Jacqueline says (to ClubFloyd), "load sleepmask songofthemockingbird" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | There's a yellow Rose in Texas 		
CF | That I'm going down to see 		
CF | Her eyes are bright as diamonds 		
CF | And sparkle like the dew 		
CF | You may talk about your Dearest Mae 		
CF | And sing of Rosa Lee 		
CF | But the yellow Rose of Texas 		
CF | Beats the belles of Tennessee 		
CF | 		
CF | Press any key to continue. 		MoyTravis says, "I am a city person"
		MoyTravis says, "and I don't know flowers"
		MoyTravis asks, "but are there kinds of roses that are yellow?"
		Jacqueline says, "Having spent the years of my prime in Tennessee, I'd like to object to the game's content thus far."
		Jacqueline says (to Travis), "Yes, there are yellow roses."
		Roger says, "sure"
Jacqueline pushes the green 'space' button. 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | 		
CF | Thunder's powerful muscles move steadily under you as you gallop down 		
CF | the arroyo toward the showdown with the Black Blade. You don't know 		
CF | what you'll do without your trusty revolver, but you trust that fate 		
CF | will provide. Rosa's life depends on it. 		
CF | 		
CF | You can't play Lulabelle while you gallop, but you sing a bit of 		
CF | The Yellow Rose as you go. Others may think it's odd, but it 		
CF | whiles away the time on the trail. It's earned you your nickname, the 		
CF | Texas Mockingbird. You prefer to be known as regular old "Boots" 		
CF | Taylor, though. 		
CF | 		
CF | You draw in breath for a second verse, but the sound of a shifting 		
CF | rock brings you out of your reverie. You whip your head to the west. 		
CF | On a ledge in the arroyo wall, a line of heads jut above an 		
CF | outcropping. Four guns come out, all aimed in your direction, and 		
CF | shots begin starring the ground around you. You've been ambushed! 		
CF | 		
CF | The Song of the Mockingbird 		
CF | An Interactive Return To Yesteryear by Mike Carletta 		
CF | Release 1 / Serial number 210821 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Episode 12: The Bloody Rose 		
CF | 		
CF | As more shots shower around you, you dive off Thunder's opposite side, 		
CF | and give his flank a slap, sending him off. He knows the way home. His 		
CF | jet black form disappears in the direction of El Crucero. 		
CF | 		
CF | You scramble behind the only cover in sight, a man-sized boulder. A 		
CF | few feet away, a bullsnake rears up, then slithers away to continue 		
CF | its nap elsewhere. Upslope, the Black Blade's men ping a few more 		
CF | shots off the boulder. 		
CF | 		
CF | To learn more about the special features of The Song of 		
CF | the Mockingbird, type ABOUT. 		
CF | 		
CF | 		
CF | Arroyo 		
CF | At this point, the trail south to the Crossed Keys Ranch passes 		
CF | through a narrow arroyo. Millennia of flash floods have carved it into 		
CF | a steep-sloped channel and turned its floor into a scrabble of rocks 		
CF | on a long journey to the Mississippi River. 		
CF | 		
CF | You're crouched behind the largest of these rocks, an irregular 		
CF | boulder that stands chest-high and runs the length of a man. Above you 		
CF | and to your west, an outcropping on a ledge conceals the gunmen who 		
CF | ambushed you. 		
CF | 		
CF | The trail north leads back to El Crucero. 		
CF | 		
CF | > 		MoyTravis exclaims, "ooh it lists exits!"
		DavidW says, "I've played through the first puzzle sequence, so I'll hold back until we've past it."
		MoyTravis asks, "Tell us, game, what are your...Special Features?"
		Knight_Otu asks, "Episode 12!?"
		MoyTravis says, "First verb to try: sing"
		DavidW says, "You can sing not abominally."
		DavidW says, "yes, do sing."
		MoyTravis says, "It's, like, a Western serial? I don't think there are 11 earlier games."
		MoyTravis says, "...I hope there aren't 11 earlier games."
		Roger says, "seems like a safe guess"
Jacqueline says (to ClubFloyd), "sing" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Old 		
CF | Rosin the Beau. 		
CF | 		
CF | I've always been cheerful and easy, 		
CF | And scarce have I needed a foe. 		
CF | While some after money run crazy, 		
CF | I merrily Rosin'd the Bow. 		
CF | 		
CF | Some youngsters were panting for fashions, 		
CF | Some new kick seemed now all the go, 		
CF | But having no turbulent passions, 		
CF | My motto was "Rosin the Bow." 		
CF | 		
CF | "We got a present for ya, songman!" 		
CF | 		
CF | > 		DavidW says, "It is a western. I don't think there are other games in a series."
