Text Adventure

> "After walking for a long time, the road splits into two. Will you GO LEFT or GO RIGHT?"
>
> Buddy

The Adventure of The Player begins with a **Text Adventure**. By typing in various commands, the player can navigate the story. The goal of the text adventure stage is to unlock the house which requires three keys. One key is found in the playground, another in the pond, and the last beneath the shed.

## Commands

These are the commands that Buddy will understand during the text adventure. Type 'help' at any time during the game to view this list.

* *[Inventory] - Enter 'inventory' to view all of your current items.*
* *[Go] - Enter actions similar to 'go' followed by a location to move somewhere.*
* *[Use] - Enter 'use' followed by a subject to use it.*
* *[Take] - Enter actions similar to 'take' followed by an item to take something.*
* *[Look] - Enter actions similar to 'look at' followed by a subject to examine something.*
* *[Locations] Enter 'location' to print out a list of locations you can go.*

## Story

The text adventure starts with the player walking down a dark road. The description changes depending on what season the player told Buddy was their favorite. The player can go left or go right.

If they go down the left path, they will come across a tree with the lantern nailed into it. They will continue down the road and find two tunnels, one with light at the end and one with none. The tunnel with the light will lead to the HOUSE. If the player goes into the tunnel with no light, they quickly realize that this is not the correct path. Buddy will continue to ask the player if they want to turn back. They can choose to press onwards and go deeper into the unsettling tunnel. Eventually, they will be forced to turn back due to a noise scaring them.

If the player chooses to go down the right road, they will come across an unknown object sticking out of the road. If they get closer, they realize that it is a shovel. Further along, the player will find a door with two stone skulls. They can choose to give either their teeth or eyes to the skulls in order to open the door.

Both roads will eventually lead the player to the HOUSE's front lawn. The word 'HOUSE' will be the player's favorite color. If the player looks at the house, they will see a figure in the window looking back at them. From the lawn, the player will also be able to see several other locations that they can visit: the shed, playground, and pond.

When approaching the shed, the player sees that the door has already been opened. Inside, the shed is dark. The player sees a 'thing' and a 'surprise,' unable to recognize what these objects are until they have some source of light. Even if they're unable to see these things, they can still take them. If they take the 'thing,' they will discover that it is a  fishing pole. If they try to take the 'surprise,' a number will be carved into their arm. Once the shed is lit, the player will be able to see a fishing pole, a small chest, and a trapdoor. Inside of the chest is a cloth doll that is missing an eye. The trapdoor has many grooves, prompting Buddy to suggest that someone dragged something down there. If the player opens the trapdoor, a subterranean room will become accessible to them.

At the playground, the player sees a seesaw, a set of swings, and a sandbox. A lonely doll sits on one of the swings. If the player uses the doll they received from the shed chest, they will place it on the swing next to the doll. As they turn away, the doll is suddenly and mysteriously ripped apart. Then, they find one of the keys to the HOUSE. Buddy suggests that it must be the doll's way of thanking you. The sandbox is dirty and damp. The player can use the shovel in the sandbox to find a bulb. If the player uses the seesaw, a light will turn on inside of the shed.

When the player approaches the pond, Buddy wonders if there's anything beneath the water. If the player uses the fishing pole in the pond, something will yank hard on their line before they fish up one of the keys to the HOUSE. If the player tries to fish for a second time, they will find a hand.

The subterranean room beneath the shed has an empty light socket and a pull chain in the center of the room. If the player has the bulb, they can use it to put it into the light socket and pull the chain to brighten the room. If the player pulls the chain *before* fixing the bulb, the trapdoor shuts and all lights go out. Nails tap on the walls. Suddenly, the player feels hands all over them. When it's over, the lights come back on and the player checks their pockets to find a hand-drawn picture of their favorite animal. On the back of the drawing is the name that the player would give this animal if it were their pet. After the subterranean room is lit, the player notices scratches on the wall that look like tally marks. They also notice a wall covered in liquid of their favorite color. It slides down to reveal a secret room.

Inside the secret room, the player will see a glass case, a strange drawing painted on the wall, a large cabinet, and piles of bones. The player notices that the glass case has the third and final key locked away inside of it, as well as two ring-shaped slots. When the player interacts with the drawing, ominous ambience swells during the game. The drawing comes to life and tells the player that they must solve its riddle if they want to live. Once the player answers correctly, one of the cabinet drawers becomes unlocked. Inside of the cabinet drawer is a ring. If the player uses the bones, they will shake a skeletal hand and notice another ring on its finger. When the player uses both of these rings on the glass case, it will finally pop open.

At the house, the player feels calm and a desire to go inside. If they try to go in, they realize that the door is locked. If they use one key, they'll realize that there is a second lock. Buddy giggles and says that it'll take longer to get inside. If the player uses the second key, they'll notice that there's yet another lock on the chain that wraps around the door. After using the third key, the door will finally open and the player steps inside.

This is where the text adventure officially ends and the game enters the 2D stage.

## Trivia

* When the player uses the first key on the door, letters spelling out the message *"That was fast"* may flash very quickly on screen before being replaced by the proper response.
* If the player attempts to go to the well during the text adventure, despite it never being mentioned, Buddy will react with bewilderment before telling the player that there will be no spoilers.