DEATH TEST 2010 INTRODUCTION In 1978, Metagaming published a programmed adventure for the MELEE and WIZARD games called DEATH TEST. This format proved to highly pop- ular and Metagaming went to publish more programmed adventures: DEATH TEST 2, SECURITY STATION, ORB QUEST, GRAIL QUEST and others. I played DEATH TEST for a while but as I continued to play the game, I couldn't help but learn more about the makeup of the labyrinth and how the creatures would respond. So much so that not only did I learn how to optimize my party, I found a path through the maze that maxi- mized my party's odds of survival. Note I said maximize, not ensure! Knowing how the dungeon was laid out, what creatures I would encounter and what their reactions would be did not in any guarantee the survival of my party! Still, a good deal of the initial excitement was gone. The purpose of DEATH TEST 2010 is to renew the excitement of playing the original, to rediscover the feeling that your character's life or death hinges on the decisions you make. I hope your experiences in the new labyrinth echo my own and that you have some fun. Good Gaming! WHAT YOU NEED TO PLAY DEATH TEST 2010 DEATH TEST 2010 is not a complete game in itself! In addition to this copy of the rules and components, you will need : 1 ) A copy of MELEE and/or WIZARD; 2 ) A copy of the original DEATH TEST; 3 ) Pencil and paper, and; 4 ) A number of 6-sixed dice. PREPARE FOR PLAY 1) Shuffle the Treasure cards and place them aside. 2) Shuffle the "Twists and Turns" cards together and place them aside. 3) Now build the "Halls and Rooms" deck by performing the following: a) Find the Exit card and the Dead End cards, set those aside. b) Shuffle the remaining 32 cards and deal off 9 cards to form Pile 1. Set Pile 1 aside. c) Add the Dead End cards back into the deck, shuffle again and deal off 9 cards to form Pile 2. Place Pile 1 on top of Pile 2 to form a new Pile 1. Deal off 9 more cards to form a new Pile 2. d) Place the Exit card with the remaining 8 cards and reshuffle. Place these shuffled cards on top of Pile 2, forming a new Pile 2. e) Form the "Halls and Rooms" Deck by placing Pile 1 on top of Pile 2. Do NOT shuffle this final deck. You should now have 3 decks of cards: "Treasures," "Halls and Rooms," and "Twists and Turns." HOW TO PLAY In addition to the following, all of the normal rules of "Death Test" apply. In cases where they might differ, use these rules instead. As play progresses, you will be building the Labyrinth by drawing from the "Halls and Rooms" deck or the "TWists and Turns" deck as appropriate. When travelling horizontally to a new area, draw the new card from the "Halls and Rooms" decks. When travelling vertically, draw the new card from the "Twists and Turns" deck. All Labyrinth cards are placed with the long edge down, never the short edge. Never place the short edge of a card next to a long edge. Thus, after drawing a few cards, your Labyrinth will look something like: +------+------+ +------+ | | | | | +------+------+------+------+ | | | | +------+------+------+ | | +------+ Your Labyrinth should NEVER look like this: +--+ | |------+ | | | | |------+ +-+--+-+------+ | | | +------+-+--+-+ | |------+------+ | | | | | |------+------+ +--+ In the event you draw a card that doesn't make sense, leaves you with no other path to follow, etc ... simply bury that card and draw a new one. Begin play by turning over a card from the "Halls and Rooms" deck. If it is a room, go to the indicated set of instructions and follow those. Otherwise, decide which way your party is going to travel and draw a new card. Note that when you've drawn a room card, your party has ENTERED that room, they are NOT standing outside of it. When you're ready to begin, go to the paragraph marked (0.0). 0.0: Your testing officer has some paperwork for you to sign, what to do with your possessions, etc in the likely event you don't make it out of the Labyrinth. He tells you that, by and large, you may keep what- ever loot you find. He then takes you down a hallway to where two of his sergeants stand before a large dark doorway. You can: cautiously peer into the gloom (0.1), boldy step through (0.2) or run home to mommy (0.3). 0.1: You stand at the entranceway, straining to get some sort of ink- ling of what lies ahead but all you can see is blackness. You can : steel up your courage and step through (0.2) or turn to run (0.3). 