's well.
The water is indeed sweet, and I have not been rejected for taking such a blessing for coin.
Perhaps there is no fairy there to guard it as travelers have claimed.

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

Area: Desert (east 4, north 4)


Memory: None
Objective:
None
Enemies:
Dunphits
What appears to be dunes are actually creatures that slowly move toward you.
If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.
From any other side you can run up on them without concern.
On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.
Misc Items:
None
Travel Options:
North to page 114
South to page 111, east side path
West to page 104

Area: Desert (east 4, north 5)


Memory: None
Objective:
None
Enemies:
Dunphits
What appears to be dunes are actually creatures that slowly move toward you.
If you're in front of them (within 45 degrees of front), they will pounce and eat you whole.
From any other side you can run up on them without concern.
On the front lower area of this fake dune is a fin-like nose. Use this to determine it's front.
Misc Items:
None
Travel Options:
South to page 113
East to page 125
West to page 105

Area: Ancient Riddle (east 4, north 6)


Memory: You: An interesting arrangement of monuments. From here it is possible to reach the Ruin
temple where they performed the ritual of passing. The citizens of this civilization were a clever race
to have such challenging riddles; meaning we had such a hard time finding the place.
Objective:
Find a way to the ancient temple.
Enemies:
None
Misc Items:
None
Travel Options:
If riddle is solved, then North to page 116, otherwise page 115
East to page 126
West to page 106

Area: Ancient Ruins (east 4, north 7)


Memory: You: I learned the way to the ancient temple and upon reaching it heard the sound of
moaning within. Even if the archeologist had made it here before me, they surely would have turned
back.
Objective:
Enter the Temple.
Enemies:
Standard
Misc Items:
None
Travel Options:
South to page 115
Inside to page 117

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

Area: Seaside Fort (east 5)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
Coming closer to the fort. You: Some of the early citizens of the town thought it would be best
to set up a tower down by the ocean side to warn the people further inland of any upcoming
storm. There wasn't a need for more than a few people to stand guard, and they occupied their
free time by gambling with one another.
Travel Options:
North to page 120
East to page 129
West to page 108

Area: Forbidden Woods (east 5, north 1)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 121, southwest side path
North to page 121, northeast side path
If on the east side path,
East to page 130
If on the west side path,
West to page 109

Area: Forbidden Woods (east 5, north 2)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, they take one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
If on the southwest side path,
South to page 120, west side path
West to page 110
If on the northeast side path,
South to page 120, east side path
East to page 134
West to page 110

Area: Forbidden Meadow (east 5, north 3)


Memory: You: I believe the laboratory is located just up the hill here.
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 123
East to page 135

Area: Laboratory (east 5, north 4)


Memory: (at entrance) You: I came here seeking medicine for a young girl in the market. That family
did not trust the witch's herbal medicines for whatever reason. The townsfolk say he might be able to
help, but I question why he dwells in such a dangerous place.
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
South to page 122
Inside to page 124

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

Area: Gypsy Rock (east 5, north 5)


This area is well known as Oceans' Kiss for it's location between the ocean of and sea divided
by mountain heights and forest trees. A perfect place to relax before traversing further for
tradesmen and explorer alike. The curse that fell upon the land had caught many people by
surprise and much of this place lay looted and abandoned.
Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
Backstage of the main performance area is a chest forgotten under crates. Inside the chest are
some costumes and a letter. See love letter: My dearest master.
My Dearest Master
My sister and I have traveled the world performing our dances to the
masses. It was all thanks to you for directing us in our first rehearsal. We
couldn't have done it without you. Do you remember our first time
performing? We only had an audience of one or two as I recall. One was
a soldier who admired us dearly. He spread the word of the entertainment
we were bringing to his town. He has supported us everyday. My sister
has even taken a fancy to him, but I... we await the day of seeing you once
again. I would love to hear of your adventures and practice dancing to
the things that relates to what you have seen. We will continue to travel
and perhaps one day see you in the audience cheering us on.
Travel Options:
North to page 126
East to page 137
West to page 114

Area: Archeologist's Camp (east 5, north 6)


