The Curse Of DragonShrine by Mystery> n
You move north.
Tall trees surround you in every direction, towering above, seeming frightening in the face of lightning that threatens to reach down and strike once again. The rain is pelting down like sharp shards of glass cutting at your already waterlogged skin. Through the trees to the north, some sort of structure is visible when the sky lights.
> n
You move north.
A castle towers up above, but no entrance is seemingly visible on this side. It appears that this is the base of a tower that holds a large crack, showing it's age. The trees are thick all around, straining to keep upright in the powerful wind. Beating down like stones falling from the heavens, the rain beats down on your drenched and clammy skin.
Streaking across the sky like fiery dragons breath, the lighting allows the men on the road to gain your position and quickly break into a run in your direction.
"Get back here! Where's my daughter....." his voice overtaken by a splitting crack of thunder.
> in
You quickly shove your body into a crack that creases along the edge of a tall tower, but quickly realise that your overcoat prevents your access. Removing it as fast as you can, you toss your over coat into the woods and slide into the dark crack and feel along the wall until you are clear of the crack and the sound of the angry storm that hammers the land.
> feel wall
Feeling along the wall in darkness, you find nothing.
You feel around some more and discover a lever of some sort.
> pull lever
You pull the lever, but it doesn't seem to budge. Using your body weight, you lean as hard as you can on the old lever. With a loud crack, you feel it give way and cover your face as falling dust and bits of rock fall from the wall. A moment later the wall opens up to the east and you are able to move through, assumingly into the large castle.
Emerging into a dimly lit corridor, the wall closes behind you, leaving no trace of the passage you just occupied.
Flickering light from infrequently placed torches dance about the old walls of the stone corridor that runs north and south from here. The western wall, from whence you entered the castle, shows no sign of being opened. Easily visible from the placement of a nearby torch, a door lies to the east.
> z
Time passes...
> z
Time passes...
A chilling rush of air moves past you as you catch a glimpse of something just around the corner.
Following what you believe to be is a person, who may be able to help you, you find yourself standing in the well lit kitchen of the castle. A white figure hovers nearby, looking at you curiously. In a state of shock, you are unable to move because you have never seen such a thing in all the days of your life. She is a ghost.
"You must save Dragon Shrine. That is your only hope."
You get the distinct impression that the figure is well aware of your circumstances.
> l
The kitchen is quite large, consisting of two very large stone sinks, a very large cauldron, a large spit, and a couple of very long tables that run the length of the room. A doorway leads north, while a large, wide doorway leads to the south. The kitchen is well lit, with moderately spaced torches throughout.
Elizabeth hovers nearby, watching you intently.
The ghost of a young woman hovers nearby; now and then parts of her disappear through the wall.
> x table
Two long tables run halfway across the large kitchen. It is likely they could hold enough food for a couple hundred people. A small candle is on the table.
"A long time ago, two worlds existed side by side in peace. A world of magical dragons, and the world of man. Unrest and evil in the world of man forced the dragon world to conjure a great spell that would hide them from the world of man. The spell was so great, it left the dragon world weak and many of the dragons died because of this." The woman hovers around you for a moment, seeking your undivided attention.
"The father of a young man had discovered this secret world, but was unable to gain the secrets that would break the spell. After his death, his son, Master Dracon, continued the work of his father. He was to build a shrine to the dragon world and offer a sacrifice. This would give him immortality and power to rule over the dragon world."
"The dragons had enough strength to place a curse on the lake of Loch-Be-Dracon. The first sacrifice would summon the first born daughters of every family across the land, at the age of sixteen, to the lake, where they would die- and their spirits would haunt the lake, luring the next." Saddened with her own words, the young spirit turns away.
> get candle
You take the small candle from the table.
> light candle
Using a nearby torch, you light the small candle.
> s
You move south.
A flurry of movement on the long table that runs the length of the Great Hall draws your attention. Benches replace chairs along side the drawn-out table, likely able to hold nearly a hundred guests. Toward the north end of the long table sits an ornate chair, carved of some kind of exotic wood. Tapestries and paintings line the walls to either side, torches placed between to light the massive room. Open doorways lead north and south from the Great Hall.
The ghost of a young woman hovers nearby; now and then parts of her disappear through the wall. A ghost hovers in from the north.