0.2: You step through into ... nothingness! You're surprised to find the floor is a steep incline and you slide down down the passageway to the bottom. Behind you, a heavy wooden door slams shut and an echo of doom reverberates around you. Go to (0.4) 0.3: Laughing, the guards catch you and hurl you unceremoniously into the blackness, where you find yourself sliding down a long hallway to the bottom, where you land in a tangled heap. Each of your figures must take 1D3 of damage (armor protects, shields dont). Go to (0.4). 0.4: Draw a card from the "Halls and Rooms" deck. 0.5: If travelling horizontally to a new area, draw a card from the "Halls and Rooms" deck. Otherwise, draw a card from the "Twists and Turns" deck. 0.6: You come to a sunlit room with a large desk, your testing officer is somewhat stunned to see you. Gesturing for you to sit, he tallies up your score as follows: Spiders: 0 points Fighters, Wolves, etc 25 points Experienced Fighters 35 points Gargoyles: 50 points Giants or Bears: 60 points The individual score (and number of experience points) is determined by dividing the group total by the number in your initial party. Rank and pay are awarded as follows: 90 points or less ........ Recruit ( 100 silver / week ) 91-120 points ................ Warrior ( 150 silver / week ) 121-160 points ............... Sergeant ( 250 silver / week ) 161-200 points ................. Leader ( 500 silver / week ) over 200 points ............ Thorz Guard ( 1000 silver / week ) However, noone who left his compatriots while they were fighting can receive a rank higher than Recruit, regardless of his score. Those who ran out twice will not be taken into service, period. Running out three times or more means execution. You may keep any gold or jewels you found, they are worth 1000 silver each. Any other loot (potions, etc) must be handed over. RED ROOM 1.0: There is a large ornate chest in the center of the room and a much smaller chest in the corner. You may open the large chest (1.1), or leave (0.5). 1.1: Position your party in the room, at least one figure must be next to the chest to open it. Roll a die. On a 1-3, go to (1.2); on a 4-6, go to (1.3). If you change your mind, go to (1.0). 1.2: 12 spiders jump out. They divide themselves equally amongst all figures within three hexes of the chest and attack at once. Spiders have ST 1, DX 12, MA 4; their bites do 2 hits of damage (shields do not protect against spider bites). Spider combat is considered HTH, +4 to your DX if you use a hand or dagger. Spiders do not get the +4 bonus. If you're using a dagger to attack them, hope you hit the spiders and not yourself ... If you choose, you may use your ready weapon to attack spiders on other figures (notice you dont get the +4 HTH bonus if you do this). Hope you hit the spiders and not your friends ... If anyone attempts to leave while any spiders remain alive, go to (1.5). If you kill all of the spiders, go to (1.4). 1.3: There is a twanging sound. All figures EXCEPT those within three hexes of the chest must make a saving roll (4/DX) to avoid the shower of arrows. Those who fail the saving throw are hit by an arrow for one die damage. Anyone rolling a 22 or 23 is hit by two arrows, the un- fortunate soul rolling a 24 is hit by 3. If anyone left alive after the shower of arrows, go to (1.4). 1.4: Roll a D6. On a 1-2, there is 1 Treasure; on a 3-4, there are 2 Treasures; on a 5-6 there are 3 Treasures. You may now leave (0.5). 1.5: You bounce. Guess the Thorz doesn't want heroes who are afraid of itty-bitty spiders. Giant ones, however ... Return to (1.2). INDIGO ROOM 2.0: You see two orcs glaring at you from behind the columns as you enter. They attack immediately, roll for initiative. You may fight (2.1) or run back out the way you came (2.2). 2.1: Use the Fighter Table to generate their stats and place one on each X. If you kill them, go to (2.3). Any figures of your party who run for an exit should go to (2.2). If any of your party have safely fled and the orcs are victorious, go to (2.4). 2.2: Any who reach a curtain should roll a D6. If the result is higher than the twice the number who have already safely exited, then that figure can leave the room. (ie, the second figure trying to escape needs to roll a 3 or better). Otherwise, you bounce. Those who have fled may not reenter the room until the fight is over. Go to (2.1). 2.3: The orcs are dead! A search yields no treasure. Go to (0.5). 