Some of the cabins appear to be damaged and worn down over time. One of the cabins, should
you step into it, will trigger an audio memory.
Memory:
Audio memory:
Archeologist: You've been stealing treasures from the ruins!
Man: I've done nothing of the sort.
Archeologist: Your lies won't save you this time, the armed guard is here to take you away.
Man: You have no proof.
Archeologist: I had you followed and the crates of goods you took to the Money Tree were
marked.
Man: Search me then, where is the money?
Archeologist: There is no money, you were gambling it away.
Man: That's not true, I was...
Archeologist: You were what? Answer!
Man: It was for my family. I was giving it to them in secret.
Archeologist: You have no family. They certainly wouldn't need as much as what you were
taking.
You: He was passing off the money to other thieves. He made it look like he was being
robbed, but did nothing about it.
Man: (sweating)
Archeologist: We'll have to make an example of him.
Man: Please don't kill me!
You: Give me a location. Where do your friends hide out.
Man: I only work for them. They said if I ever needed to contact them that I should go into
the forbidden woods at the dead-end. There's a tree there that's... special. That's all I.... Man
falls dead from poison dart.
Guard: Outside!
Archeologist: No honor amongst thieves.
You currently make a note. See note: Tracking a thief.
Notes:
Tracking a thief.
I remember the information I got from that man at the archeologist's camp. Somewhere in the
forbidden woods is a dead-end and a special tree.
Objective:
Retrace the steps you once took to find the thief.
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then

leave. You are no longer under pursuit in this area.


Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.

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

Area: Ancient Village (east 5, north 7)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A store house can be entered. You: The archeologists have been documenting and studying the
crafts these people once practiced. Anywhere from the molding of brick, to tanning of animal
skins, and even techniques to find water stored away in the mountains. These things were nice
and all, but the treasured items laid within the temple still remained hidden at the time.
Travel Options:
South to page 126
East to page 139

Area: Southern Shoreline (east 6)


Memory: You: We trailed a thief down to the southern shoreline and found an unusual drain big
enough for a person to crawl through. I nearly lost a few good men, as the drain had collapsed when
we began to enter it. It's a shame we couldn't convince these trap smiths to use their skills for a better
cause.
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
A large pipe still drains a little bit of water down to the beach and the ocean.
Travel Options:
East to page 140
West to page 119

Area: Forbidden Woods (east 6, north 1)


Memory: None
Objective:
If you have the Note: tracking a thief, objective is available.
Find the thieves' contact point
Once the door is revealed, enter it.
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A tree stands unique from the rest and setting it on fire reveals that it is an illusion and a door to
the tower appears. The illusion resets itself each time you come here.
Travel Options:
North to page 134
East to page 141
West to page 120, east side path
If the entrance is visible, enter to page 131

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.

You: If I may ask, what became of that thief?


Wizard: I granted him a wish. He wished to be the world's greatest lock-picker. I turned
him into a key.
Travel Options:
Outside to page 130

Area: Forbidden Woods (east 6, north 2)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
North to page 135
South to page 130
East to page 142
West to page 121, northeast side path

Area: Forbidden Woods (east 6, north 3)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
When you come near the small cabin, You: People would talk about this place as a black
market location. Some of the wars between merchants involved paying the thieves to harass
their competitors.
Travel Options:
North to page 136
South to page 134
East to page 143
West to page 122

Area: Forbidden Woods (east 6, north 4)


Memory: You: Entrance to the forbidden woods. As if this place wasn't bad enough before the curse.
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
Under the east side bird statue is a bag of coins.
Travel Options:
North to page 137
South to page 135

Area: Eastern Shoreline Bay (east 6, north 5)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
The remains of a collapsed shack still sits by the rocks, along with a couple small broken
kayaks.
Travel Options:
North to page 138, east side path
North to page 138, west side path
South to page 136
East to page 145
West to page 125

Area: Eastern Shoreline Bay (east 6, north 6)


Memory: If appear on the upper section of this area, You: The archeologists informed me that the
ancients built this well in hopes of getting fresh water easier. They didn't realize that the hole they were
digging would connect to a deep underground cavern. It eventually lead to fresh water.
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Misc Items:
Using the well will take you into the underground passage ways that lead to each other.
Travel Options:
if on the east side path,
North to page 139
East to page 146
South to page 137
if on the west side path,
West to page 126
South to page 137
Water way: 95, 41, 92