"As the spirits of Loch-Bel-Dracon grow, so does the restlessness of the dragon world. They are weak. The had hoped that by placing a curse on the lake that someone would discover the curse and stop it. By using the same potion and a special ingredient, and following the steps that Master Dracon had to become immortal, the curse could be lifted, and Master Dracon brought to justice."
"The body of the last victim must be placed on the shrine. She must then be given the correct potion. Then reading from the scroll, Master Dracon will be forced back to the world of man. He can only return and the curse continued if he is able to kill the victim that was brought back to life a second time. This will merge the two worlds, giving Master Dracon eternal immortality and allow him to rule over both worlds."
"If the victim is given the correct potion and regains consciousness before Master Dracon is able to kill her, he will become full mortal-assuming the age he was at the time the curse was fist placed. He will be at the mercy of man, and his fate decided by his peers."
> x table
The table is quite long, running the length of the Great Hall. Large rats scurry about the table, searching for any remnants of feed that may have been left behind. Though the carcass of a fowl sits, picked clean, the rats are hopeful that it still holds some nourishment to contain their appetite. The green potion is on the long table.
> get potion
You take the green potion from the long table.
> s
You move south.
A large ornate rug runs the length of the long gallery, ending at the large archway to the north and to the south. To each side there are six marble pedestals topped with a dragon statue, each one different from the next. Above each statue a torch mounts the wall, giving the room ample light. Between each torch is a painting, most of which appear to be of the castle or surrounding areas. Only one of the paintings appears to be a portrait.
The ghost of a young woman hovers nearby; now and then parts of her disappear through the wall. A ghost hovers in from the north.
"You must bring the body of the last victim to the shrine and give her the potion. Read the incantation from the scroll. I must return to the lake, for I am too weak to stay. Your fate is sealed. If you leave the castle, you will die. If you want to live, you must end the curse of Dragon Shrine. You will find a candle in the kitchen. It will bring light to your dark world."
With a blast of freezing air, the young woman disappears through the wall.
> s
You move south.
Magnificent stone staircases rise up from both the eastern and western walls to meet a balcony at the top that overlooks the Entrance Hall. A large open archway leads north, while smaller arched doorways lead east and west, just under the stone steps. At the bottom of each staircase is a very large Wyvern dragon statue, nearly twice the height of the average man. Beneath the balcony, near the open archway to the north, is a suit of armor standing guard to what lies beyond. The large main door to the castle lies to the south.
> w
You move west.
Leading east and northwest, the corridor is fairly dark, lit by a couple of widely spaced torches. Enough light is present to make a narrow wooden door on the north wall visible.
> n
You move north.
The chamber is completely empty. It looks like one of the stone tiles is loose in the far corner of the chamber. There is a door to the west and to the south. Also here is a clear bottle.
> get bottle
You take the clear bottle.
> move tile
You scrape away the edges of the tile and are able to move it far enough to see something is hidden beneath. Unable to get the tile completely free, you reach in with the tip of your fingers and pull out something. In the light, you can see that it is an old note.
> w
You move west.
Leading to the southeast and north, the outer walls of the corridor house a few widely spaced torches that leave small patches of darkness. A door on the eastern wall is visible.
> n
You move north.
Flickering light from infrequently placed torches dance about the old walls of the stone corridor that runs north and south from here. The western wall, from whence you entered the castle, shows no sign of being opened. Easily visible from the placement of a nearby torch, a door lies to the east.
> e
You move east.
The chapel looks in disrepair. The benches that would make seating have all been busted up and are now strewn about the room. Their only purpose now would be for firewood. On the far side of the room, a very large stained glass window fills the eastern wall. It appears to be illuminated somehow, but by what is unknown. The door is to the west. Also here is the wood.
> get wood
You take the wood.
> w
You move west.
Flickering light from infrequently placed torches dance about the old walls of the stone corridor that runs north and south from here. The western wall, from whence you entered the castle, shows no sign of being opened. Easily visible from the placement of a nearby torch, a door lies to the east.
> s
You move south.
Leading to the southeast and north, the outer walls of the corridor house a few widely spaced torches that leave small patches of darkness. A door on the eastern wall is visible.
> se
You move southeast.
Leading east and northwest, the corridor is fairly dark, lit by a couple of widely spaced torches. Enough light is present to make a narrow wooden door on the north wall visible.
> e
You move east.