2.4: You can hear the orcs loudly laughing as they loot the bodies of your friends. With a heavy heart, you realize that you have to turn back into the Labyrinth. Go to (0.5). SILVER ROOM 3.0: You see three tired-looking fighters in the corner of the room. You can attack (3.1), run for the exit (3.2), or try to talk to them (3.3). 3.1: Your aggressive tactics surprised them, you have the initiative. Go to (3.4). 3.2: Move your party their full MA toward the exit and go to (3.7). 3.3: They are not in the mood for discussion. Seizing the initiative, they attack. Go to (3.4) 3.4: Roll them up from the Fighter Table and place one on each F. They are all wounded, give each of them one die of damage (armor does not protect). If you kill them, go to (3.6). If you run, go to (3.10). If they try to escape, go to (3.5). 3.5: Any foes making to a curtain can escape and will not return. Go to (3.4). 3.6: A search of their bodies yields 3 Treasures. Go to (0.5). 3.7: Roll a die. On a 1-3, go to (3.8). Otherwise, go to (3.9). 3.8: They ignore you. Go to (3.2). 3.9: They take the initiative and attack. Any who have exited the room may not return until the fight is over. Go to (3.4). 3.10: You escape. If your entire party has escaped this way, go to (0.5). Otherwise, go to (3.4). GOLD ROOM 4.0: You hear growling and snarling as you enter. Place your figures on the entry hexes, make your preparations and go to (4.9). 4.1: Roll another die. If the result is a 1, 2 or 3, place a bear at the hex marked Y. Otherwise, a pack of 3 wolves is there. Now go to (4.2). 4.2: You have the initiative. If you turn to leave, go to (4.3). If you want to fight, go to (4.4). 4.3: Try as you might, you can't leave. The animals seize the initia- tive and move normally. Go to (4.4). 4.4: The wolves and/or bears are exactly as given in MELEE/WIZARD. The animals will fight to the death and not retreat. The bears will use whatever tactics seem appropriate, each pack of wolves will attack ONE figure, usually the lightest armored, the most injured, etc. (Each pack may attack a separate figure). Any managing to break away should go to (4.8). If all of the animals are dead, go to (4.6). 4.5: Anyone who makes it to the far side of the room can exit, but they cannot re-enter until the animals (or the rest of your party) are dead. If the rest of your party manages to survive, go to (4.6). Otherwise, go to (0.5). 4.6: There is a large ring in the floor at the T. It will take the combined strength of the surviving members of your party to lift it. If you decide to lift it, place all of your figures around hex T and go to (4.7). Otherwise, go to (0.5). 4.7: You find 8 Treasures! Go to (0.5). 4.8: Figures attempting to flee through the exit should go to (4.5), if you're attempting to flee through the entrance, go to (4.3) 4.9: Roll a die. If the result is a 1, 2 or 3, place a bear at the hex marked X. Otherwise, place a pack of 3 wolves at that location. Go to (4.1) GREEN ROOM 5.0: Was there ever a wizard in your party? If so, go to (5.1). If not, go to (5.2). 5.1: A black-robed figure suddenly appears at the far end of the room. You can attack (5.3), attempt to communicate (5.4) or stand and wait (5.5). 5.2: You can make out four figures at the other end of the room. You can attack (5.7), stand your ground (5.8), or turn and run out the door you came in (5.9). 5.3: You seize the intiative. He has ST 10, DX 14. His action on his first turn is to step one hex forward and cast a 4-die lightning bolt (or the strongest bolt he can cast without losing consciousness) at the member of your party who is the most threatening. If he survives to the next round, his action will be to teleport away. If you kill him, go to (5.6). Otherwise, go to (5.14). 5.4: He fires a 4-die lightning bolt at the closest member of your party and vanishes. Did you forget where you were? Go to (5.14). 5.5: Go to 5.4. 5.6: He was holding 6 Treasures! Go to (5.14). 5.7: You've seized the initiative. Go to (5.10). 5.8: Your hesitation has emboldened them and they attack. You've lost the initiative. Go to (5.10). 5.9: The curtain lets you pass. You can re-enter the room if you wish. If your entire party has escaped, go to (0.5). Otherwise, go back to (5.10). 5.10: Roll them up from the Fighter Table and place them in the far end of the room in front of the curtain. They will divide themselves as evenly as possible amongst the surviving members of your party. Those with missile weapons will try to stay back and fire at your wizards, your missile weapon users, or whoever they can hit. If any of your party tries to run through a curtain, go to (5.9). If you kill all of the fighters, go to (5.11). 