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You are a monk. You need to get up to your cell, high in your mountain-monastery, but the lift is broken.
You'll need to [[climb]].
<<set $hasclue to false>>
<<set $hasrope to false>>
<<set $brokenose to false>>
<<set $hasstew to false>>Before you is the sheer 500 foot side of the monastery.
It is carved with icons of saints, stories, and depictions of a variety of mythical creatures, all lovingly painted in vivid colors.
The carving lowest to the ground is a depiction of your dearly departed elder monk, his large nose jutting out from his face.
Leap up and use the [[large nosed monk]] as a handhold.
You firmly grab on to the enormous stone nose. Your monk feet are dangling about 1 foot off of the ground.
The wall sprawls out around you, and the wind has begun to pick up.
To your left is a small alcove. Sounds of low chanting come from it. You'll need to jump to get to it. Above you lies a worn away icon of St. Nkreumos, tread by the feet of your fellow monks during their daily commutes. A rope hangs from a rocky outcropping near it. To your right is a stone carving of an angel, its wings chipped and cracked by the elements.
Jump to the [[small alcove]].
Carefully climb to your right to get on top of the [[angel]]'s wings.
Pull yourself up to the [[icon of St. Nkreumos]], using the heavily chipped and cracked nose as a foothold.
You deftly leap to the opening in the monastery's sheer wall. You glance back and see the carved monk's <<if$brokenose>>\hand<<else>>\nose<<endif>> crack and fall off. There is no going back.
Glancing into this small cave-like alcove you see your fellow monk, Simeon, stirring a pot of stew. Smoke and steam from the pot, hung over a firepit, fills the room with the smell of meat. A Byzantine cross is hung on the wall.
A door of rough wood sits at the end of the cave. A padlock with a keyhole locks it.
Say hello to [[Simeon]].
Attempt to open the [[wooden door->locked wooden door]] and enter it.
As you leap off of the monk's <<if$brokenose>>\hand,<<else>>\nose,<<endif>> it cracks and falls off. There is no climbing back. You climb on top of the angel's wings, made out of dull grey stone flecked with bits of shiny material.
Up 15 feet is a battle scene. You can't quite make out the details of it from here.
Attempt to climb up to the [[battle scene|battlescene]].
As you push your foot off of the nose of the large nosed monk carving, you feel it give beneath you and you fall back to the monk, this time grabbing on to his outstretched [[monk's hand]].
Before you fall from the nose, you manage to grab the rope off of the icon.
<<set $hasrope to true>>
<<set $brokenose to true>>You dangle off of the monk's wrinkled and stone hand.
To your left is a small alcove. Sounds of low chanting come from it. You'll need to jump to get to it. Above you lies a worn away icon of St. Nkreumos, worn by the climbing feet of your fellow monks during their daily commutes. To your right is a stone carving of an angel, its wings chipped and cracked by the elements.
After you broke off the nose, it is impossible to reach the icon of St. Nkreumos.
Jump to the [[small alcove]].
Carefully climb to your right to get on top of the [[angel]]'s wings.
Simeon's bright eyes light up as he notices you. He continues to stir. You notice he has a silver key around his neck.
"Brother $name! Your eyes are spritely and $eyecolour as usual! Doing the climb, eh?" He sheepishly looks at his gnarled legs. "I couldn't handle it today. Care for some stew?"
"Why not?" Take a ladle of some [[stew]].
"I'm fine. I need to get past that door, though. Could I have that <span class="key">[[key]]?</span>"
You insert the key into the old padlock, turning it and deftly grabbing the padlock before it falls to the ground and breaks.
Grasp the wooden handle of the door and [[open]] it.You tug on the padlock and feel it refuse to give.
You turn [[around->small alcove 2]].Glancing into this small cave-like alcove you see your fellow monk, Simeon, stirring a pot of stew. Smoke and steam from the pot, hung over a firepit, fills the room with the smell of meat. A Byzantine cross is hung on the wall.
A door of rough wood sits at the end of the cave. You see a metal padlock hanging from it.
Say hello to [[Simeon]].You feel the warmth of the stew lick the sides of your mouth with heat. It tastes like lamb, perhaps with mushrooms put in. It's rather thick, as well.
"Thanks, Simeon, but could I also have that [[key]]?"
<<set $hasstew to true>>Simeon's wrinkled greenish-grey eyes look up to you for a moment, and he reaches his arms behind his head to pull off the key.
He struggles for a moment to pull the key over his thick and tangled hair, but grabs it and hands you a tarnished, silvery-gold key, engraved with the word "<i> Κλειδί </i>". "Good luck. Hope you make it further than me."
You go to the [[wooden door]].
You hear the creaking of wood as you pull the door open.
You enter into a hallway full of ancient mosaics, carefully laid tiles that bring to life figures dressed in purple raiments and white stoles. It seems one of the mosaics has been buffed out and painted over.
One tile on the ground shifts beneath your weight as you step over it.
You've never been to this hallway before. There is no door in this hallway.
Inspect the [[buffed out mosaic|buffedoutmosaic]].
Inspect the shifty [[tile]].You approach the mosaic. Despite its blank and erased face, you see that the figure is wearing a purple dalmatic on top of a white tunic. The dalmatic is richly embroidered with gold scrollwork.
<<if $hasclue>>\
[[Press your hand on the mosaic.|handmosaic]]
<<else>>\
[[Search the rest of the room.|searchroom]]
<<endif>>
You grip your hands on the edges of the tile, and manage to pull it up, revealing a tattered scroll on the ground. You dust off the scroll, unfurling it and read the paper.
<i>Touch your hand to the face of the buffed-out mosaic.</i>
<<set $hasclue to true>>
Approach the [[buffed-out mosaic|buffedoutmosaic]].You feel your hand resting on the rough white plaster of the figure's face. You don't feel anything happen, but suddenly, you hear a distinctive <i> click </i>, and the sound of gears turning. The wall of mosaics with the figure pulls up as one massive slab of stone, revealing a door. Outside of the door all you see is beautiful blue sky.
Wind gusts towards your long black robes, nearly pushing you a few feet back.
[[Walk out of the door|straightwalkoutdoor]].
Poke your head through the doorway and [[look|lookatsky]] around.You are in a hallway full of ancient mosaics, carefully laid tiles that bring to life figures dressed in purple raiments and white stoles. It seems one of the mosaics has been buffed out and painted over. There is no door.
You see a [[Buffed-out mosaic|buffedoutmosaic]].
You see a [[tile]] that is slightly off from the rest of the tiles.You feel your feet give out beneath you as you fall into air. You prepare for your fate as you come closer and closer to the grassy ground. You feel your legs snap against themselves as you topple helplessly when you hit the ground.
You're not making your commute today.
You glance around the area. This door leads straight out of the monastery and to a 25-foot fall onto hard grass, earth, and sharp stones. Slightly to the right and down 10 feet is a statue of an angel.
To your left is a relief carving of a battle scene. You can't make out the details.
<<if $hasrope>>\
[[Tie the rope to a rock in the hallway and climb down to the angel.|angelwithrope]]
<<else>>\
[[Try to leap down to the angel.]]
<<endif>>
Clamber over to the [[battle scene|battlescene]].You hurl your body down to the angel. It is too late once you realize the mistake you made, and you feel its stone wings bruise and break your back as you tumble 30 feet down the wall.