		Knight_Otu says, "I mean, yeah, there probably aren't."
		Jacqueline says, "We ditched the horse but kept the guitar. Sure."
		Roger says, "I think we should examine our hat, which we surely have"
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're plain old Boots Taylor — ruggedly handsome cowboy hero. You're 		
CF | wearing your regular duds. A gunbelt hangs at your waist and a 		
CF | bandolier is draped across your chest. Lulabelle is slung over your 		
CF | shoulder. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x hat" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X HAT 		
CF | 		
CF | Your hat is a "Boss of the Plains" model from a new company called 		
CF | Stetson. It's white, of course. 		
CF | 		
CF | There's a brief hush from the gang. A canyon towhee tentatively cheeps 		
CF | out chili-chili-chili. From uphill, you hear a scratching, 		
CF | like a twig scraping a rock. 		
CF | 		
CF | > 		Jacqueline asks, "I'm guessing that wasn't a towhee. Are we on a timer?"
Jacqueline says (to ClubFloyd), "about" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > ABOUT 		
CF | 		
CF | This story was written by Mike Carletta for the 2021 Interactive 		
CF | Fiction Competition. 		
CF | 		
CF | The Song of the Mockingbird is Merciful on the Zarfian 		
CF | forgiveness scale. 		
CF | 		
CF | In addition to the usual actions, you may wish to READ and SEARCH 		
CF | things. Hints are available via HINT. Finally, you can display the 		
CF | cover art using ART. 		
CF | 		
CF | Thanks to my wife and muse, Kathy. She is my sounding board, editor 		
CF | and chief tester. She deserves much of the credit, and none of the 		
CF | blame. 		
CF | 		
CF | Thanks to my All-Star team of beta testers: EpicIFer, J. J. Guest and 		
CF | Linus Åkesson. They patiently, thoroughly and ruthlessly tore my game 		
CF | apart. 		
CF | 		
CF | Many thanks to Crystal Rain, who created the beautiful cover art. You 		
CF | can see more of her work at [LINK] 		
CF | 		
CF | You may use The Song of the Mockingbird and its characters in 		
CF | interpretive dance, scrimshaw and porn parody. In fact, please do. 		
CF | 		
CF | This work is licensed under the Creative Commons Attribution 4.0 		
CF | International License. To view a copy of this license, visit 		
CF | [LINK] or send a letter to 		
CF | Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 		
CF | 		
CF | > 		DavidW says, "If I recall, this first puzzle is safe for experimenting. I don't think you can die in the first puzzle."
		Jacqueline says, "hahaha - 'In fact, please do.'"
		DavidW says, "yeah"
		Jacqueline says, "Hm. He does say that the game is merciful."
		DavidW says, "oh did it? That's nice."
		Knight_Otu says, "I'm not tempted by the please do."
		DavidW says, "The tone of the game doesn't feel merciful at all."
		Roger says, "Please do 'rosin the bow'"
Jacqueline says (to ClubFloyd), "x belt" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X BELT 		
CF | 		
CF | Your gun belt rides low around your hips, but your holster hangs 		
CF | empty. 		
CF | 		
CF | Ace carefully clambers up onto the shale outcropping. 		
CF | 		
CF | An arm appears briefly, passing up a short cylinder. Ace leans to take 		
CF | the cylinder. The shelf shifts slightly beneath him, and he bends his 		
CF | knees to re-balance. 		
CF | 		
CF | Your apprehension grows as Ace appears. He's the Black Blade's 		
CF | right-hand man, a greasy barrel of flesh filled to the brim with 		
CF | malice. Last night, he and his gang robbed the dance hall. You and 		
CF | Rosa were spending some time there. With four guns on one, though, you 		
CF | had no chance of stopping them. You can still see Ace's gloating grin 		
CF | as he pulled your six-shooter out of your holster and backhanded you 		
CF | to the floor. You don't know why he didn't kill you. 		
CF | 		
CF | Then, disaster. Ace pulled Rosa away, and forced her to ride away with 		
CF | his gang. He and his men were careful not to hurt her, but you're 		
CF | afraid of what they might do to her now. 		
CF | 		
CF | Blood boiling, you took after them instead of waiting to raise a 		
CF | posse. Now, they have the drop on you again, and it looks like they 		
CF | plan to kill you this time. 		
CF | 		
CF | > 		MoyTravis asks, "Did we drop our gun or something?"
		Roger says, "that's dynamite you darn greenhorn"
		DavidW asks, "I don't think so?"
		Knight_Otu says, "Gun got gotten."
		DavidW says, "I forget."
		Roger says, "I think we're brandishing it"
		DavidW says, "oh"
		Jacqueline says (to Roger), "No, the opening text said we don't have our gun."