5.11: You find 2 Treasures. Go to (0.5). YELLOW ROOM 6.0: You see three figures clad in ragged furs standing in front of a fuming pit. You can turn and run out the way you came in (6.1) or take any other action (6.2). 6.1: You escape. Go to (0.5). 6.2: They fire at you. Each has ST 9, DX 15, IQ 8, a small bow and 3 small daggers. They will use the bows as long as they can, firing twice a turn since their DX is 15. They have no armor. If anyone moves into the pit or is forced in by a retreat, go to (6.3). If you kill them, go to (6.4). If you run, go to (6.1). 6.3: Anyone entering the pit is fried instantly and all that figure was carrying is lost. If the fight is not over, go back to (6.2). Otherwise, go to (6.6). 6.4: You find nothing upon the archers, but hidden away in a corner you find 3 Treasures. Go to (6.6). 6.5: Identify which figure will jump in first, second, etc. When you are ready to jump, go to (6.7). If you want to change your mind, go to (6.6). 6.6: You may now leave through the exit (0.5) or by jumping into the pit (6.5). 6.7: There is an incredible amount of heat emanating from the pit. If you still want to jump, go to (6.2). If you want to change your mind, go to (6.6). ORANGE ROOM 7.0: Upon entering the room, you see three statues whose ugliness defies description. If this is the first time you've been in this room, go to (7.16). Otherwise, go to (7.11). 7.1: Move each figure 3 hexes towards the opposite exit. If you make it, go to (7.7). Otherwise, roll 1 die. On a 6, go to (7.4). On any other number, go to (7.0). 7.2: Move each figure their full MA towards the opposite exit. If you make it, go to (7.7). Otherwise, roll 1 die. On a 3-6, go to (7.4). On any other number, go to (7.0). 7.3: Carry out your attack(s) and then roll a die. If you hit the statue at X and you rolled a 1-2, or if you hit the statue at Y and rolled a 3-4, or if you hit the statue at Z and rolled a 5-6, go to (7.5). On any other result, roll another die. On a 6, go to (7.0). Otherwise, go to (7.4). 7.4: One statue (roll to determine which) moves slightly. Then, before you can react, it jumps into the air and flies towards the most lightly armored member of your party (or, if more are equally unprotected, the closest) and attempts HTH. Go to (7.6). 7.5: The statue you hit (or, if you hit multiple statues, choose one at random) gives a grating roar. It didn't think you'd spot it. It's skin stops 3 hits per attack, it's hurt if you hit it harder than that. Enraged, it will, if possible, leap into the air and dive on your least protected figure to attempt HTH. Go to (7.6). 7.6: It is a Gargoyle, check MELEE/WIZARD for the stats. Go to (7.14). 7.7: You may leave. Go to (0.5). 7.8: Ok, so you're standing there while your friend gets mauled. If the Gargoyle kills him, it will attack the next closest figure. Either way, you lose a turn due to inaction. If you want to continue to watch the carnage, go to (7.13). Otherwise, go to (7.15). 7.9: Gargoyles are tough, aren't they? The pedestal he was standing on is actually a chest. If you choose to open it, place the characters who do so around the chest and go to (7.10). Otherwise, go to (7.7). 7.10: You find 3 Treasures. Now go to (7.7). 7.11: The Gargoyle recognizes you and isn't interested in attempting another ambush. It jumps into the air to dive on your least protected figure for HTH. At least you're not surprised, roll for initiative. If at any time you try to leave, go to (7.12). If you manage to kill the Gargoyle, go to (7.9). 7.12: You bounce. Go back to (7.11) and fight. 7.13: I thought that was your friend! Go to (7.8). 7.14: If you want to stand around and watch the other statues for signs of life, go to (7.8). Otherwise, go to (7.15). 7.15: You can all join in on the fight. If at any point you decide to run and leave the Gargoyle's victim to it's fate, go to (7.7). If you kill it, go to (7.9). 7.16: You may: WALK towards the exit at 3 hexes per turn (7.1), RUN to the exit at full MA (7.2), ATTACK one or more of the statues (7.3) or just stand and stare at the ugliness (7.4). Careful ... COPPER ROOM 8.0: Two figures are huddled over something next to the wall in this otherwise empty room. If there are three or four figures in your party, go to (8.2). If there are one or two figures in your party and you've been in this room before, go to (8.9). Otherwise, go to (8.1). 