Magnificent stone staircases rise up from both the eastern and western walls to meet a balcony at the top that overlooks the Entrance Hall. A large open archway leads north, while smaller arched doorways lead east and west, just under the stone steps. At the bottom of each staircase is a very large Wyvern dragon statue, nearly twice the height of the average man. Beneath the balcony, near the open archway to the north, is a suit of armor standing guard to what lies beyond. The large main door to the castle lies to the south.
> u
You move up.
The balcony overlooks the Entrance Hall below. The pattern in the floor is quite visible now. Two stone staircases wind their way down to the main floor, coming to a stop beside two very large wyvern dragon statues A couple of torches are located on either side of the corridor, which leads north from here.
> read floor
It reads:
Seante livento morecado entern
> n
You move north.
Torches line the wide corridor that runs north, and leads to the balcony to the south. A tall, narrow door leads east while a open doorway lies west.
> e
You move east.
The bedchamber has long since been abandoned. All that is left of the room's furnishing is an old bed that has been stripped of it's coverings, and now lies in the center of the room with the remainder of a pile of straw that was left behind. The door is to the west.
> x straw
The straw that is piled within the bedframe is old, dried, and very brittle. A blue potion is inside the pile of straw.
> get blue potion
You take the blue potion from the pile of straw.
> w
You move west.
Torches line the wide corridor that runs north, and leads to the balcony to the south. A tall, narrow door leads east while a open doorway lies west.
> n
You move north.
The torch lined corridor leads north and south from here. A tall, narrow door is to the west, while a wide door leads east.
> w
You move west.
The bedchamber is quite small, holding a nothing but an old bed frame. A door to the east is the only exit. An old piece of linen is lying on the floor.
> get old linen
You take the old piece of linen.
> e
You move east.
The torch lined corridor leads north and south from here. A tall, narrow door is to the west, while a wide door leads east.
> n
You move north.
The corridor seems to end here, leading back to the south. A ornately carved door leads to the west, while a tall, wide door leads east. Torches line the corridor, providing ample light.
> e
You move east.
Large crates fill a good portion of the room, also accompanied by a couple of chests. A large painting in tucked back in the corner is partially visible by the light of your candle. The door is to the west.
> wipe painting
You wipe the painting with the old piece of linen. Beneath, you can make out letters, but they make no sense to you. They read:
Draconian esland tumock oshure
Randoch leslonget omas venstark
Archmach grandurel hemite dongambi
Gorgon almit barnoch sentual
Omanta venuel resoch mortali
Noomant vitali echon soman
> w
You move west.
The corridor seems to end here, leading back to the south. A ornately carved door leads to the west, while a tall, wide door leads east. Torches line the corridor, providing ample light.
> w
You move west.
The chamber is in perfect order. A small bedtable and a large bed sits off to one wall, made up as if it has never been slept in. A long writing desk is off to the side, across from a large wardrobe. The room is unusually clean, with not a speck of dust in the entire place. The door is to the east.
> x table
The table sits beside the bed, and is in excellent condition. A wash bowl is on the bedside table.
> get bowl
You take the wash bowl from the bedside table.
> open wardrobe
You open the wardrobe. A black cloak is inside the wardrobe.
> get cloak
You take the black cloak from the wardrobe.
> wear cloak
You put on the black cloak.
> x desk
The long desk sits along the wall and looks almost brand new, though you are certain it is over a hundred years old. There are no drawers. A glass vase is on the writing desk.
> look under desk
Looking under the desk, you discover a journal tucked up on a small ledge. You pull it out and place it on the desk.
> get vase
You take the glass vase from the writing desk.
> x vase
The vase is bulbous at the base, narrowing as it extends to the lip. A purple flower is inside the glass vase.
> get flower
You take the purple flower from the glass vase.
> e
You move east.
The corridor seems to end here, leading back to the south. A ornately carved door leads to the west, while a tall, wide door leads east. Torches line the corridor, providing ample light.
> s
You move south.
The torch lined corridor leads north and south from here. A tall, narrow door is to the west, while a wide door leads east.
> s
You move south.
Torches line the wide corridor that runs north, and leads to the balcony to the south. A tall, narrow door leads east while a open doorway lies west.
> s
You move south.
The balcony overlooks the Entrance Hall below. The pattern in the floor is quite visible now. Two stone staircases wind their way down to the main floor, coming to a stop beside two very large wyvern dragon statues A couple of torches are located on either side of the corridor, which leads north from here.