Area: Ancient Village (east 6, north 7)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Misc Items:
A few houses of the ancient village still stands in this area. One of the houses can be entered to
find potions. You: The witches that create potions in our modern time, say that some recipes
came from these people.
Travel Options:
South to page 138, east side path
West to page 128

Area: Southern Shoreline (east 7)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
East to page 148
West to page 129

Area: Forbidden Woods (east 7, north 1)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
None
Travel Options:
East to page 149
West to page 130

Area: Thief's Home (east 7, north 2)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Bushes and trees:
Get too close and you'll disturb the wildlife, which attracts attention.
Random number up to 4.
Misc Items:
A cabin can be entered.
A variety of chests are scattered about some rooms. Some locks on the tables. A diary left
open on a workbench. See note: Retirement.
Notes:
Note: Retirement
(early in the diary)
So much for giving up the trade. This place they set me up with has been kind of nice. I no
longer run from the law, but my fellow gents continue to rely on my services to open locks that
even children could pop open. The lot of them don't come close to what we were capable of
back in the day. If they want to know what's inside they will have to give up a good portion for
my patience.
(random page)
Well, something interesting has been stirring. The air doesn't feel right either. I may not be
behind bars for the things I've helped steal, but the forest has always sounded pleasant enough
to me; not as of late though. I feel, unsafe.
(more recently)
I haven't seen anyone around lately. Perhaps the soldiers have finally captured my friends. Will
they find me as well I wonder?
(last entry)
I've been seeing shadows in the woods that are... unnatural. If I'm to be free of this fear, I must
venture out. I don't care if I'm imprisoned. At least I'll have peace of mind again.
Travel Options:
West to page 134

Area: Forbidden Meadow (east 7, north 3)


Memory: None
Objective:
None
Enemies:
Shadow men
Curse imbued men.
They stalk you; you won't know you're under pursuit.
For every step you take when moving away from him, he takes one and a half.
If you see them, they appear all black with red eyes
If you know where they are, and you can get out of line of sight, find a place to hide and sit
for 30 sec. Your stalker will begin walking around your hiding spot as if searching, then
leave. You are no longer under pursuit in this area.
Misc Items:
A couple troll statues stand facing one another as if getting ready for battle. Beneath the east
side troll is a half buried chest of gems and coins. Take some coins as you need them.
Travel Options:
West to page 135

Area: Eastern Shoreline Bay (east 7, north 4)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
North to page 145
East to page 152

Area: Eastern Shoreline Bay (east 7, north 5)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
South to page 144
West to page 137

Area: Peninsula of Fortune (east 7, north 6)


Memory: You: The peninsula of fortune. I was on a mission that lead me to the money tree. I needed
to blend in with the people around, so I set aside a few coins to gamble with until the right time. It
wasn't until I began to leave that I noticed my target conducting some suspicious business around the
storehouses.
Objective:
Check behind the storehouses
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
There are a few storehouses along the north wall that have enough space between them to go
back behind them. You: There were crates here with artifacts from the ruins. TRIGGER:
Two grunts will spawn around the building and immediately target you.
Travel Options:
North to page 147
East to page 154
West to page 138, east side path

Area: Meditation Point (east 7, north 7)


Memory: You: Meditation point. This place was considered sacred among the few monks that lived
here praying all the time. I came here for my own spiritual enlightenment. The practices of these men
were indeed a marvel at dedication to their beliefs, but I couldn't help myself to think there is more to
life than the solitude these men had. While I was here, one of the monks asked me to gather some
special medicines from a few of the witches. The rituals they performed also required the burning of
essences that were difficult to get. It was the least I could do.
Objective:
None
Enemies:
None
Misc Items:
None
Travel Options:
South to page 146

Area: Southeastern Shoreline (east 8)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
North to page 149
West to page 140

Area: Eastern Shoreline (east 8, north 1)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
The house by the rocks has seen better days. The sign on the door reads Crabbit. Visitors not
welcome. You: Didn't he let me borrow a shovel once?
Travel Options:
North to page 150
South to page 148
West to page 141