		Roger says, "oh I see"
		Roger says, "just our geeee-tar"
		DavidW says, "hmm. I want to suggest something, but I said I'd be quiet."
		Roger says, "I wouldn't mind a suggestion"
		MoyTravis says, "Ballsy of us to ride off to rescue what's presumably our girlfriend unarmed."
		MoyTravis says, "Kick Ace."
		Jacqueline says, "It's gone. I'm not sure we know why/how, but it said, 'You don't know what you'll do without your trusty revolver, but you trust that fate will provide.'"
		DavidW asks, "So, your surroundings might have something?"
		MoyTravis says, "THROW THE SNAKE AT ACE"
		Roger says, "oh come on who throws a snake"
		MoyTravis exclaims, "Us! We do!"
		Roger says, "alright let's get to it"
		Jacqueline says, "I had the same thought, but I think the snake is gone."
Jacqueline says (to ClubFloyd), "x snake" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X SNAKE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Sorry."
		DavidW says, "I don't think the snake is still there, but I did think of that first, yes."
		MoyTravis says, "nooooooooooo"
		Roger says, "our clever plan, foiled"
		Jacqueline says, "That snake is from The Fire Tower school of wildlife, where the animal is in the text but then leaves before the next prompt."
		Jacqueline says, "It's easier that way."
		DavidW says, "I call those cameos."
		Jacqueline says, "Yeah. That's a nice way to say it."
		Jacqueline says, "Instead of 'unimplemented critters'"
Jacqueline says (to ClubFloyd), "search rocks" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > SEARCH ROCKS 		
CF | 		
CF | You find plenty of rocks, but nothing else. 		
CF | 		
CF | Ace draws back his arm and hurls the short cylinder with an overhead 		
CF | roundhouse throw. It arcs toward you and caroms down the slope. 		
CF | 		
CF | Unsure of what to do, you dive down behind your boulder. From the 		
CF | other side, you hear a thunk, then an explosion shatters the quiet of 		
CF | the canyon. You're showered with small rocks and debris. Cautiously, 		
CF | you stick your head out once more. 		
CF | 		
CF | Jumpin' Javelinas! What was that? 		
CF | 		
CF | Ace makes a rude gesture toward you. 		
CF | 		
CF | > 		Jacqueline says, "'Carom' is a new verb for me."
		Roger says, "I would have guessed 'karoom' or something, but I've heard it"
Jacqueline says (to ClubFloyd), "talk to ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > TALK TO ACE 		
CF | 		
CF | "The time for talk is over, songman. Now it's time to die." 		
CF | 		
CF | Ace cautiously eases himself off the outcropping. An arm emerges to 		
CF | steady him on the way down. 		
CF | 		
CF | > 		Roger says, "Reduced to throwing rocks, perhaps"
Jacqueline says (to ClubFloyd), "take rock" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > TAKE ROCK 		
CF | 		
CF | (the scrabble of rocks) 		
CF | You hunt around and find a fist-sized chunk of flint. 		
CF | 		
CF | > 		DavidW says, "yesssss"
Jacqueline says (to ClubFloyd), "throw rock" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > THROW ROCK 		
CF | 		
CF | (the chunk of flint) 		
CF | Dropped. 		
CF | 		
CF | > 		Jacqueline says, "ha"
Jacqueline says (to ClubFloyd), "throw rock" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > THROW ROCK 		
CF | 		
CF | (the chunk of flint) 		
CF | The chunk of flint is already here. 		
CF | 		
CF | There's a burst of guffaws from behind the shale outcropping. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "throw rock at ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > THROW ROCK AT ACE 		
CF | 		
CF | (the chunk of flint at Ace) 		
CF | (first taking the chunk of flint) 		
CF | The chunk of flint unerringly arcs through the air and clonks against 		
CF | the rock outcropping. Nothing happens immediately. 		
CF | 		
CF | A moment later — suddenly — nothing happens. 		
CF | 		
CF | "Don't go nowhere, Boots. We got plans for ya!" 		
CF | 		
CF | > 		DavidW says, "Timing may be important."
		Jacqueline nods.
Jacqueline says (to ClubFloyd), "i" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | There's a brief hush from the gang. A canyon towhee tentatively cheeps 		
CF | out chili-chili-chili. From uphill, you hear a scratching, 		
CF | like a twig scraping a rock. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x duds" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X DUDS 		
CF | 		
CF | You're wearing your regular duds. Let's see: you've got shirt, 		
CF | trousers, boots, kerchief and hat. You're riding today, so you're also 		
CF | wearing spurs and chaps. 		
CF | 		
CF | Ace carefully clambers up onto the shale outcropping. 		