> d
You move down.
Magnificent stone staircases rise up from both the eastern and western walls to meet a balcony at the top that overlooks the Entrance Hall. A large open archway leads north, while smaller arched doorways lead east and west, just under the stone steps. At the bottom of each staircase is a very large Wyvern dragon statue, nearly twice the height of the average man. Beneath the balcony, near the open archway to the north, is a suit of armor standing guard to what lies beyond. The large main door to the castle lies to the south.
> e
You move east.
Leading to the northeast and west, the corridor is faintly lit by widely spaced torches mounted to the outer walls. A glint of light reflecting off a metal hinge indicates the presence of a door on the north wall.
> ne
You move northeast.
The outer walls hold widely spaced torches that leave areas of darkness that nearly conceal a door on the western wall. The corridor extends to the north and curves around to the southwest from here.
> n
You move north.
The corridor runs north and south from here. The stone walls hold widely spaced torches that leave patches of darkness, nearly concealing a door on the west wall.
> w
You move west.
This is the castle library. A vast amount of books line the shelves that cover the entire western wall. Something about the shelves catches your interest. Two high-back chairs sit to one side of a very large wooden desk. Some of the books are carelessly tossed about the floor, desk, and chairs. It looks as if someone may have been looking for something. A narrow door leads east. There is a large book sitting all by itself on one of the shelves.
> x shelf
The bookshelves line the entire western wall and are filled with many books on various subjects. Some of the books have been removed from the shelves and are scattered about the room. A red potion is on the shelves.
> get potion
You take the red potion from the shelves.
> pull book
You grab a book from the bookshelf, but it doesn't budge. Pulling on it a little harder, you hear a loud pop and the bookcase begins to shake and rumble. Slowly the center unit of the library bookcase opens, revealing a dark passage.
> in
You move in.
The passage is filled with cobwebs, and quite dark. It smells musty and damp. It looks like the passage leads down and another leads out, back into the library.
> d
You move down.
The passage is narrow and dark. It leads up and east from here.
> e
You move east.
You are in a small cave that is well hidden with thick shrubs that grow along the bank of the misty lake. Sobbing town folk are gathered a short distance from what appears to be the body of a young woman, lying at lakeside. There are also several men and women armed with pitchforks, clubs, and swords. They are searching for you. For the moment, you are safely hidden. The passage leads back to the west, while all other directions lead outside the cave. Also here is the young woman's body.
> get body
You carefully watch the people that are lurking about. Their tears of anguish occupy them long enough for you to pull the sneak over and take the body of the young woman. Hiding her white gown beneath that of the cloak, keeps both of you concealed in darkness. You return to the cave.
> w
You move west.
The passage is narrow and dark. It leads up and east from here.
> u
You move up.
The passage is filled with cobwebs, and quite dark. It smells musty and damp. It looks like the passage leads down and another leads out, back into the library.
> out
You move out.
This is the castle library. Shelves partially filled with books line the western wall. The shelves catch your interest for some reason. The center part of the bookcase is turned to the side, revealing a secret passage. Two high-back chairs sit to one side of a very large wooden desk. Some of the books are carelessly tossed about the floor, desk, and chairs. It looks as if someone may have been looking for something. A narrow door leads east. There is a large book sitting all by itself on one of the shelves.
> e
You move east.
The corridor runs north and south from here. The stone walls hold widely spaced torches that leave patches of darkness, nearly concealing a door on the west wall.
> n
You move north.
Curving to the northwest, the corridor is faintly lit by widely spaced torches on the outer wall. A door on the west wall would be very well hidden in the darkness if not for a slight glint of light reflected from the metal hinges that hold it in place.
> nw
You move northwest.
The darkened corridor holds two widely spaced torches, leaving patches of darkness between them. It appears that the corridor leads west and curves around to the southeast. In the dim light, a narrow door is visible on the southern wall.
> w
You move west.
Leading both east and west, the corridor is a little better lit here; the outer stone wall lined with several torches. An open archway is clearly visible in the south wall.
> s
You move south.
The kitchen is quite large, consisting of two very large stone sinks, a very large cauldron, a large spit, and a couple of very long tables that run the length of the room. A doorway leads north, while a large, wide doorway leads to the south. The kitchen is well lit, with moderately spaced torches throughout.