You're not making your commute today.<<if $hasbeentoscene>>\You climb back to the center of the battle scene relief carving. <<else>>\You manage to work your way up to the relief carving. The battle scene stretches horizontally for some 10 feet to your left and right. <<endif>>
The figures depicted have visages of rage and spite, wielding long swords and spears and skirmishing with each-other. Huge banners wave and unfurl over the soldiers closed-face helmets. The wind seems to have largely worn away any paints that were previously on the relief.
There are a few viable climbing points.
To your left, you see a carven stone sword coming out of the relief by about 1 foot. You could <<if $hasbeentoscene>>\[[leap|stonesword2]]<<else>>\[[leap|stonesword]]<<endif>> to it.
Above the relief you see a ledge you could clamber up to and <<if $hasbeentoscene>>\[[stand on|ledge2]] it.<<else>>\[[stand on|ledge]] it.<<endif>>You make your way down to the angel using the rope. You notice the door from the hallway shutting closed with a heavy <i> thud </i>.
Up 15 feet is a battle scene. You can't quite make out the details of it from here.
Attempt to climb up to the [[battle scene|battlescene]].
<<set $hasrope to false>>
-CHARACTER CREATION-
What is your name?
Brother <<textbox "$name" "">>
What colour are your eyes?
<<textbox "$eyecolour" "">>
What colour is your hair?
<<textbox "$haircolour" "">>
-FILL OUT ABOVE FIRST-
Do you know [[Russian]], or [[Greek]]?
Thanks!
<<set $hasbeentoscene to false>>
<<set $latchdone to false>>
<<set $hasbeentowindowtwice to false>>
<<set $hasclaws to false>>
<<set $hasfish to false>>
<<set $hitbypaisios to false>>
<<set $rolledin to false>>
<<set $seenriza to false>>
<<set $askedfish to false>>
<<set $knowsrussian to false>>
<<set $knowsgreek to false>>
<<set $issmart to false>>
<<set $isstrong to false>>
<<set $hasschema to false>>
<<set $hasbeenout to false>>
<<set $haschiseled to false>>
<<set $trumpeted to false>>
<<set $hascane to false>>You leap over and grab the sword, hanging from it with your fairly muscular arms. The cold wind whips you from the side and the sun is blinding from here. You look down, and you see the ground 50 feet below.
Another sword reaches out, but you aren't in a good position to jump to it.
<<if $hasrope>>\You pull out your rope, and [[lasso]] it to the other sword.<<else>>\<<endif>>
<<if $hasclaws>>\ You strap your climbing claws to your hands and [[climb->climb2]] to the sword. <<else>>\<<endif>>
You [[leap|battlescene]] back to the center of the relief carving of the battle scene.
<<set $hasbeentoscene to true>>
<<set $hasbeentoscene to true>>
Your feet are on a thin precipice, approximately an inch wide, barely giving you enough room to stand. You notice a gleam of silver in a crevice to your right.
You are about 50 feet from the ground, and the wind beats you with heavy gusts.
A ladder extends out of a door that exits out of the sheer face of the cliff, but the ladder doesn't seem fully out. A monk is sweeping crumbs out of it. <<if $hasstew>>\You smell some kind of fish or seafood cooking inside.<<else>>\You suddenly feel a pang of hunger, and smell some kind of fish or seafood cooking inside. The smell is irresistible. <<endif>>
[[Call]] out to the monk. "Could you extend that ladder to this ledge!"
[[Yell]] to the monk. "Where is that fishy smell coming from?"
Attempt to [[reach]] for the crevice containing the silvery shine.
You [[climb|battlescene]] back to the center of the relief carving of the battle scene.You lasso the rope around the second sword, and swing over to it, grabbing on to the hard and cool stone surface. The rope slides off of the sword suddenly, and your efforts to save it are futile as you see it fall with a whomp on the grassy ground below.
The wind is similarly blowing and beating hard against you.
A glass window is inset in the rock, right past the right edge of the carving. It is frosted and about 2 feet high and 1 foot across.
[[Climb|window]] over to the window and peer in.
<<set $hasrope to false>>You leap over and grab the sword, hanging from it with your fairly muscular arms. The cold wind whips you from the side and the sun is blinding from here. You look down, and you see the ground 50 feet below.
Another sword reaches out, but you aren't in a good position to jump to it.
<<if $hasrope>>\You pull out your rope, and [[lasso]] it to the other sword.<<else>>\<<endif>>
<<if $hasclaws>>\ You strap your climbing claws to your hands and [[climb->climb2]] to the sword. <<else>>\<<endif>>
You [[leap|battlescene]] back to the center of the relief carving of the battle scene.You clamber back up to the thin ledge, and see the gleam of silver in a small crevice to your right.
A ladder extends out of a door that exits out of the sheer face of the cliff, but the ladder doesn't seem fully out. A monk is sweeping crumbs out of it. <<if $hasstew>>\You smell some kind of fish or seafood cooking inside.<<else>>\You suddenly feel a pang of hunger, and smell some kind of fish or seafood cooking inside. The smell is irresistible. <<endif>>
[[Call]] out to the monk. "Could you extend that ladder to this ledge!"
[[Yell]] to the monk. "Where is that fishy smell coming from?"
Attempt to [[reach]] for the crevice containing the silvery shine.
Return to the large [[relief carving->battlescene]]
BRANDO SELL
Franklin Regional High School - Sophomore
Genre: RPG
<img src="https://iconreader.files.wordpress.com/2011/04/ladder_of_divine_ascent_sinai_12th_century.jpg" width="330" height="511.5" alt="">
-MONKSWORTH-
[[CREATE YOUR CHARACTER|start]]<<if $latchdone>>\You hang on to the shallow sill. Warm light floods from the window, and inside you hear sounds of low chanting, though the sound is insulated by the window.
The window is frosted.
Try to see through the [[window->windowview]].
Attempt to find a [[latch]] to open up the window. <<else>>\ You hang on to the shallow sill. Warm light floods from the window, and inside you hear sounds of low chanting, though the sound is insulated by the window.
<<if $hasstew>>\You smell some kind of fish or seafood cooking inside.<<else>>\You suddenly feel a pang of hunger, and smell some kind of fish or seafood cooking inside. The smell is irresistible. <<endif>>
Try to see through the [[window->windowview]].
Open the [[window->openwindow]].
<<set $hasbeentowindowtwice to true>>
<<endif>>
You push your face close to the window, pressing your nose against it to peer through the frosted glass.
Inside you see a dim room, lit by candles and this small window. The centerpiece of the room is a massive iconostasis, gilded delicately with hundreds of beautiful icons and carvings inlaid into its walls. A large choros chandelier has light pouring from its candles. At the left and right sides of the iconostasis are small wooden lecterns with papers on it, each lectern surrounded by five of your fellow monks, bearded novices in black hats.
You don't see anyone cooking fish in this small chapel.
Try to find a [[latch]] for the window.Hanging on to the ledge, you search with your hands to attempt to find a latch of some kind on the window. You feel your hands touch cold steel, and glance up to see a latch.
Open the [[latch->openwindow]].