8.1: When they see you, one of them shouts "HOLD!" You can attack anyway (8.4) or see what they have to say (8.3). 8.2: They attack immediately. Go to (8.4). 8.3: One of them says: "We lost two of our friends. Since groups of up to four are allowed, shall we join forces? We will give our oaths to be swordbrothers, if you will do the same." If you accept their offer, go to (8.5). Otherwise, go to (8.4). 8.4: Roll them up from the Fighter Table and roll for initiative. If you kill them, go to (8.6). If you try to escape, go to (8.7). If one of them tries to escape, go to (8.8). 8.5: You have two swordbrothers to help you! Roll them up from the Fighter Table. They meant their offer, they will be true to your party. However, if you treat them poorly, the Thorsz will take notice and treat you to a messy death. Go to (8.6). 8.6: They have 1 Treasure. Go to (0.5). 8.7: You can freely leave, and go back (if you dare). 8.8: If one fighter escapes, he's gone. Keep fighting the other one. Go back to (8.4). If both escape, the fight's over - go to (0.5). 8.9: The room is empty. Go to (0.5). BLACK ROOM 9.0: Flickering torches provide the only light (double range penalties for missile fire). If you have been in this room before, go to (9.9). Otherwise go to (9.1). 9.1: Through the gloom, you can make out 4 figures, one at each M. It might be another group of mercenaries though you can't be sure. You can fight (9.2), turn and run out the way you came (9.3) or stand still (9.4). 9.2: Your quick action allows you to seize the initiative. Go to (9.5) 9.3: Roll for initiative. If you win, you quickly exit the entryway, go to (0.5). If they win, they attack immediately - go to (9.5). 9.4: Your hesitation cost you the initiative and they move to attack. On your turn, you can turn to run for the entry (9.6) or fight (9.5). 9.5: If you're using the WIZARD rules, go to (9.10). Otherwise, there are four fighters - roll them up from the Fighter Table. Go to (9.11) 9.5: There are three fighters (roll them up from the Fighter Table) and 1 wizard, if you are using MELEE only there are four fighters. The wizard has ST 10, DX 12, IQ 10; he knows the first 10 spells in the Spell Table. If you kill them all, go to (9.7). If you try to run for either door, go to (9.6). If you surrender, go to (9.8) 9.6: When you reach the curtain, you bounce. You'll have to see this one through. Go to (9.5). 9.7: Searching the bodies, you find 4 Treasures. Go to (9.14). 9.8: If there are 4 or fewer total figures remaining alive (your party AND theirs), go to (9.12). Otherwise, go to (9.13). 9.9: It looks like yet another group of mercenaries. (That's right, this room is never empty). You can fight (9.2), turn and run out the way you came (9.3) or stand still (9.4). 9.10: For every figure, roll a D6. On a 1, that figure is a wizard with ST 10, DX 12, IQ 10 and knows the first 10 spells in the Spell Table. Otherwise, that figure is a fighter - use the Fighter Table to generate him. When you're done creating the figures, go to (9.11). 9.11: The mercenaries will use whatever tactics seem appropriate to the group. If you kill them all, go to (9.7). If you try to break off and run, go to (9.6). If you surrender, go to (9.8). 9.12: If any of the remaining mercenaries have 5 ST or fewer, roll a die. On a 1-2, they propose joining forces. If you agree, you may add them to your party. If you disagree or you rolled a 3-6, go to (9.13). 9:13: They slaughter you. 9.14: You find 4 Treasures under a loose stone. Go to (0.5). WHITE ROOM 10.0: There are some scuttling noises coming from behind the far columns as you enter. As you get your bearings, three hobgoblins come out from behind the columns and block the exit. You may fight (10.1), stand and wait (10.2) or turn and run out the way you came (10.3). 10.1: Each has ST 9, DX 11, IQ 8, no armor and two small axes (one is ready). They will fight; their favorite tactic is to throw their ready ax at a figure other than the one they are engaged with. If you kill them, go to (10.4). If anyone makes it to the far side, go to (10.5). If anyone breaks for the near side, go to (10.6). 10.2: They say something about your mothers and advance 5 hexes toward you. You may attack (10.1) or run out the way you came (10.6). 10.3: Go to (0.5). 10.4: Under a rock are 2 Treasures. Go to (0.5). 10.5: Any leaving by this exit cannot go back until the fight is over. If your companions kill the hobgoblins, go to (10.4). Otherwise, go to (0.5). 