> put blue potion in pot
You put the blue potion inside the cauldron.
> put green potion in pot
You put the green potion inside the cauldron.
> put red potion in pot
You put the red potion inside the cauldron.
> put flower in pot
You put the purple flower inside the cauldron.
> put wood in pot
You put the wood inside the cauldron.
> light fire
There is no wood in the pit.
> get wood
You take the wood from the cauldron.
> put wood in pit
You put the wood inside the pit.
> light fire
You hold the candle under the dried wood for several minutes. It smokes furiously, burning your eyes. With a couple of puffs, you manage to ignite the wood. Moments later, the fire beings to come to life, filling the room with light and warmth.
> x sink
Two stone sinks take up a large area on the eastern wall of the kitchen. It looks like they haven't been used in quite a long time. A long, wooden spoon is inside the stone sink.
> get spoon
You take the long, wooden spoon from the stone sink.
> stir potion
You stir the potion continuously until it begins to boil. It appears to be ready after only a couple of minutes. Being very careful, you use the washbowl to scoop out some potion. It begins to cool almost instantly. You pour the potion into an empty bottle. You now have a new potion.
> s
You move south.
A flurry of movement on the long table that runs the length of the Great Hall draws your attention. Benches replace chairs along side the drawn-out table, likely able to hold nearly a hundred guests. Toward the north end of the long table sits an ornate chair, carved of some kind of exotic wood. Tapestries and paintings line the walls to either side, torches placed between to light the massive room. Open doorways lead north and south from the Great Hall.
> s
You move south.
A large ornate rug runs the length of the long gallery, ending at the large archway to the north and to the south. To each side there are six marble pedestals topped with a dragon statue, each one different from the next. Above each statue a torch mounts the wall, giving the room ample light. Between each torch is a painting, most of which appear to be of the castle or surrounding areas. Only one of the paintings appears to be a portrait.
> s
You move south.
Magnificent stone staircases rise up from both the eastern and western walls to meet a balcony at the top that overlooks the Entrance Hall. A large open archway leads north, while smaller arched doorways lead east and west, just under the stone steps. At the bottom of each staircase is a very large Wyvern dragon statue, nearly twice the height of the average man. Beneath the balcony, near the open archway to the north, is a suit of armor standing guard to what lies beyond. The large main door to the castle lies to the south.
> x spear
The spear is as tall as the suit of armor, and points to the balcony above.
> pull spear
You grab the spear and pull it towards you. It moves a little bit, but you are unable to take it as it appears to be stuck. A loud, long scraping sound comes from north.
> n
You move north.
A large ornate rug runs the length of the long gallery, ending at the large archway to the north and to the south. To each side there are six marble pedestals topped with a dragon statue, each one different from the next. Above each statue a torch mounts the wall, giving the room ample light. Between each torch is a painting, most of which appear to be of the castle or surrounding areas. Only one of the paintings appears to be a portrait.
> n
You move north.
A flurry of movement on the long table that runs the length of the Great Hall draws your attention. Benches replace chairs along side the drawn-out table, likely able to hold nearly a hundred guests. Toward the north end of the long table sits an ornate chair, which is now moved to the side, revealing a hidden passage. Tapestries and paintings line the walls to either side, torches placed between to light the massive room. Open doorways lead north and south from the Great Hall.
> d
You move down.
The passage is narrow and leads to the north and up.
> n
You move north.
You are at the bottom of a dark stairwell. A spiral staircase winds up into the darkness.
> u
You move up.
You are in a dark stairwell that spirals up and down from here.
> u
You move up.
You are at the top of a dark stairwell. A narrow door lies to the north.
> x
Perhaps you should try something else.
> n
You enter the tower.
The large dragon shrine in the center of the tower is what draws your immediate attention. It is a very detailed statue of a dragon; so detailed, it almost looks real. A slab stretches out before the dragon, as if it is being held by it's massive claws. A fantastic orb is mounted at the head of the slab, glowing with a white light that illuminates the room. A door to the south leads back to the stairwell.
> x dragon
The shrine is a large, stone dragon that appears to be holding a long slab. Near the head of the slab, a glowing orb illuminates the room. The dragon is so detailed that it almost looks real. The incantation scroll is on the dragon shrine.
> get scroll
You take the incantation scroll from the dragon shrine.