<<set $latchdone to true>>
You push open the window, and the warm air of the chapel rushes out of the window, giving you a moment of respite from the chill windy air of the climb.
<<if $hasbeentowindowtwice>>\ <<else>>\ Close the [[window]]. <<endif>>
Climb in the [[chapel ->chapelmain]].
<<set $rolledin to true>><<if $rolledin>>\You hurl yourself into the chapel, the window slamming shut as you do. You feel yourself land on soft red carpet, and you pick yourself up, dusting yourself off from the climb.<<else>>\ <<endif>>
You see a dimly-lit room. The centerpiece of the room is a massive iconostasis, gilded delicately, with hundreds of beautiful icons and carvings inlaid into its walls. A large choros chandelier has light pouring from its candles. At the left and right sides of the iconostasis are small wooden lecterns with papers on it, each lectern surrounded by five of your fellow monks, bearded novices in black hats. A ladder leads to a trap door at the other side of the room.
A few monks, vested in gold, are lighting candles on the chandelier.
<<if $rolledin>>\You don't see anyone cooking fish in this small chapel.<<else>>\ <<endif>>
<<if $askedfish>> [[Climb->stairs]] the stairs to Tryphon's kitchen. <<else>>\<<if $rolledin>>\ [[Ask around->wherefish]] for where the cooking fish smell is coming from. <<else>>\ <<endif>> <<endif>>
[[Listen->listen]] to the chanting.
<<if $seenriza>>\ <<else>>\ [[Inspect->inspect]] the iconostasis. <<endif>>
Try to [[ask]] the candlelighters where the upper cells are from this room.
Climb the [[ladder->climbladder]].
<<if $seenriza>>\ [[Approach]] a candlelighter. "Excuse me, but where did the icon go from beneath the riza in the altar?" <<else>>\ <<endif>>
<img src="https://asceticexperience.com/wp-content/uploads/2017/01/C54I0869-2017-01-19-00-55-34-1024x683.jpg" width="511.5" height="330" alt="">The monk gives you a startled glance and extends the roughshod wooden ladder, as it falls with a thud on the ledge you stand on.
"Come on up, Brother $name!"
[[Climb up the ladder->Climb up]].The monk stares at you in shock. "From the kitchens? Are you new to the monastery, Brother....?"
[[$name->actualname]]
[[Abbot Seraphim, actually.->abbot]]You extend your hand out to grab the gleaming object, and feel your fingers close on something cool and soft, and hard as steel.
[[Pull]] the object out.
<<set $hasclaws to true>>
You pull out a pair of climbing claws. They are made of lustery silver, and carved in a flower-and-vine motif. You test the points. They are sharp enough to draw a bead of red blood from your fingertip.
Strap them [[on->ledge3]]You pull back from the crevice with your newfound climbing claws.
A ladder extends out of a door that exits out of the sheer face of the cliff, but the ladder doesn't seem fully out. A monk is sweeping crumbs out of it. <<if $hasstew>>\You smell some kind of fish or seafood cooking inside.<<else>>\You suddenly feel a pang of hunger, and smell some kind of fish or seafood cooking inside. The smell is irresistible. <<endif>>
[[Call]] out to the monk. "Could you extend that ladder to this ledge!"
[[Yell]] to the monk. "Where is that fishy smell coming from?"
Use your climbing claws to [[climb->ladderunextended]] up to the ladder.
Return to the large [[relief carving->battlescene2]]You are holding on to a thin sword, made of rough stone. The wind is blowing and beating hard against you.
A glass window is inset in the rock, right past the right edge of the carving. It is frosted and about 2 feet high and 1 foot across.
[[Climb|window]] over to the window and peer in.
You climb back to the center of the battle scene relief carving.
The figures depicted have visages of rage and spite, wielding long swords and spears and skirmishing with each-other. Huge banners wave and unfurl over the soldiers closed-face helmets. The wind seems to have largely worn away any paints that were previously on the relief.
There are a few viable climbing points.
To your left, you see a carven stone sword coming out of the relief by about 1 foot. You could <<if $hasbeentoscene>>\[[leap|stonesword2]]<<else>>\[[leap|stonesword]]<<endif>> to it.
Above the relief you see he ledge you climbed down from. You could clamber up to it and <<if $hasbeentoscene>>\[[stand on|ledge3]] it.<<else>>\[[stand on|ledge]] it.<<endif>><<if $isstrong>>\ You push your steel claws into the hard stone, and feel them sink deep, cutting through the rock like butter. <<else>>\ You are barely able to climb but manage to handle the difficult job. <<endif>>
You grab the lowest rung of this wooden ladder, which clatters a bit as you hit it. The monk with the broom stares agape at you. Now that you're a bit closer, you realize it is Schemamonk Tryphon. His long grey beard is tinged with hints of red, and his skin is tanned brown.
"Who are you? Don't you know climbing such a holy cliff with tools is a filthy sin?"
He extends his hand to help you further up the ladder, and pulls you into the dusty [[kitchen->badladder2]] of the monastery.The monk looks you up and down.
[[Clarify]]. "That is, sub-abbot Seraphim."
[[Confirm]]. "Yes.""Sub-abbot Seraphim? Not from here, then. Which skete are you from, Brother?"
"[[Mykonopolouis]]."
"I lied. I'm [[sorry->thetruth]]."
The monk lets out a barking laugh. "Abbot Seraphim? Come now, you wear the hat of a novice. Lying won't get you far, Brother. Now, tell me your real name, 'Abbot'".
[[Brother $name->thetruth]]"Brother $name! Enter if you will."
He extends the roughshod wooden ladder, and it falls with a heavy thud on the ledge.
[[Climb up]] the extended ladder.He looks at you a bit closer.
"Brother $name! I knew it. You're going to garner quite a reputation with all of this sin, Brother."
You notice he is wasted to his bones, and wearing beautifully embroidered robes, those given to those who have achieved the highest rank of monasticism. His eyes are wide and flash with every leer he aims at you.
"Get up here. Your eyes tell me you are guilty of more than you have told me, evil man that you are."
<<if $hasclaws>>\[[Climb->ladderbad]] using your climbing claws to the beginning of the ladder. <<else>>\<<endif>>
[[Motion]] for him to lower the ladder.
"Paisios is the sub-abbot of Mykonopolouis. Stop trying to pull one over on me, worm."
"I'm sorry." [[Motion]] for him to extend the ladder.
<<if $hasclaws>>\ "I'm sorry." [[Climb->badladder2]] up using your climbing claws. <<else>>\ <<endif>>
Remain silent. [[Motion]] for him to extend the ladder.
<<if $hasclaws>>\ Remain silent.[[Climb->badladder2]] up using your climbing claws. <<else>>\ <<endif>>He glances down with thick grey eyebrows raised up as you clamber into the chamber.
"I'm Schemamonk Tryphon. Your superior. Remember that, novice. I would like you to leave." He says this with so much spite and bitterness that you find yourself clenching your fist in response.
This chamber is a small kitchen, the walls lined with brass and copper pots and pans, and the smell of fish intensely strong. A fire roars on one side, occassionally dampened by massive gusts of wind that come through the doorway. At the end of the kitchen is a door leading to a spiral staircase. Sounds of low chanting come from beyond the staircase. Icons nearly line the walls, covered in black soot from the fireplace.
