A.S.D.F.A. [one hour version] by David Whyld




A.S.D.F.A.
A Short Damn Fantasy Adventure

The Story So Far...
You're sure it must be a dream. After all, the last thing you remember was going to sleep... and then you found yourself here!
While you're not entirely sure where here is - haunted mansions not being your strong point - you're nevertheless sure you are, indeed, dreaming.
Of course, what you need to figure out now is what you're going to do about it. How you're going to wake up.
And how you're going to try and prevent yourself from getting killed...

...press a key...



>
Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> n
You move north.
Dining Room
From the massive dining table taking up the middle of this room, you're guessing you've found the dining room. Alas, one without much in the way of food to be seen. In fact, aside from the table itself this room is surprisingly barren.
Exits lie: south (to the entrance) and northeast (to the kitchen).


> ne
You move northeast.
Kitchen
The kitchen looks just like your kitchen back home: food strewn across the floor and a drunken chef sitting in the corner cursing merrily to himself. A large cauldron (a typical occurrence in kitchens that you have seen) rests in the middle of the room while off to one side is the pantry.
Exits lie: southwest (to the dining room) and northeast (to the pantry).


> x cauldron
You look into it - and find a key floating amidst all the poisonous stuff the chef was preparing!
"That musta come from Barble," mutters the chef drunkenly. "Poor sod. I didna see him standin' there and jus' shovelled in all the veggies."
"Why would Barble have a key in his pocket?" you ask.
"He didn't. He'd swallowed the thing. Poor sod."

> open door
Using the key, you do just that.

> ne
You move northeast.
Pantry
The pantry is empty. Aside, that is, from a single shelf that is just crying out for someone to come along and examine it.
Exits lie: southwest (to the kitchen).


> sw
You move southwest.

Kitchen
The kitchen looks just like your kitchen back home: food strewn across the floor and a drunken chef sitting in the corner cursing merrily to himself. A large cauldron (a typical occurrence in kitchens that you have seen) rests in the middle of the room while off to one side is the pantry.
Exits lie: southwest (to the dining room) and northeast (to the pantry).

As you emerge from the cellar you hear a voice say: "well done! You resisted the urge to do the blindingly obvious. Here, have a reward."
A sword appears in your hand as if by magic, which it undoubtedly is.

> sw
You move southwest.
Dining Room
From the massive dining table taking up the middle of this room, you're guessing you've found the dining room. Alas, one without much in the way of food to be seen. In fact, aside from the table itself this room is surprisingly barren.
Exits lie: south (to the entrance) and northeast (to the kitchen).


> s
You move south.
Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> nw
You move northwest.
Sitting Room
This is all very quaint and if not for the fact that you're currently trapped in a dream you might find the roaring fire and cosy armchair to be quite welcoming. As it is, you find yourself looking around for creepy things and getting more than a little creeped out when you don't find them.
Exits lie: southeast (to the entrance).


> sit in chair
The moment you sit in the armchair, a ghostly visage appears out of nowhere and wraps its arms around you - and then shies away as you take several experimental chops at it with your sword!
"Damn!" it hisses. "Damn and damn and double damn!"
Still cursing, it floats away through one of the walls.

> se
You move southeast.

Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> e
You move east.
Top Of Steps
You're at the top of a flight of steps which lead down to the sort of place you just expect to find all manner of undead inhabiting.
Exits lie: west (to the entrance) and down (to the vampire's lai- er, the cellar).


> d
You move down.

Cellar
Aside from the coffin, there's nothing much here. Yep, the coffin. You're not quite sure why there's a coffin in the cellar but it doesn't take a genius to guess what's inside.
Exits lie: up (to the top of the steps).
Toto is here.
"Toto!" you cry. "What are you doing here?"
"Damned if I know," grunts the dwarf. "But it's probably your damn fault! You always were a trouble-causer, kid. Knew it the first time I set me beady eyes on you!"

> kill toto
Throwing common sense to the wind, you launch yourself at Toto - who mysteriously grows several feet in the space of a second!
"Hahaahhahh!" he cries, grabbing you and wrestling you to the floor. "I got it back, kid! Hahaha!"
"Got... what... back?" you gasp, trying desperately to prevent him strangling you.
"Er? Oh, sorry." Toto lets go of you and lets you up. "Sorry about it. Got it back, kid!"
"What?"
"Me courage. I lost it around here somewhere. Good plan that was, attacking me to help me find it again. Here, take this axe which I just so happen to have with me."
He hands you the axe and then promptly disappears.
You rub your eyes. This place gets weirder all the time!

> u
You move up.
Top Of Steps
You're at the top of a flight of steps which lead down to the sort of place you just expect to find all manner of undead inhabiting.
Exits lie: west (to the entrance) and down (to the vampire's lai- er, the cellar).


> w
You move west.
Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> nw
You move northwest.

Sitting Room
This is all very quaint and if not for the fact that you're currently trapped in a dream you might find the roaring fire and cosy armchair to be quite welcoming. As it is, you find yourself looking around for creepy things and getting more than a little creeped out when you don't find them.
Exits lie: southeast (to the entrance).
Otto is here.
"Otto!" you say. "Thank god I've got a friend in all of this!"
"...friend..." says Otto. "...all this..."
This certainly doesn't sound like the Otto you remember.

> give axe to otto
You offer the axe - and Otto snatches it off you!
"Me axe!" he snarls. "By 'eck, kid, it's good to have this back!"
"You seem... different, Otto," you say.
"Sure am, kid. Some thievin' git stole me damn axe! Bah! Right, I'm off ter bash some heads an' no damn mistake!"
He goes charging off out of the room.

> se
You move southeast.
Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> e
You move east.
Top Of Steps
You're at the top of a flight of steps which lead down to the sort of place you just expect to find all manner of undead inhabiting.
Exits lie: west (to the entrance) and down (to the vampire's lai- er, the cellar).


> d
You move down.
Cellar
Aside from the coffin, there's nothing much here. Yep, the coffin. You're not quite sure why there's a coffin in the cellar but it doesn't take a genius to guess what's inside.
Exits lie: up (to the top of the steps).


> open coffin
You lift the lid - and the vampire lying inside gives a groan.
"Not fair," it mumbles, trying to put its poorly head back together. "All I did was try to drain his blood and this is what he did to me! Ah, the injustice of it just chills my (lack of) blood."
The vampire complains some more but doesn't prevent you reaching into the coffin and taking out a deed that you see lying by its feet.

> u
You move up.
Top Of Steps
You're at the top of a flight of steps which lead down to the sort of place you just expect to find all manner of undead inhabiting.
Exits lie: west (to the entrance) and down (to the vampire's lai- er, the cellar).


> w
You move west.
Entrance
The mansion entrance is large and dark. There might be a source of light here somewhere but you don't see one anywhere. Shadowy doorways lead deeper into the mansion and look quite ominous.
Exits lie: northwest, north and east (through shadowy doorways) and south (out of the mansion).
Rancid the butler is here.

> s
You move south out of the mansion...

And awake in your bed.
"What happened?" you ask Rancid who is standing by your side.
"You're alive?" he says, and you're a little annoyed by how disappointed he sounds. "Oh, well. You had a nightmare, sir, in which you believed you were trapped inside a freakish mansion and couldn't escape. Unf- er, fortunately you did escape. And here you are."
"But what caused it?" you ask. "I've never had a dream like that before."
"Maybe we'll never know," says Rancid with a wry grin, and tucks away the bottle of Nightmare Inducer fluid back in his pocket...

You scored 35 out of the maximum 35!
That is 100% of the game!
Well done - you scored maximum points!

[Press any key to end]