CF | 		
CF | An arm appears briefly, passing up a short cylinder. Ace leans to take 		
CF | the cylinder. The shelf shifts slightly beneath him, and he bends his 		
CF | knees to re-balance. 		
CF | 		
CF | > 		Roger says, "stick our hat on a boulder and sneak around"
Jacqueline says (to ClubFloyd), "throw rock at ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > THROW ROCK AT ACE 		
CF | 		
CF | (the scrabble of rocks at Ace) 		
CF | You can hardly pick up the entire field of rocks! 		
CF | 		
CF | Ace draws back his arm and hurls another explosive device with an 		
CF | overhead roundhouse throw. It arcs toward you and bounces down the 		
CF | slope. 		
CF | 		
CF | You flatten yourself behind the boulder once more. From the other 		
CF | side, you hear a thunk, then an explosion shatters the quiet of the 		
CF | canyon. You're showered with small rocks and debris. Cautiously, you 		
CF | stick your head out once more. 		
CF | 		
CF | Ace scowls and spits disgustedly when he sees you. 		
CF | 		
CF | > 		Jacqueline says, "darn it"
Jacqueline says (to ClubFloyd), "search rocks" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > SEARCH ROCKS 		
CF | 		
CF | You find plenty of rocks, but nothing else. 		
CF | 		
CF | Ace cautiously eases himself off the outcropping. An arm emerges to 		
CF | steady him on the way down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take rock" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > TAKE ROCK 		
CF | 		
CF | (the scrabble of rocks) 		
CF | You hunt around and find a fist-sized chunk of flint. 		
CF | 		
CF | "Don't go nowhere, Boots. We got plans for ya!" 		
CF | 		
CF | > 		Roger says, "this episode brought to you by Acme Dynamite, for all your exploding needs"
		DavidW says, "really should take a rock first"
		Jacqueline says, "Well, it auto-took the last time I threw..."
		Jacqueline says, "I'll wait until he reappears."
Jacqueline says (to ClubFloyd), "x bandolier" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X BANDOLIER 		
CF | 		
CF | It's a bandolier filled with extra bullets for your Colt revolver. 		
CF | You've felt a need for extra ammunition ever since the Black Blade 		
CF | trouble began. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X ACE 		
CF | 		
CF | You saw Ace climb back behind that outcropping. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x lulabelle" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X LULABELLE 		
CF | 		
CF | Lulabelle's your most prized possession — a six-string Spanish 		
CF | guitar. 		
CF | She was made by a fella named C.F. Martin back east, from mahogany and 		
CF | rosewood. He put her name, "Lulabelle", right on the fingerboard in 		
CF | mother-of-pearl. 		
CF | 		
CF | You've had Lulabelle for a dog's age. Folks like to joke that she's 		
CF | your wife, and you never disagree. 		
CF | 		
CF | Lulabelle is slung across your back, ready for a song. 		
CF | 		
CF | There's a brief hush from the gang. A canyon towhee tentatively cheeps 		
CF | out chili-chili-chili. From uphill, you hear a scratching, 		
CF | like a twig scraping a rock. 		
CF | 		
CF | > 		Roger says, "I will shove this bullet right up your nose, Ace"
		Roger says, "I don't care if you are an attorney"
Jacqueline says (to ClubFloyd), "x kerchief" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X KERCHIEF 		
CF | 		
CF | You have a bandana with a red calico print knotted about your neck. 		
CF | 		
CF | Ace carefully clambers up onto the shale outcropping. 		
CF | 		
CF | An arm appears briefly, passing up a short cylinder. Ace leans to take 		
CF | the cylinder. The shelf shifts slightly beneath him, and he bends his 		
CF | knees to re-balance. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "throw rock at ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > THROW ROCK AT ACE 		
CF | 		
CF | (the chunk of flint at Ace) 		
CF | You hurl the chunk of flint at Ace. He dances to one side, avoiding it 		
CF | easily, a grin forming on his broad face. Suddenly, the slab of shale 		
CF | he's standing on tilts to one side. Ace shifts to correct, 		
CF | overcorrects, stumbles and slides back behind the rock. You see him 		
CF | drop the small cylinder as he falls. 		
CF | 		
CF | A burst of shouting comes from behind the shale outcropping. A moment 		
CF | later, there's a blast and debris flies from behind it. Then, the 		
CF | canyon is silent. 		
CF | 		
CF | Cautiously, you rise from behind the boulder. A single rock, disturbed 		
CF | by the blast, bounces down the arroyo wall, rebounds from the shale 		
CF | outcropping and lands nearby. A larger section of the wall shifts, and 		
CF | begins to cascade down. And then the whole side of the arroyo is 		
CF | sliding and tumbling down, burying the outcropping beneath a pile of 		
CF | loose scree. 		