Ask to [[eat the fish]].
Nod, [[bow]] your head and leave.He glances down with thick grey eyebrows raised up as you clamber into the chamber.
"I'm Schemamonk Tryphon. Your superior. Remember that, novice." He says this with so much spite and bitterness that you find yourself clenching your fist in response.
This chamber is a small kitchen, the walls lined with brass and copper pots and pans, and the smell of fish intensely strong. A fire roars on one side, occassionally dampened by massive gusts of wind that come through the doorway. At the end of the kitchen is a door leading to a spiral staircase. Sounds of low chanting come from beyond the staircase. Icons nearly line the walls, covered in black soot from the fireplace.
"I don't appreciate the way you've been treating me, Brother." You [[say->fightingwords]].
"Thank you, Brother. I apologize for my sin." You [[say->apology]]
You [[bow]] your head and exit out the other way.
"Sorry, but could I have some of that fish?" You [[say->fishconvo]]You hear a sigh and see the wooden ladder lowered with a thud on the ledge you stand on.
"Come up, whelp. Mind the ladder, it is quite rickety."
[[Climb->badladder2]] the ladder.He glances down with thick grey eyebrows raised up as you clamber into the chamber.
"I'm Schemamonk Tryphon. Your superior. Remember that, novice." He says this with so much spite and bitterness that you find yourself clenching your fist in response.
This chamber is a small kitchen, the walls lined with brass and copper pots and pans, and the smell of fish intensely strong. A fire roars on one side, occassionally dampened by massive gusts of wind that come through the doorway. At the end of the kitchen is a door leading to a spiral staircase. Sounds of low chanting come from beyond the staircase. Icons nearly line the walls, covered in black soot from the fireplace.
"I don't appreciate the way you've been treating me, Brother." You [[say->fightingwords]].
"Thank you, Brother. I apologize for my sin." You [[say->apology]]
You [[bow]] your head and exit out the other way.
"Sorry, but could I have some of that fish?" You [[say->fishconvo]]You see a white flash in his eyes as he dusts off the shoulder of his cassock.
"What was that, novice? So you want to fight?" You see him pull bony fists out of his cassock pockets.
"You're going to regret the moment you dared contradict me."
He charges at you.
[[FIGHT!]]"Apology accepted. I order you to leave the premises of this kitchen.
You [[bow]] your head and leave.
[[Keep your head up high->bow]] and leave.<<if $hitbypaisios>>\ You wince in pain and begin crawling down the stairs, eventually picking yourself up once you get about halfway down this rather long spiral staircase. You hear low chanting and see the golden light of lit candles coming from the bottom of the staircase. <<else>>\ You walk down the old sandstone staircase, your heavy footfalls echoing throughout its cavernous dimensions. You hear low chanting and see the golden light of lit candles coming from the bottom of the staircase. <<endif>>
Walk through the doorway at [[the end of the staircase->chapelmain]].
You see now where the smell of the fish comes from - a pot sits full of olive oil, cooking whitefish. They smell nearly charred.
"These? Brother, take them. They are burnt. No more than you deserve."
[[Eat]] the fish.
"No thanks." Do [[not eat->noteat]] the fish.He gives you a disgusted look as you dig in to the fish. Its flavor is charred, crispy and barely edible, though you manage to get it down.
"That was thoroughly unenjoyable, novice. I order you to leave this kitchen and not further contaminate it with your sin."
"I don't appreciate the way you've been treating me, Brother. Stop it." You [[say->fightingwords]].
You [[bow]] your head and exit out the other way.
<<set $hasfish to true>>You hold out your hand in a gesture of no and the monk rolls his rheumy eyes.
"You don't even deserve the worst of food. I order you to leave."
"I don't appreciate the way you've been treating me, Brother. Stop it." You [[say->fightingwords]].
You [[bow]] your head and exit out the other way.
As he comes at you with a white-knuckled fist, right to your face, you:
<<if $hasclaws>>\ [[Block]] him with a swipe of your sharp steel climbing claws. <<else>>\ <<endif>>
Try to [[parry]] with your palm, sore from climbing for the past hour.
Grab a [[pan]] and throw it at him.
You see ribbons of red blood tear out of his hand as you lacerate his knuckles with your sharp climbing claws. A cry of pain comes out of the monk, and he grabs his fist and is on the floor in pain. He wheezes heavily.
[[Leave->bow]] the room.
[[Try to stem]] the bleeding of his wound.
He comes in with his punch, easily throwing aside your feeble attempt at parrying with your sore palm, as he hits you right in the face and you fall over in pain.
"LEAVE! NOW! And may God forgive you what you have done to poor Brother Paisios."
[[Crawl->bow]] out of the room, down the staircase.
[[Go at him]] again with a punch.
<<set $hitbypaisios to true>>You rush back to grab a pan off of the wall, dodging his furious blow and smashing him on the head with the copper pan. You see his eyes roll and he falls over, an unconscious, but living, heap on the ground.
[[Leave->bow]] the room.
[[Help]] the monk.You hear him squeal in pain as you push your palm against his hand, grabbing a bandage and wrapping it.
You make an adequate bandage.
You hear him wheeze.
"Leave. Now."
You [[bow]] and leave the room.
Kick him, and walk out with your head held high, [[leaving->bow]] the room.
[[Walk->bow]] out of the room with your head held high in the air.
You see him wince with pain unconsciously as you attempt to bring him back to consciousness.
You wake him up with a large pail of cold water.
"Leave. Now."
You [[bow]] and leave the room.
Kick him, and walk out with your head held high, [[leaving->bow]] the room.
[[Walk->bow]] out of the room with your head held high in the air.
He grabs your fist as you throw it at him weakly, and he pulls out a knife that comes out of its sheath with a whisper of steel.
"Haven't blooded this one for a while."
He smiles, and holds it to your throat.
"Leave. Now."
[[Crawl->bow]] out of the room, leaving down the staircase.
Try to [[hit]] him again.
You feel cold steel cut your throat. Crimson ribbons gush out of your body and you die, lifeless on the ground as Brother Paisios stares at you and smiles.
You're not making your commute today.He gives you an appraising look as you dig in to the fish. Its flavor is charred, crispy and barely edible, though you manage to get it down.
"Good. I order you to leave and not filthy the silence with your idle chatter, novice."
"Stop being so rude." You [[say->fightingwords2]].
You [[bow]] your head and exit out the other way.
<<set $hasfish to true>>Schemamonk Tryphon glances up at you, his face grim with anger.
"I repeat. I order you to leave and not dirty this space, novice."
You [[bow]] your head and leave.
"No. I don't appreciate the way you've been treating me." You [[say->fightingwords]].You gather from the monks who take time to stop chanting that the cooked fish aroma is coming from Schemamonk Tryphon's kitchen, up a sandstone staircase.
Return to the [[center->chapelmain]] of the chapel.
Climb the [[stairs]] to Schemamonk Tryphon's kitchen.
<<set $askedfish to true>> ♪ Οἱ τὰ Χερουβεὶμ μυστικῶς εἰκονίζοντες,
καὶ τῇ ζωοποιῷ Τριάδι τὸν Τρισάγιον ὕμνον προσάδοντες,
πᾶσαν τὴν βιοτικὴν ἀποθώμεθα μέριμναν.