Area: Eastern Shoreline Docks (east 8, north 2)


The docks have been damaged in an attack long ago and worn down further over time. At the
far end of the docks lay storage crates and chests that didn't make it to the ship before setting sail.
Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
Inside one of the chests are some royal dresses and some papers including a note. See love
letter: My ever faithful. Health cap increased.
My Ever Faithful
Always in my darkest hours I would look up to find you ready to face any
challenge. Far greater bravery than any of my father's soldiers.
However, it's not fair that you should shoulder the burden alone. When
my home fell that day, I knew that our greatest challenge was upon us,
and we would need to be ready. My caretaker hid me away from danger,
and trained me in the ways of her clan. You and I saved my home, but it
takes more than two to build a country. Do you resent me for being raised
among the privileged? I may not have known how to raise crops and
cattle like the farmers, I may not have known the labor of gathering
lumber and stone, but I know our history and the mistakes of leaders gone
by. We all have our roles in life, and working together allows us to
become great. What I'm trying to ask is, will you remain by my side? Not
only during my times of need, but I want you to be here during the good
times as well. To be a symbol for the people. To hold me in your arms
when I'm alone.
Travel Options:
North to page 151
South to page 149

Area: Eastern Shoreline Docks (east 8, north 3)


Memory: You: The ocean bound trade docks. It's strange not seeing any boats. Looks like some
crates were left behind.
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Travel Options:
North to page 152
South to page 150

Area: Eastern Shoreline docks (east 8, north 4)


Memory: None
Objective:
None
Enemies:
Coastline sand crawlers.
They lay in the sand waiting for prey to approach.
Will give chase over a small distance then return to their spot on the beach.
If they are close enough, they will attack your feet and ankles.
Run to get away from them.
Misc Items:
None
Travel Options:
North to page 153
South to page 151
West to page 144

Area: Eastern Shore Shrine (east 8, north 5)


This ocean shrine was said to have been built by the water tribe before they settled further
inland. The shrine was abandoned due to the ocean tide wearing away at the cavern entrance and
causing flooding in the low areas. They traditionally came back to restore and build upon.
Memory: None
Objective:
None
Enemies:
None
Misc Items:
Explore to your hearts content, but when you are deep in the main hall and look back to the
entrance you will see a silhouette of someone peering behind a column watching you. When
you approach, they dart away and disappear leaving behind a few feathers and a letter. See love
letter: My wingless companion. Health cap increased.
My Wingless Companion
Do you remember the first time we met? I was having trouble
encouraging the head master's son to be brave. Of course I surprised
myself when I asked you to help me ascend the mountain to face our
dragon lord. The climb was easy enough for me, being light as a feather.
I can't imagine the effort you put into climbing up with me. You even had
the courage to face the creatures in that dreadful volcano. After all was
set right, you left us for a while, then returned to inspire me to do great
things. Even after that temple had served it's purpose, I've managed to set
in motion to restore our lost history. It has been challenging these past
few years, but when I get discouraged I think of you and your bravery. I
shall hold onto this letter until I learn of where you have ventured off to,
then deliver it personally so that I might be with you again.

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

Area: Money Tree (east 8, north 6)


Memory: None
Enemies:
Grunt
Wandering soul.
Will attack if you're spotted.
Misc Items:
A barrel labeled explosive lays at the bottom of a blocked path up the mountain.
You can find the fuse laying along the path.
Objective:
Set up the explosives to clear the path up the mountain.
Move the barrel into position
Find the fuse and set into the barrel
Light the fuse with either your lantern or a tinderbox and stand clear.
Travel Options:
North to page 155
West to page 146

Area: Rich Man's Mansion (east 8, north 7)