CF | 		
CF | After long, tense seconds of rockfall, the landslide subsides into a 		
CF | silence punctuated by an occasional pebble caroming down the slope. 		
CF | 		
CF | You hear weak moaning from the direction of the outcropping. 		
CF | 		
CF | > 		Knight_Otu asks, "You'll send 'em right to Apllo?"
		Roger says, "woooo"
		MoyTravis asks, "Hooray! Now let's climb down and grab one of their guns and summarily execute them all. That's how this goes right?"
		Jacqueline says, "Maybe we should render first aid."
		Jacqueline says, "We are wearing the good guy hat."
		DavidW says, "well, you should at least see what sort of shape they're in."
Jacqueline says (to ClubFloyd), "x ace" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > X ACE 		
CF | 		
CF | You last saw Ace falling back behind that outcropping. 		
CF | 		
CF | You hear weak moaning from the direction of the outcropping. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Arroyo 		
CF ] Exits: S W 		
CF | 		
CF | > L 		
CF | 		
CF | Arroyo 		
CF | At this point, the trail south to the Crossed Keys Ranch passes 		
CF | through a narrow arroyo. Millennia of flash floods have carved it into 		
CF | a steep-sloped channel and turned its floor into a scrabble of rocks 		
CF | on a long journey to the Mississippi River. 		
CF | 		
CF | The irregular boulder you took cover behind is here, somewhat 		
CF | pockmarked from gunfire and explosions. Above you and to your west, 		
CF | you can see the outcropping where your ambushers were hiding. 		
CF | 		
CF | The trail north leads back to El Crucero. 		
CF | 		
CF | You hear weak moaning from the direction of the outcropping. 		
CF | 		
CF | > 		DavidW says, "go west"
		MoyTravis asks, "Prolly either S or W?"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > W 		
CF | 		
CF | Moving carefully to avoid another rockfall, you make your way up the 		
CF | slope to the site of the landslide. 		
CF | 		
CF | Behind the Outcropping 		
CF | A good portion of the slope has slid down the hill behind the 		
CF | outcropping, creating a scree of loose shale. An occasional pebble 		
CF | pings its way down the slope, but the immediate danger seems to be 		
CF | over. 		
CF | 		
CF | Rock dust hangs in the air, slowly settling, and you pull your bandana 		
CF | across your face to keep it out. 		
CF | 		
CF | Ace's upper body and one arm extend from underneath the pile, white 		
CF | with rock dust. With his free arm, he weakly beckons you closer. 		
CF | 		
CF | There's no sign of the rest of Ace's gang. You suppose they must be 		
CF | under all that rock. 		
CF | 		
CF | Ace, badly wounded, groans softly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to ace" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TALK TO ACE 		
CF | 		
CF | As you kneel beside him, Ace weakly grabs your arm. 		
CF | 		
CF | "Boots…" he croaks. "Yer not a bad fella." You wait, wondering if 		
CF | that's the end of it. Painfully, Ace opens his eyes once more. "You 		
CF | should know… Rosa never loved you." He pauses once more, gathering 		
CF | his 		
CF | strength. "She…" A shudder runs through him. When you touch his hand, 		
CF | he's gone. 		
CF | 		
CF | You rise once more, conflicted. Ace chose the wrong path in life, but 		
CF | no man is all bad. And what did he mean about Rosa? You remove your 		
CF | hat, and reflect silently for a moment. You notice a bulge in Ace's 		
CF | vest pocket. 		
CF | 		
CF | > 		MoyTravis says, "Well I guess they're all dead already."
		DavidW says, "examine Ace's bulge"
		Roger says, "let us memorialize his death in song"
		Knight_Otu exclaims, "Phrasing, game!"
		Jacqueline says (to DavidW), "..."
		Jacqueline says, "Yeah. Phrasing."
		MoyTravis says, "Yes, let us sing."
Jacqueline says (to ClubFloyd), "x ace's bulge" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X ACE'S BULGE 		
CF | 		
CF | I only understood you as far as wanting to examine Ace's gang. 		
CF | 		
CF | > 		Jacqueline says, "Sure, sure, game. Be coy."
		Roger says, "and there they saw a rock. But it wasn't a rock. It was Ace's Body."
Jacqueline says (to ClubFloyd), "search ace's pocket" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > SEARCH ACE'S POCKET 		
CF | 		
CF | I only understood you as far as wanting to search Ace's gang. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "search ace" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > SEARCH ACE 		
CF | 		
CF | Dipping into your hand into Ace's vest pocket, you come up with a gold 		
CF | casket. It's small enough to fit in the palm of your hand. Intrigued, 		
CF | you decide to hold onto it. 		