Ὡς τὸν Βασιλέα τῶν ὅλων ὑποδεξόμενοι,
ταῖς ἀγγελικαῖς ἀοράτως δορυφορούμενον τάξεσιν.
Ἀλληλούϊα, Ἀλληλούϊα, Ἀλληλούϊα. ♪
It's an old Byzantine chant, pleasant to listen to in the low gravelly tones of the elderly monks who sing it. Incense can be smelled in this chamber.
<<if $knowsgreek>>\ This chant is called the Cherubikon, an ancient chant from the early days of the Byzantine Empire. It is usually sung at the beginning of liturgy. <<else>>\ <<endif>>.
Return to the [[center->chapelmain]] of the chapel.You approach the small iconostasis. It is delicately carved wood, polychromed and with censers hanging in front of the icons that look like they hail from antiquity. The icons are quite roughly made, but look created with love.
The doors to the altar are similarly carved, with a curtain separating the sanctuary from the rest of the chapel. There doesn't appear to be anyone attending the altar currently.
[[Push back the door->altar]] and enter the sanctuary behind the iconostasis.
[[Return->chapelmain]] to the center of the chapel.You gather that the dangerous path is through the ladder across the room leading to a trap door.
Climb the [[ladder->climbladder]].
Return to the [[center->chapelmain2]] of the chapel.Beyond the iconostasis is a similarly unassuming altar, carved with wooden peacocks. The altartop itself is bare and stone, and unadorned.
A copy of Andrei Rublev's icon of the Trinity sits in the corner.
Inspect the [[icon]].
Return to the [[center->chapelmain]] of the chapel.The underlying icon seems to have been removed - all you see now is the golden riza, a cover that honors an icon and protects it from the elements. This one is made of gold and quite elaborate, but there is no icon beneath it.
<img src="https://iconreader.files.wordpress.com/2012/08/tsar-boris-godunov-in-1599e280931600_oklad-for-trinity.png" width="300" height="411.5" alt="">
Return to the [[center->chapelmain]] of the chapel.
<<set $seenriza to true>>
A candlelighter monk with a thick black beard turns around, his brown eyes looking surprised.
"Oh! Brother $name! You have always been a curious one. We're not sure where it went, though I believe I saw a Brother carrying a similar icon through the passage to the upper cells. I shudder to believe what might've happened to him, going through that dangerous passage."
He points to a trap door with a ladder leading to it. "That's the dangerous way to the upper cells, but why would you want to go in there?"
Thank him and [[climb->climbladder]] the ladder.
Thank him, and return to the [[center->chapelmain2]] of the chapel.
You clamber up the wooden ladder, one rung nearly falling out as you climb. You see a trapdoor, unlocked, right above you.
[[Unlatch->unlatch]] the trapdoor.Your feet patter across the cool sandstone stairs. You climb this staircase for approximately 50 feet up until you feel cool air gust in.
This chamber is a small kitchen, the walls lined with brass and copper pots and pans, and the smell of fish intensely strong. A fire roars on one side in a fireplace, fish cooking on a pan on top, the fire occassionally dampened by massive gusts of wind that come through the doorway. At the end of the kitchen is a door leading to a spiral staircase. Behind you, sounds of low chanting come from beyond the staircase. Icons nearly line the walls, covered in black soot from the fireplace.
A schemamonk sits on a stool at the center of the room. His robes are covered in ornate designs and embroidery, and he wears a hood.
"Yes? What is it you want, novice?"
"Could I have a bite of that fish?" You [[say->askfish]]
"Nothing." Bow your head and [[leave->chapelmain3]]
You see a dimly-lit room. The centerpiece of the room is a massive iconostasis, gilded delicately, with hundreds of beautiful icons and carvings inlaid into its walls. A large choros chandelier has light pouring from its candles. At the left and right sides of the iconostasis are small wooden lecterns with papers on it, each lectern surrounded by five of your fellow monks, bearded novices in black hats. A ladder leads to a trap door at the end of the room.
A few monks, vested in gold, are lighting candles on the chandelier.
<<if $rolledin>>\You don't see anyone cooking fish in this small chapel.<<else>>\ <<endif>>
<<if $rolledin>>\ [[Ask around->wherefish]] for where the cooking fish smell is coming from. <<else>>\ <<endif>>
[[Listen->listen]] to the chanting.
<<if $seenriza>>\<<else>>\[[Inspect->inspect]] the iconostasis.<<endif>>
[[Climb->climbladder]] the ladder.
<img src="https://asceticexperience.com/wp-content/uploads/2017/01/C54I0869-2017-01-19-00-55-34-1024x683.jpg" width="511.5" height="330" alt="">A creak emanates and all chanting stops as a monk stares up at you with unmoving eyes.
"Благословенно
царство Отца и Сына, и
Святаго Духа, ныне и
присно, и во веки веков."
He says.
<<if $knowsrussian>>\ This is a blessing in the name of the Trinity. <<else>>\It's Russian, but you don't know Russian. <<endif>>
Darkness floods from the chamber above.
[[Enter->enter]].<<set $knowsrussian to true>>
[[Next->start3]]<<set $knowsgreek to true>>
[[Next->start3]]You hear the dripping of the water as you clamber up into a darkened chambers. Your eyes adjust. Some natural light floods from a crack in the stonework into this chamber. All you see is a rough stone staircase and a simple icon on the wall. You can't quite make out what the icon depicts from the entrance.
The icon's text is in Old Church Slavonic, an ancient liturgical language of the Russian Orthodox Church. A lamp lets out red light illuminating it.
<<if $knowsrussian>>\ Russian is a similar language to Old Church Slavonic, and you are able to make out a strange title."
<i> латиница - "LADDER". </i> <<else>>\ <<endif>>
Inspect the [[icon->ladderofdivineascent]] closer.
You look closer.
<img src="https://iconreader.files.wordpress.com/2011/04/ladder_of_divine_ascent_sinai_12th_century.jpg" width="300" height="411.5" alt="">
You don't know anything about this icon. But it looks remarkably original.
In the room is a staircase leading up, wrought of rough stone.
[[Climb->staircase]] the staircase.
Remove the [[icon->icon2]] from the wall.
You climb the rather steep staircase, and begin to hear a low growling. The staircase leads to a landing, where there are two doors.
The doors appear to be similar to those of the cells of your mountain-monastery, but you certainly aren't high enough yet to reach the cells.
Text on the first door, on the left, reads:
<i> "Τα ανώτερα κύτταρα έτσι" </i>
<<if $knowsgreek>>\ This means: "Upper cells this way."<<else>>\ <<endif>>.
Text on the second door, on the right, reads:
<i> "Μην εισερχεστε" </i>
<<if $knowsgreek>>\ This means: "Do not enter."<<else>>\ <<endif>>.
Enter the [[left door]].
Enter the [[right door]].Behind the icon, which you set on the ground, you see an inset alcove, with a piece of paper resting on the ledge. It has a double-headed Byzantine eagle set on it in night black ink. It has nothing on the back. You put it in your pockets.
Climb the [[staircase]].