> put body on slab
You put the young woman's body onto the dragon shrine.
> give potion to woman
You part the lips of the young woman an slowly pour the potion into her mouth. As soon as you are finished, the orb flashes out towards your hand and instantly pulls the bottle of potion into it.
A whisper fills the air.
"You must read the incantation."
> read incantation
You begin reading from the scroll. The thunder from outside rattles the tower like an earthquake and lightning flashes all around, sending flashes through the tall windows.
Draconian esland tumock oshure
Randoch leslonget omas venstark
Archmach grandurel hemite dongambi
Gorgon almit barnoch sentual
Omanta venuel resoch mortali
Noomant vitali echon soman
Seante livento morecado entern
As soon as you are able to get the last word out, the tower begins to shake widly. Bursting into a shower of golden light, the orb rises from it's resting place and hovers over the young woman. Fantastic rays of light shoot into her body, illuminating the room so brightly you must look away. What sounds like loud explosion sends you tumbling toward the castle door.
More
"You must take her now! Master Dracon is coming and he will try to kill her. If he is able to take her life before she regains consciousness, he will once again be immortal, and the curse will remain for all the days of eternity. Take her! Now! Get her out of the castle and to the safety of the towns' people."
With no time to spare you cradle Jenny in your arms. There is only one way out of the castle, and that is through the door in the Entrance Hall. You must get Jenny out before Master Dracon catches you, and takes her life...And yours!
A loud rumble within the belly of the castle gets your attention fast. It can only mean that Master Dracon is coming to claim his prize.
> s
You move south.
You are at the top of a dark stairwell. A narrow door lies to the north.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
> d
You move down.
You are in a dark stairwell that spirals up and down from here.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
> d
You move down.
You are at the bottom of a dark stairwell. A spiral staircase winds up into the darkness.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
> s
You move south.
The passage is narrow and leads to the north and up.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
Heavy footsteps echo through the castle. Your heart pounds deep in your chest, knowing that if you can't get Jenny to safety, both of you will die at the hands of a monster.
> u
You move up.
A flurry of movement on the long table that runs the length of the Great Hall draws your attention. Benches replace chairs along side the drawn-out table, likely able to hold nearly a hundred guests. Toward the north end of the long table sits an ornate chair, which is now moved to the side, revealing a hidden passage. Tapestries and paintings line the walls to either side, torches placed between to light the massive room. Open doorways lead north and south from the Great Hall.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
> s
You move south.
A large ornate rug runs the length of the long gallery, ending at the large archway to the north and to the south. To each side there are six marble pedestals topped with a dragon statue, each one different from the next. Above each statue a torch mounts the wall, giving the room ample light. Between each torch is a painting, most of which appear to be of the castle or surrounding areas. Only one of the paintings appears to be a portrait.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
> s
You move south.
Magnificent stone staircases rise up from both the eastern and western walls to meet a balcony at the top that overlooks the Entrance Hall. A large open archway leads north, while smaller arched doorways lead east and west, just under the stone steps. At the bottom of each staircase is a very large Wyvern dragon statue, nearly twice the height of the average man. Beneath the balcony, near the open archway to the north, is a suit of armor standing guard to what lies beyond. The large main door to the castle lies to the south.
For a second, you think you see him. Surely he knows this castle like the back of his hand.
The weight of her limp body is taking it's toll on your arms, as the become lower with each passing step. You try adjusting her weight and continue on. You have not time to stop.
> open door
You lift the heavy beam from barring the door and heave it open with all your might, drawing the attention of searchers.
"I have found Jenny!" Yelling out to them, you motion for them to hurry.
Rushing in, several men pin you to the stone wall, while the father of the young girl rushes to her side, stroking her hair, calling her name.
"She's alive!" Announces her father, stroking her cheek to arouse her.
"Father?" She gasps, struggling to open here eyes.
"You're safe now. Everything is going to fine. You're safe."
The emotion of the moment brings tears of relief to you eyes. Jenny is able to tell her father everything that has happened. Explaining the curse of Dragon Shrine. You are freed.
After two hours of searching the castle, Master Dracon is found hiding in a chest in the storage room on the second floor. The town's people gather, tying the young man between the dragon statues that he so admired. The castle was then burned to the ground with him inside.
You are the true hero. For you have ended the Curse of Dragon Shrine.