CF | 		
CF | > 		Roger says, "that's pretty weird"
		Jacqueline says, "Dipping into your hand into..."
		MoyTravis says, "Open it."
		Jacqueline says, "Yeah. Even the best-tested game has some stuff."
Jacqueline says (to ClubFloyd), "open casket" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN CASKET 		
CF | 		
CF | There are two compartments in the gold casket — you'll need to 		
CF | specify 		
CF | which one you want to open. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x casket" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X CASKET 		
CF | 		
CF | This oblong casket fits perfectly in the palm of your hand. Its gold 		
CF | exterior is covered with intricate scrolling, and a few words are 		
CF | engraved on the top. 		
CF | 		
CF | A hinge three-quarters of the way along the top suggests that the 		
CF | casket contains a small and a large compartment. Both are closed. 		
CF | 		
CF | A thumbwheel protrudes slightly from the side on the end of the small 		
CF | compartment, looking like the winding stem of a pocket watch. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open small compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN SMALL COMPARTMENT 		
CF | 		
CF | You flip the small compartment open, revealing a round indentation. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open large compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN LARGE COMPARTMENT 		
CF | 		
CF | You flip the lid on the small compartment closed again. 		
CF | 		
CF | You flip the large compartment open, revealing a jumble of small gray 		
CF | discs. 		
CF | 		
CF | > 		DavidW says, "I opened both compartments and I'm not completely sure what this thing is for."
Jacqueline says (to ClubFloyd), "x discs" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X DISCS 		
CF | 		
CF | The large compartment of the casket contains a jumble of rough gray 		
CF | discs, each about as large as the tip of your little finger. 		
CF | 		
CF | You pick one of the discs from the pile and hold it up for a moment. 		
CF | It gives off a distinct smell of rotten eggs. You drop the disc back 		
CF | into the casket, perplexed. 		
CF | 		
CF | > 		Jacqueline asks, "Rotten eggs... sulpher?"
		MoyTravis says, "Huh. Well. Okay, then."
		Jacqueline asks, "Is this to make fire?"
		Roger says, "I'm not sure if this is what 'blasting caps' actually are, but maybe"
		DavidW says, "I didn't try, but I think you'd transfer a disk from one compartment to another, and yes, I'm guessing it's a complicated lighter."
		Jacqueline says, "Sulphur, even."
		Roger says, "or a complicated hash-snorting box"
		Jacqueline says, "Well, I could play with it now or wait until we need it."
Jacqueline clears the save counter. 		DavidW says, "I don't know why it's so complicated, though, unless there's a 2nd type of disk to use later."
		Knight_Otu says, "I guess it could be a lighter."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take disc" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TAKE DISC 		
CF | 		
CF | You pick a gray disc from the top of the pile. There are plenty left. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open small compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN SMALL COMPARTMENT 		
CF | 		
CF | You flip the lid on the large compartment closed again. 		
CF | 		
CF | You flip the small compartment open, revealing a round indentation. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put disk in indentation" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > PUT DISK IN INDENTATION 		
CF | 		
CF | The gray disc nestles into the circular indentation as if they were 		
CF | made for one another. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "close compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > CLOSE COMPARTMENT 		
CF | 		
CF | (the small compartment) 		
CF | You flip the lid on the small compartment closed again. 		
CF | 		
CF | > 		Jacqueline says, "hrm"
Jacqueline says (to ClubFloyd), "x ace" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X ACE 		
CF | 		
CF | Ace is partially buried in rock scree from the landslide. Only his 		
CF | upper body and one arm are visible. Dust from the sunbaked rocks has 		
CF | turned him into a ghost. 		
CF | 		
CF | > 		DavidW asks, "there's a wheel part too, yes?"
		Jacqueline says, "OH RIGHT"
Jacqueline says (to ClubFloyd), "turn wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TURN WHEEL 		
CF | 		
CF | The thumbwheel wiggles a bit, but doesn't turn. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, a turnwheel."
		Knight_Otu says, "thumbwheel even."
Jacqueline says (to ClubFloyd), "open small compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN SMALL COMPARTMENT 		
CF | 		
CF | You flip the small compartment open, revealing a round indentation. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TURN WHEEL 		
CF | 		
CF | The thumbwheel wiggles a bit, but doesn't turn. 		
CF | 		
CF | > 		DavidW says, "the compartment may need to be open"
Jacqueline says (to ClubFloyd), "take disc" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TAKE DISC 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TURN WHEEL 		
CF | 		
CF | The thumbwheel wiggles a bit, but doesn't turn. 		