<<if $hasfish>>\ You, due to your hunger, smell something behind the alcove. <<else>>\
<<if $issmart>>\ [[Inspect->inspect3]] the alcove for raised surfaces. <<else>>\ <<endif>>
<<if $isstrong>>\ Try to [[break]] through the stone. <<else>>\ <<endif>>
<<endif>>
You see now where the smell of the fish comes from - a pot sits full of olive oil, cooking whitefish. They smell nearly charred.
"These? Brother, take them. They are burnt. No more than you deserve."
[[Eat2]] the fish.
"No thanks." Do [[not eat->noteat2]] the fish.
You come down the stairs and see a dimly-lit room. The centerpiece of the room is a massive iconostasis, gilded delicately, with hundreds of beautiful icons and carvings inlaid into its walls. A large choros chandelier has light pouring from its candles. At the left and right sides of the iconostasis are small wooden lecterns with papers on it, each lectern surrounded by five of your fellow monks, bearded novices in black hats. A ladder leads to a trap door at the other side of the room.
A few monks, vested in gold, are lighting candles on the chandelier.
[[Listen->listen2]] to the chanting.
<<if $seenriza>>\<<else>>\[[Inspect->inspect2]] the iconostasis.<<endif>>
[[Climb->climbladder]] the ladder.
<img src="https://asceticexperience.com/wp-content/uploads/2017/01/C54I0869-2017-01-19-00-55-34-1024x683.jpg" width="511.5" height="330" alt="">You approach the small iconostasis. It is delicately carved wood, polychromed and with censers hanging in front of the icons that look like they hail from antiquity. The icons are quite roughly made, but look created with love.
The doors to the altar are similarly carved, with a curtain separating the sanctuary from the rest of the chapel. There doesn't appear to be anyone attending the altar currently.
<img src="https://www.orthodoxartsjournal.org/wp-content/uploads/2015/06/Athos-14-April-2012_008.jpg" width="330" height="511.5" alt="">
[[Push back the door->altar2]] and enter the sanctuary behind the iconostasis.
[[Return->chapelmain3]] to the center of the chapel.Beyond the iconostasis is a similarly unassuming altar, carved with wooden peacocks. The altartop itself is bare and stone, and unadorned.
A copy of Andrei Rublev's icon of the Trinity sits in the corner.
Inspect the [[icon->icon3]].
Return to the [[center->chapelmain3]] of the chapel.The underlying icon seems to have been removed - all you see now is the golden riza, a cover that honors an icon and protects it from the elements. This one is made of gold and quite elaborate, but there is no icon beneath it.
<img src="https://iconreader.files.wordpress.com/2012/08/tsar-boris-godunov-in-1599e280931600_oklad-for-trinity.png" width="300" height="411.5" alt="">
Return to the [[center->chapelmain]] of the chapel.
<<set $seenriza to true>>
♪ Οἱ τὰ Χερουβεὶμ μυστικῶς εἰκονίζοντες,
καὶ τῇ ζωοποιῷ Τριάδι τὸν Τρισάγιον ὕμνον προσάδοντες,
πᾶσαν τὴν βιοτικὴν ἀποθώμεθα μέριμναν.
Ὡς τὸν Βασιλέα τῶν ὅλων ὑποδεξόμενοι,
ταῖς ἀγγελικαῖς ἀοράτως δορυφορούμενον τάξεσιν.
Ἀλληλούϊα, Ἀλληλούϊα, Ἀλληλούϊα. ♪
It's an old Byzantine chant, pleasant to listen to in the low gravelly tones of the elderly monks who sing it. Incense can be smelled in this chamber.
<<if $knowsgreek>>\ This chant is called the Cherubikon, an ancient chant from the early days of the Byzantine Empire. It is usually sung at the beginning of liturgy. <<else>>\ <<endif>>.
Return to the [[center->chapelmain3]] of the chapel.You run your fingers across the alcove and feel a spot of stone slightly raised and smoother than the other parts of the wall.
[[Press->press]] down on the spot of stone.You feel the movement of rocks grinding against each-other as the wall behind the icon opens up to reveal candles lighting a strange black habit, hooded, that looks similar to the ones you have seen Schemamonks in the monastery wear, covered in silver embroidery and complex forms.
It smells like rotten meat. You inspect the black pockets and find old bits of it.
[[Put on->puton]] the habit.
It fits extraordinarily well, though it does smell a bit.
[[Climb->staircase]] the staircase up in the darkness.
<<set $hasschema to true>>One more thing -
Are you more smart, or more strong?
[[Smart->smart]]
[[Strong->strong]]Thanks!
[[BEGIN!->start2]]
<<set $issmart to true>>Thanks!
[[BEGIN!->start2]]
<<set $isstrong to true>>Your efforts are fruitless.
Climb the [[staircase]].<<if $hasbeenout>>\ <<else>>\ You creak open the door and ready yourself for wherever the growling is coming from. But you don't see anything unusual. <<endif>> In this room is just a bare cell with a straw bed, near the entrance, the cell devoid of any decoration except for a thin, slit-like window.
You realize that the floor is carved with small designs, each path different. One path is carved with waves, the other with insectoid designs, another with ladders.
At the far end of the room there is a door, about 2 feet tall, made of wood. You hear low speech coming from it, and light shoots through the cracks.
Walk over to the door, and [[listen to the speech->speech]].
Carefully pick out only the [[insectoid]] path to walk across to the door.
Carefully pick out only the [[trumpet]] path to walk across to the door.
Carefully pick out only the [[ladder]] path to walk across to the door.
Inspect the [[bed]], near the entrance.
Peer out the [[slit-like window->slitlikewindow]].
Leave the room and go to the [[right door->right door]].
You approach the door. You notice that, below the inscription of text, the door is actually a repurposed, 7-foot-tall icon. The subject is classic: St George, slaying the Dragon. It is rather dusty, and the door doesn't look like it has been used for a time. The door seems locked after you attempt to open it.
Go to the [[left door->left door]].
<<if $isstrong>>\ Try to [[bash->bash]] open the door with your sheer strength. <<else>>\ <<endif>>
[[Scan the ground->scantheground]] for a key to the door.
<img src="https://i.pinimg.com/736x/5e/54/42/5e5442e10ed7afa93ea0c51fb19ed272--saint-georges-russian-icons.jpg" width="330" height="511.5" alt="">
<<set $hasbeenout to true>>You approach the door. The doorknob is delicately carved with bronze designs of flowers, and light shines through the cracks of this disproportionately small door, only about 2 feet tall. <<if $hastrumpeted>>\ You hear no one talking beyond, anymore. <<else>>\ You hear people talking, beyond. <<endif>>
Return to the [[center of the room->left door]]
Open the [[doorknob]] and crawl through the door.
<<if $hastrumpeted>>\ <<else>>\ [[Listen->listen3]] to the people talking. <<endif>>
<<set $hasbeenout to true>>As you follow this path to the door, you begin to hear strange chittering in your ears. And all around you. You take a sharp inhalation of breath as the skittering, crawling legs of hundreds, thousands of spiders, wasps, centipedes, and others, crawl through the stoney walls of the old cell. The other paths all disappear and sink into the floor, reemerging as bare tiles, same as all of the other floors of the monastery.
You realize these insects aren't attacking you. They fly harmlessly and crawl harmlessly around you, minding their own business. [[Mind your own business, as well.->mindingownbusiness]] As you step on these tiles, you hear ghastly loud trumpet noises, shriller than all the music you've ever heard. The sound of talking beyond the door falls silent.