Inside the mansion is a lot of nothing. The home is mostly empty with the exception of heavy
or large items that are laid over and damaged. There is one room that is special. A private study
area where you find two large chairs divided by a table, all facing a fireplace with fresh logs in it.
A skeleton in robes sits in one of the chairs holding a small locked treasure chest.
Memory: None
Enemies:
None. No exceptions.
Objective:
You: Feels a bit cool here. Deathly quiet. I suppose I could rest a bit by the fire. Light the
fireplace and sit in the chair.
a note will appear on the small table without you seeing where it came from. See note: Rich
man's note
After you read the note, a hot cup of tea and a second note can be found on the table. See
note: Rich man's thanks.
After taking the tea which restores your health, you hear a click sound. The chest has been
unlocked.
Notes:
Rich man's note
Not so long ago I entertained guests of the Money Tree. These foreigners would come from all
over for a chance to get away from their daily lives and perhaps gamble a bit to win back a great
deal. Of course it's no secret that the house always wins in the end. A little tease here and there
of winnings that were produced from their own pocket. And what do they do with it? They
feed the Money Tree once again until they leave empty handed. More often than not, the
money they lose I trade back to them in exchange for the goods they carry. In this way, they
return home with currency that is only good in their own country and I stay here with products
never dreamed of in this land. Considering what I had collected, I wanted more. I used some of
the goods I had to build up supplies for a trip to other countries for a chance to find even more
precious commodities. That's when the curse started. The sky darkened in color, my guests
made haste to leave, and my servants began to disappear. In my own panic I brought out the
gunpowder to roll down the mountain and blow up the pass that lead to my estate. I was so
afraid of losing my things to commoners, that I ended up imprisoning myself.
I should have planted fruit trees around my home instead of pretty ones,
I should have helped with the daily chores of my servants instead of simply giving orders,
I should have... Sigh. It's too late now though.
You know it wasn't even a few days of trying to cook for myself when I began to look at my
material possessions and how worthless they were. They ease the mind of a hard working man,
but do nothing to put food on the table. After wasting a few items and a few burnt pieces of
meat, I started to get the hang of cooking. I came to enjoy it, and had wished I could have
worked as a chef. So much for that dream.
The paintings have lost their color, the jewelry collects dust, the gold sits quietly in a corner,

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.

Rich Man's thanks


Thank you for coming to visit me for a while, friend. I hope you like the tea.

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?"

Master Chief: "Do you regret it?"


Cortana: "We did get separated for a while, but as long as we're together I will always be happy."
Cortana strokes Master Chief's 117 mark with rotated letters spelling LINK.
Master Chief: "Don't worry, I will always be there for you, no matter how far."
Cortana: "As will I."
**camera begins to distort a double image of Link and Master Chief bearing their weapon, with
Navi and Cortana retreating to their pockets, and both of them charging toward the camera.
"Love is everlasting, unchanging through any struggle that life may throw at you. No matter how
lonely you may get, you can take comfort that those who love you will seek you out."
Ending image: Cortona looking into a holoscope with a wide range of historical heros and their
partners beside them.

******************
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.

Zelda hands her a letter


Roselyn: (blushes) Oh this. I umm...
Zelda: I think I would like to hear all about these adventures. Would you care to share with us
from your book at our next tea and reading session?
Roselyn: ... Oh, yes, of course my lady. Let me take a moment to clean the place up a bit.
Zelda: Splendid. Come. Let me introduce you to the soldiers, Captain.
Link and Zelda leave.
Roselyn quietly walks over to a display of items {boomerangs, lens of truth, arrows, compasses,
etc}.
Tingle: He certainly gets around doesn't he. Almost as fast as me.
From a window sill, sits a green little man.
Roselyn: Hello Tingle. What brings you in?
Tingle: I am returning your power bracelet that was still laying in that tower as well as other
interesting items he had at the time.
Roselyn: Thank you Tingle. Since he's here, I may not need your services quite as much.
Tingle: Where's the fun in GIVING him items. Makes it more rewarding to find them; stronger
too.
Roselyn: You may be right. Do you have any new maps and news for me?
Tingle: My journal as always my dear. Your trip home may not be easy. I'll be off then.
You never know who might be watching over you. Our paths in life may drift to and fro, but it
only takes one special moment to make a connection. By working together, we live in
harmony.
Ending image: Out in a courtyard, Zelda and her lady sages sit around a table as audience
members of Roselyn reading from her book and Link sparring with soldiers close by.

******************
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

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