Apprentice Of The Demonhunter by The Mad Monk> n
You move north.
This is the center of the village, which apparently served as a trading post of sorts to cater to the caravans that passed through. Burnt shells of houses lie to the east, and a field of old, dried cornstalks to the west. To the north is a church; a church that gives off such an aura that, were you to assume that it was not the source of this trouble, your mentor would belt you one up the head.
> n
You move north.
This church is dead; you felt it as soon as you stepped in. What appears to be a pile of the pews lies against the wall, blackened and charred. The pulpit is gone, leaving a gaping hole in the floor. The altar seems to be the only thing left untouched; in fact, it still radiates a warm aura.
> x hole
Where the pulpit was is now a gaping hole, apparently ravaged by the demon. A mysterious black orb is inside the pulpit.
> get orb
You take the mysterious black orb from the pulpit.
> s
You move south.
This is the center of the village, which apparently served as a trading post of sorts to cater to the caravans that passed through. Burnt shells of houses lie to the east, and a field of old, dried cornstalks to the west. To the north is a church; a church that gives off such an aura that, were you to assume that it was not the source of this trouble, your mentor would belt you one up the head.
> e
You move east.
Nearby are two houses. There is one to the north, which really isn't so much a house anymore as it is a foundation, and one to the south, which is at least intact, if not habitable. The center of the village lies back west.
> n
You move north.
This house is long gone. The only thing left is the stone foundation that the house was built on. You can pick your way back out to the south.
> x foundation
The foundation is apparently very well built, having survived the onslaught of the demon. There is a hole in the wall that looks as though it could carry an object, were it pressed to do so. A small flask of water is inside the stone foundation.
> get water
You take the small flask of water from the stone foundation.
> s
You move south.
Nearby are two houses. There is one to the north, which really isn't so much a house anymore as it is a foundation, and one to the south, which is at least intact, if not habitable. The center of the village lies back west.
> s
You move south.
This house, while burnt and broken, is still standing. The stench of rotten flesh hangs in the air, however, and the reason is obvious; a corpse lies under the lone piece of furniture--a table. It is probably weeks old. Even the flies won't come here, though. The evil is too strong. You can exit to the north.
> x table
The table is made of some foreign wood that has a particularly glossy sheen. A ceramic plate is on the table.
> get plate
You take the ceramic plate from the table.
> put water on orb
You dribble the water onto the orb, which promptly explodes in a maelstrom of swirling black light and smoke. An evil aura spreads out from here, and you hear a demonic cackle from the far western part of the village.
> n
You move north.
Nearby are two houses. There is one to the north, which really isn't so much a house anymore as it is a foundation, and one to the south, which is at least intact, if not habitable. The center of the village lies back west.
> w
You move west.
This is the center of the village, which apparently served as a trading post of sorts to cater to the caravans that passed through. Burnt shells of houses lie to the east, and a field of old, dried cornstalks to the west. To the north is a church; a church that gives off such an aura that, were you to assume that it was not the source of this trouble, your mentor would belt you one up the head.
> w
You move west.
You are surrounded by several acres of corn field. Many years of harvest, drought, and erosion show here; the soil is crumbly and dry, and shreds of plant fiber lie around. A nasty aura fills the air here. The remains of the village are back east. A serpent-like demon lies coiled here, panting furiously as though out of breath, gigantic claws poised at the ready, fangs dripping with suphurous venom prepared to shred somebody. The demon suddenly spots you. You brace yourself for its swooping attack, and roll to the side as its claw gouges the earth where you were a moment before. Springing to your feet, you dash off to the village. Not knowing why, you find yourself entering the church. The demon is obviously not impressed, and it enters after you, blocking the exit. Looks like it's do or die.
> throw plate at demon
Dancing around the room, you avoid several furious blows from the demon. Somehow, you manage to get him between you and the altar, and you know the time is right. Slipping the ceramic plate into your hand, you wind up and cast it straight into the demon's head. The demon topples backward onto the altar.
There is a flash of light, and a puff of sulphur and brimstone, and just like that, the demon has ceased to exist. Righteous. You spend the night in the church, napping on the stack of pews, and in the morning, you start out on your journey back to your mentor. Not only your journey back, but your journey to the beginning of your new life. You're a demonhunter.
You scored 6 out of the maximum 5!
That is 120% of the game!
You finished -1 points short.
[Press any key to end]