Approach the [[small door->small door]].
Return to the [[center of the room->left door]].
<<set $trumpeted to true>>
<<set $hasbeenout to true>>You walk across this path and nothing seems to happen.
You approach the door. The doorknob is delicately carved with bronze designs of flowers, and light shines through the cracks of this disproportionately small door, only about 2 feet tall. <<if $hastrumpeted>>\ You hear no one talking beyond, anymore. <<else>>\ You hear people talking, beyond. <<endif>>
Return to the [[center of the room->left door]]
Open the [[doorknob]] and crawl through the door.
<<if $hastrumpeted>>\ <<else>>\ [[Listen->listen3]] to the people talking. <<endif>>
<<set $hasbeenout to true>>You calmly walk over to the bed. It is straw, the pillow linen and appears to be stuffed with goose feathers.
Look [[under->under2]] the bed.
Look [[inside->inside2]] the pillow.
Return to the [[center of the room->left door]].The air from the window is chill cold. You can't see out of it.
<<if $isstrong>>\ [[Chisel->chisel]] out a bit of the window to better peer out of it. <<else>>\ <<endif>>
[[Withdraw->left door]] from the window.
<<set $hasbeenout to true>>The insects clamber about a bare cell with a straw bed, near the entrance, the cell devoid of any decoration except for a thin, slit-like window. The floor is bare, similar to the other floors of the expansive mountain-monastery.
At the far end of the room there is a door, about 2 feet tall, made of wood. You hear low speech coming from it, over the din of the insects, and light shoots through the cracks.
<<if $hascane>>\ The bed is in the corner, opened and straw out of it. <<else>>\ Inspect the [[bed->bed2]], near the entrance. <<endif>>
Peer out the [[slit-like window->slitlikewindow2]].
Walk over to the door, and [[listen to the speech->speech2]].Bugs fly in and out of your ears as you calmly walk over to the bed. It is straw, the pillow linen and appears to be stuffed with goose feathers.
Look [[under->under]] the bed.
Look [[inside->inside]] the pillow.
Return to the [[center of the room->mindingownbusiness]].<<if $haschiseled>>\ You approach a cold window. The wind is doing wonders for your warmth, destroying it like that. [[Return to the [[center of the room->mindingownbusiness]]. <<else>>\
The air from the window is chill cold. You can't see out of it.
<<if $isstrong>>\ [[Chisel->chisel2]] out a bit of the window to better peer out of it. <<else>>\ <<endif>>
[[Withdraw->mindingownbusiness]] from the window.
<<set $hasbeenout to true>>
<<endif>>
You approach the door, spiders crawling in and around your ears. The doorknob is delicately carved with bronze designs of flowers, and light shines through the cracks of this disproportionately small door, only about 2 feet tall. <<if $hastrumpeted>>\ You hear no one talking beyond, anymore. <<else>>\ You hear people talking, beyond, over the din of the insects.<<endif>>
Return to the [[center of the room->mindingownbusiness]]
Open the [[doorknob4]] and crawl through the door.
<<if $hastrumpeted>>\ <<else>>\ [[Listen->listen4]] to the people talking. <<endif>>
<<set $hasbeenout to true>>The door doesn't budge. You notice a cane-shaped indentation in the low door.
<<if $hascane>>\[[Insert->insert]] the cane into the indentation. <<else>>\ <<endif>>
Return to the [[center of the room->left door]].Actually, it seems as if there is only one person talking.
<i>"В докладе говорится, что Трифон оскорбителен для наших новичков. Не важно. Другие вопросы?"</i>
<<if $knowsrussian>>\ This means: "There is the matter of the report that Tryphon is being abusive to our novices. No matter. Any other questions?" <<else>>\ You do not know what this means. <<endif>>
Open the [[doorknob]] and crawl through the door.You approach the door. The doorknob is delicately carved with bronze designs of flowers, and light shines through the cracks of this disproportionately small door, only about 2 feet tall. You hear no one talking beyond.
Return to the [[center of the room->left door]]
Open the [[doorknob]] and crawl through the door.
You see a paper tuffed under the bed, all written in Greek. You pull it out.
<i>"Θυμηθείτε, το ζαχαροκάλαμο σας είναι στο στρώμα!"</i>
<<if $knowsgreek>>\ This means "Your cane is in the mattress.
<<if $isstrong>>\ Attempt to [[tear apart->tearapartthemattress]] the mattress to find the cane. <<else>>\ Try to carefully [[undo the mattress->undothemattress]] and pull out the cane. <<endif>>
<<else>>\ You don't know what this means. Return to the [[center of the room->mindingownbusiness]]. <<endif>>Nothing is in this pillow except for some larvae and eggs just hatched by this multitude of marvelous insects.
Try [[under]] the bed.
Return to the [[center of the room->mindingownbusiness]].You see you are about 150 feet up the mountain. All this has done is made you colder.
Return to the [[center of the room->left door]].
<<set $haschiseled to true>>You rip apart the mattress, straw all over the buzzing insects, to find a light wooden cane.
<<set $hascane to true>>You carefully unzip the mattress, removing the cane with small bits of straw.
Return to the [[center of the room->mindingownbusiness]]
<<set $hascane to true>>
You see you are about 150 feet up the mountain. All this has done is made you colder.
Return to the [[center of the room->mindingownbusiness]].
<<set $haschiseled to true>>Actually, it seems as if there is only one person talking.
<i>"В докладе говорится, что Трифон оскорбителен для наших новичков. Не важно. Другие вопросы?"</i>
<<if $knowsrussian>>\ This means: "There is the matter of the report that Tryphon is being abusive to our novices. No matter. Any other questions?" <<else>>\ You do not know what this means. <<endif>>
Open the [[doorknob4]] and crawl through the door.Double-click this passage to edit it.You see a paper tuffed under the bed, all written in Greek. You pull it out.
<i>"Θυμηθείτε, το ζαχαροκάλαμο σας είναι στο στρώμα!"</i>
<<if $knowsgreek>>\ This means "Your cane is in the mattress.
<<if $isstrong>>\ Attempt to [[tear apart->tearapartthemattress2]] the mattress to find the cane. <<else>>\ Try to carefully [[undo the mattress->undothemattress2]] and pull out the cane. <<endif>>
<<else>>\ You don't know what this means. Return to the [[center of the room->left door]]. <<endif>>Nothing is in this pillow except for soft, white, goose feathers.
Try [[under->under2]] the bed.
Return to the [[center of the room->left door]].You rip apart the mattress, straw flying everywhere around the room, to find a light wooden cane.
<<set $hascane to true>>You carefully unzip the mattress, removing the cane with small bits of straw.
Return to the [[center of the room->left door]]
<<set $hascane to true>>
The clicking and grinding of gears is loud, and you see the door unlock, hearing a bolt drawn.
[[Walk through the door->door]]You gasp as you see your brother monks, in a corridor, as they gesture to the door to your cell. You settle in for a nice nap after your commute.
You made your commute today.
THE END.You rush your shoulder into the door and feel splinters embed in your skin as the icon collapses and the door opens, the lock flying off and hitting the wall, sparking as the steel collides all over.