10.6: Backing down from hobgoblins? Not the sort of behavior the Thorz is looking for, you know. As if to emphasize this, the curtain will not let you pass. Go back to (10.1) and try to show some spine. BROWN ROOM 11.0: Hissing noises echo through the room as you spot 3 Giant Snakes, one at each S. You may fight (11.1) or turn and run out the way you came (11.2). 11.1: The snakes are as suggested in MELEE/WIZARD with the following exception: Any snake rolling double or triple damage has a chance to envelop the victim. Double damage means a 2-die roll vs ST to avoid being constricted, triple damage means a 3-die roll. Snakes will not attack others while a victim is enveloped; instead their attack hits the victim automatically for 2d damage: armor protects, shields don't. Enveloped victims may have a chance to draw a dagger, use the HTH rules to see if they can draw a dagger in time. If you kill the snakes, go to (11.3) 11.2: Go to (0.5). 11.3: Inside the snakes' bodies you find 3 Treasures. Go to (0.5). AZURE ROOM 12.0: There are four Goblins in this room, one at each G. You may fight (12.1) or turn to leave (12.2). 12.1: Each of the goblins has ST 9, DX 13, IQ 8. If you are using the WIZARD rules, two are wizards, otherwise all are fighters. Wizards have the IQ 8 spells, a staff and two daggers each; the fighters have short bows and two daggers each. If you kill them, go to (12.3). If you make it to the far exit, go to (12.4). If you turn to leave, go to (12.2). 12.2: The curtain stops you. You cannot leave the way you came. Any figure hitting the curtain loses the rest of it's MA and is facing the curtain at the end of it's move. Go to (12.1). 12.3: They have 4 Treasures. Go to (0.5). 12.4: Anyone making it to the far door can escape. However, they may not return until the fight is over. If all of the goblins are slain, go to (12.3). If the rest of the party is out of the room and/or dead, you may reenter (12.1) or leave (0.5). VIOLET ROOM 13.0: The room appears completely empty. You may stand still (13.1), walk across at 3 hexes per turn (13.2), run across at full MA (13.3), or turn to leave (13.4). 13.1: Go to (13.5). 13.2: Move each of your characters 3 hexes and go to (13.5). 13.3: Move each of your characters their full MA and go to (13.5). 13.4: Boing! You bounce. Go to (13.0). 13.5: A ST 30 Giant appears, he is as described in MELEE/WIZARD. Use the WIZARD rules to portray the Giant if you have them. The giant will appear in triangle 1 unless you have a figure in one of those hexes, in case he will appear (in order of preference) triangle 2, 3 or 4. If you have figures in all of these triangles, he will appear in a random triangle, putting 10 hits on whatever figure happens to be there and knocking it down beneath him. You have the initiative. If you run for an exit, go to (13.6). If you attack, play out the combat, going to (13.6) if someone tries to use an exit and (13.7) if you kill him. 13.6: Boing! You bounce. Go back to (13.5). 13.7: Nothing. You may leave using (0.5). CORAL ROOM 14.0: A mapping crisis has occured; there's some sort of discrepancy between your map (you WERE making a map, right?) and the actual layout of the Labyrinth. If this is your first time here, go to (14.1). Otherwise, go to (14.2). 14.1: Select the member of your party with the highest IQ and go to (14.3). Note that you may not augment the IQ score of this figure with AID spells, etc. 14.2: This time, and each additional time you draw this card, you may add 2 to the highest IQ member of your party for the purposes of this test. So you get a +2 on this test, +4 on the next, etc. If the figure you used previously for this test has died, you still get the bonus, but you need to select a new figure. You ARE working WITH one another, right? Go to (14.3). 14.3: Roll 4 dice. Is the sum is greater than the adjusted IQ score of the selected figure, go to (14.4). Otherwise, go to (14.5). 14.4: There's a horrible sinking feeling as you realize you're hope- lessly lost. Take up all of the Labyrinth cards you've played so far and create a new "Twists and Turns" deck. Now take all of the "Halls and Rooms" cards and shuffle them together (do not separate them out into piles as you did at the start of the game). Any room previously encountered will be in the state you left it and you may keep all of the Treasures you have gained so far. When you are ready, go to (0.5). 14.5: Congratulations! You have resolved the crisis! Go to (0.5).