CF | 		
CF | > 		DavidW asks, "push the wheel?"
		Roger says, "hard men deserve a hard Pez dispenser"
		Jacqueline says, "hee"
Jacqueline says (to ClubFloyd), "push wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > PUSH WHEEL 		
CF | 		
CF | The thumbwheel is fully inserted into the casket already. 		
CF | 		
CF | > 		DavidW asks, "pull?"
		MoyTravis asks, "Maybe leave this thing for later?"
		Knight_Otu says, "I guess it is pull."
Jacqueline says (to ClubFloyd), "pull wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > PULL WHEEL 		
CF | 		
CF | The thumbwheel slides out of the casket so that about a quarter inch 		
CF | of stem protrudes. The mechanism in the small compartment shifts 		
CF | slightly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put disk in indentation" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > PUT DISK IN INDENTATION 		
CF | 		
CF | The gray disc nestles into the circular indentation as if they were 		
CF | made for one another. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TURN WHEEL 		
CF | 		
CF | You turn the thumbwheel, and the gold casket produces a soft, 		
CF | mechanical clacking. The gray disc jitters around in the small 		
CF | compartment. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "close compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > CLOSE COMPARTMENT 		
CF | 		
CF | (the small compartment) 		
CF | You flip the lid on the small compartment closed again. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn wheel" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > TURN WHEEL 		
CF | 		
CF | You turn the thumbwheel, and the gold casket produces a soft, 		
CF | mechanical clacking. A wisp of smoke escapes from the casket, carrying 		
CF | a strong whiff of sulphur with it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open compartment" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > OPEN COMPARTMENT 		
CF | 		
CF | (the small compartment) 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | Aha! The casket is some kind of new-fangled match! You'll know how to 		
CF | LIGHT THE CASKET next time! 		
CF | 		
CF | > 		Jacqueline says, "There we go."
		MoyTravis says, "Oh thank God we don't need to do that every time."
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "x ace" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X ACE 		
CF | 		
CF | Ace is partially buried in rock scree from the landslide. Only his 		
CF | upper body and one arm are visible. Dust from the sunbaked rocks has 		
CF | turned him into a ghost. 		
CF | 		
CF | > 		Knight_Otu says, "I was worriedabout that, yes."
		Roger says, "oh maybe that's what we were hearing when we heard something when he was lighting all that dynamite"
		DavidW says, "It's like loading the gun in King of Shreds and Patches"
Jacqueline says (to ClubFloyd), "move rocks" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > MOVE ROCKS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "Once you know how, you can use the simpler LOAD GUN."
		Jacqueline says, "oops"
		Roger says, "maybe we can try to bury him, fittingly-like"
		Jacqueline asks, "So. Whaddowewannado now?"
DavidW says (to ClubFloyd), "x fist" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X FIST 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Well, I was gonna dig him out. Admittedly because I wanted his gun, not because I was going to bury him, but... yeah."
DavidW says (to ClubFloyd), "x hand" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > X HAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sing" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Down 		
CF | by the River Liv'd a Maiden. 		
CF | 		
CF | Down by the river there lived a maiden, 		
CF | In a cottage built just seven by nine, 		
CF | And all around this lubly bower, 		
CF | The beauteous sunflower blossoms twine. 		
CF | 		
CF | Oh! my Clema, Oh! my Clema, 		
CF | Oh! my darling Clementine, 		
CF | Now you are gone and lost forever, 		
CF | I'm dreadful sorry Clementine. 		
CF | 		
CF | > 		Knight_Otu says, "Weshould tell a local sheriff and collect a huge bounty, then retire."
		Jacqueline says, "'Down by the River Liv'd a Maiden' is a great funeral song, sure."
		Roger says, "reckon so, Clem"
		DavidW says, "This wasn't the main villian, y'know."
		Jacqueline asks, "Oh, so the game's not over, then, David?"
		Jacqueline smiles.
Jacqueline says (to ClubFloyd), "l" 		
CF ] Behind the Outcropping 		
CF ] Exits: e 		
CF | 		
CF | > L 		
CF | 		
CF | Behind the Outcropping 		
CF | A good portion of the slope has slid down the hill behind the 		
CF | outcropping, creating a scree of loose shale. An occasional pebble 		
CF | pings its way down the slope, but the immediate danger seems to be 		
CF | over. 		
CF | 		
CF | Rock dust hangs in the air, slowly settling, and you pull your bandana 		
CF | across your face to keep it out. 		
CF | 		
CF | Ace's upper body and one arm extend from underneath the pile, white 		
CF | with rock dust. 		
CF | 		
CF | There's no sign of the rest of Ace's gang. You suppose they must be 		
CF | under all that rock. 		