The walls of the room pulse with red energy, as the beating of a heart. A fearsome, feathered beast with red wings and a screaming, long tongued mouth shoots out a pillar of flame all around the room, and roars at yu.
[[FIGHT!->fight]]You notice that there are actually hundreds of keys littered around the edges of the passage near the door. Every key appears to be different.
Look for the key that seems the [[oldest->oldestkey]].
Look for the key that seems the [[newest->newestkey]].The dragon roars and its nostrils stream with black smoke.
<<if $hasclaws>>\ Run towards him and tear at him with your sharpened steel climbing [[claws->claws]]. <<else>>\ <<endif>>
[[Flee->flee]], slamming the door behind you and running for your life.
<<if $hascane>>\ [[Slam->slam]] him in the nose with your wooden cane as hard as you possibly can. <<else>>\ <<endif>>
Go at him with your [[fists->fists]]!He gives you a disgusted look as you dig in to the fish. Its flavor is charred, crispy and barely edible, though you manage to get it down.
"That was thoroughly unenjoyable, novice. I order you to leave this kitchen and not further contaminate it with your sin."
"I don't appreciate the way you've been treating me, Brother. Stop it." You [[say->fightingwords3]].
You [[bow->chapelmain3]] your head and exit out the other way.
<<set $hasfish to true>>You hold out your hand in a gesture of no and the monk rolls his rheumy eyes.
"You don't even deserve the worst of food. I order you to leave."
"I don't appreciate the way you've been treating me, Brother. Stop it." You [[say->fightingwords2]].
You [[bow->chapelmain3]] your head and exit out the other way.
You see a white flash in his eyes as he dusts off the shoulder of his cassock.
"What was that, novice? So you want to fight?" You see him pull bony fists out of his cassock pockets.
"You're going to regret the moment you dared contradict me."
He charges at you.
[[FIGHT!->fight3]]As he comes at you with a white-knuckled fist, right to your face, you:
<<if $hasclaws>>\ [[Block->Block2]] him with a swipe of your sharp steel climbing claws. <<else>>\ <<endif>>
Try to [[parry->parry2]] with your palm, sore from climbing for the past hour.
Grab a [[pan->pan2]] and throw it at him.
You see ribbons of red blood tear out of his hand as you lacerate his knuckles with your sharp climbing claws. A cry of pain comes out of the monk, and he grabs his fist and is on the floor in pain. He wheezes heavily.
[[Leave->chapelmain3]] the room.
[[Try to stem->trytostem2]] the bleeding of his wound.
He comes in with his punch, easily throwing aside your feeble attempt at parrying with your sore palm, as he hits you right in the face and you fall over in pain.
"LEAVE! NOW! And may God forgive you what you have done to poor Tryphon."
[[Crawl->chapelmain3]] out of the room, down the staircase.
[[Go at him->goathim2]] again with a punch.
<<set $hitbypaisios to true>>You rush back to grab a pan off of the wall, dodging his furious blow and smashing him on the head with the copper pan. You see his eyes roll and he falls over, an unconscious, but living, heap on the ground.
[[Leave->chapelmain3]] the room.
[[Help2]] the monk.You hear him squeal in pain as you push your palm against his hand, grabbing a bandage and wrapping it.
You make an adequate bandage.
You hear him wheeze.
"Leave. Now."
You [[bow->chapelmain3]] and leave the room.
Kick him, and walk out with your head held high, [[leaving->chapelmain3]] the room.
[[Walk->chapelmain3]] out of the room with your head held high in the air.
He grabs your fist as you throw it at him weakly, and he pulls out a knife that comes out of its sheath with a whisper of steel.
"Haven't blooded this one for a while."
He smiles, and holds it to your throat.
"Leave. Now."
[[Crawl->chapelmain3]] out of the room, leaving down the staircase.
Try to [[hit->hit2]] him again.
You feel cold steel cut your throat. Crimson ribbons gush out of your body and you die, lifeless on the ground as Brother Paisios stares at you and smiles.
You're not making your commute today.You see him wince with pain unconsciously as you attempt to bring him back to consciousness.
You wake him up with a large pail of cold water.
"Leave. Now."
You [[bow->chapelmain3]] and leave the room.
Kick him, and walk out with your head held high, [[leaving->chapelmain3]] the room.
[[Walk->chapelmain3]] out of the room with your head held high in the air.
You slam the icon door behind you, terrified of what lies beyond. Steam comes below the cracks of the door.
Rush to the [[left door->left door]].Your fists hit red, pebbled flesh, steaming and boiling liquid all over them. You recoil with pain as your hands sear with boils and severe burns.
The dragon attacks, shooting a pillar of flame at you, severely burning the right half of your face.
<<if $hasclaws>>\ Run towards him and tear at him with your sharpened steel climbing [[claws->claws2]]. <<else>>\ <<endif>>
[[Flee->flee]], slamming the door behind you and running for your life.
<<if $hascane>>\ [[Slam->slam2]] him in the nose with your wooden cane as hard as you possibly can. <<else>>\ <<endif>>'
Use your [[fists->fists2]] again!
You see your claws break and stare in horror at their broken pieces scattering across the ground.
The dragon prepares to devour you.
[[Run!->flee]]
[[Submit->submit]] to the dragon's devouring of you.
<<set $hasclaws to false>>The dragon wails and tries to chomp you as you slam it in the nose with your wooden staff.
[[Go in for a punch!->fists2]]
<<if $hasclaws>>\ Try to get it with your [[claws!->claws3]]. <<else>>\ <<endif>>You see your claws break and stare in horror at their broken pieces scattering across the ground.
The dragon prepares to devour you.
[[Run!->flee]]
[[Submit->submit]] to the dragon's devouring of you.
<<set $hasclaws to false>>The dragon wails and tries to chomp you as you slam it in the nose with your wooden staff.
[[Go in for another punch!->fists2]]You double down, going in for another punch and feeling pain as your entire arm is covered in red, blackened steam burns. You bleed profusely from them, and the dragon charges with an open mouth, ready to swallow you.
[[Submit->submit]] to the dragon's eating of you.
<<if $hasclaws>>\ Slash at him with your climbing [[claws->claws3]]! <<else>>\ <<endif>>
<<if $hascane>>\ Attempt to hold open his mouth with your wooden [[cane->cane]]. <<else>>\ <<endif>>Your body is snapped in half. Blood is everywhere.
You're not making your commute today.You see your claws break and stare in horror at their broken pieces scattering across the ground.
The dragon prepares to devour you.
[[Run!->flee]]
[[Submit->submit]] to the dragon's devouring of you.
<<set $hasclaws to false>>You shove the cane in the dragon's mouth. It's teeth aren't budging.
[[Take it out]] with a firm punch to both eyes!The dragon screams in terror as you punch both of the eyes in, blinding it.
[[Finish it off with a kick]].You see the dragon recoil and turn into black smoke as you slay it.
This key is rusty. It works and unlocks the door.
The walls of the room pulse with red energy, as the beating of a heart. A fearsome, feathered beast with red wings and a screaming, long tongued mouth shoots out a pillar of flame all around the room, and roars at yu.
[[FIGHT!->fight]]You find a bright steel key, recently polished. It doesn't work in the lock.
Look for the [[older->oldestkey]].