CF | 		
CF | > 		DavidW says, "There is more game, yes."
		Knight_Otu says, "Right-hand man, I think the game called Ace."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Arroyo 		
CF ] Exits: S w 		
CF | 		
CF | > E 		
CF | 		
CF | You carefully pick your way among the fallen rocks back to the arroyo 		
CF | floor. 		
CF | 		
CF | Arroyo 		
CF | At this point, the trail south to the Crossed Keys Ranch passes 		
CF | through a narrow arroyo. Millennia of flash floods have carved it into 		
CF | a steep-sloped channel and turned its floor into a scrabble of rocks 		
CF | on a long journey to the Mississippi River. 		
CF | 		
CF | The irregular boulder you took cover behind is here, somewhat 		
CF | pockmarked from gunfire and explosions. Above you and to your west, 		
CF | you can see the outcropping where your ambushers were hiding. 		
CF | 		
CF | The trail north leads back to El Crucero. 		
CF | 		
CF | > 		Jacqueline says, "Wish we hadn't slapped our horse."
		DavidW says, "but we're going south"
		Jacqueline says, "South not north? Okay."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Overlook 		
CF ] Exits: n S 		
CF | 		
CF | > S 		
CF | 		
CF | It's a long trudge without Thunder, but eventually you reach a long, 		
CF | low ridge overlooking a small cattle ranch to your south. You 		
CF | recognize this place — it's the Crossed Keys Ranch. It's supposed to 		
CF | have been abandoned for years, but you can see a corral filled with 		
CF | milling cattle in the southwest corner of the ranch. These must be the 		
CF | missing cattle! There's no doubt in your mind that you've found the 		
CF | hideout of the Black Blade's gang. 		
CF | 		
CF | You hunker down for a moment and collect your thoughts. The last week 		
CF | has been a whirlwind. 		
CF | 		
CF | First, Rosa came to town. She's a traveling zapateado dancer. Her 		
CF | accompanist, Don Felipe, was with her. He plays a splendid guitar. 		
CF | They've been performing at the local dance hall, and Rosa's been 		
CF | making quite a hit with the local fellas. 		
CF | 		
CF | No one's been more smitten than you, and Rosa seems to feel the same 		
CF | way. In just a short time, you've come to mean a lot to each other. 		
CF | That must be why she was targeted by the Black Blade. 		
CF | 		
CF | The Black Blade! He appeared from nowhere, a slender man dressed all 		
CF | in black leather and carrying a sword. He leads a gang of outlaws 		
CF | who've terrorized El Crucero. Their first strike was to cut the 		
CF | telegraph lines and destroy the main office, leaving the town with no 		
CF | way to contact military government in New Orleans. Since then, he and 		
CF | his men have been everywhere: rustling cattle, sabotaging the 		
CF | railroad, intercepting the silver shipment — no one knows who's 		
CF | behind 		
CF | the mask, or what drives him. 		
CF | 		
CF | In this year of 1867, in the near anarchy of Texas after its 		
CF | disastrous defeat in the War Between the States, El Crucero had no one 		
CF | to turn to. You've done your best to help, but one old cowhand can't 		
CF | be everywhere. 		
CF | 		
CF | And now, the Black Blade has kidnapped Rosa. You don't know what his 		
CF | plan is, but it stops today! 		
CF | 		
CF | Overlook 		
CF | A long shallow slope leads down to the south, where you see the 		
CF | Crossed Keys spread out like a tumble of children's toys. 		
CF | 		
CF | It's a smallish cattle ranch. The main house is in the center, 		
CF | surrounded by outbuildings. Beyond that, there's open range dotted 		
CF | with cattle as far as the eye can see. 		
CF | 		
CF | There's a stable and a weathered barn to the east of the main house. 		
CF | Off to its west, there's a small windmill for pumping up water from 		
CF | the well. On the far side, you can see the bunkhouse and a corral 		
CF | filled with milling cattle. 		
CF | 		
CF | If it weren't for the cows, you'd think the place was deserted. But 		
CF | you know the Black Blade is down there somewhere, and he has Rosa. And 		
CF | you're going to find them! 		
CF | 		
CF | Wait — is that a man perched on the windmill? It's too far to tell. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		Jacqueline asks, "Is someone mapping?"
		DavidW says, "I'll try to."
		DavidW says, "This is more or less where I stopped playing"
		Jacqueline says, "I am not above using look obsessively and wandering around aimlessly without a map, but if you map that is probably better for everyone. I said I was going to be a freeloader, yet here I am driving."
Jacqueline says (to ClubFloyd), "x windmil" 		
CF ] Overlook 		
CF ] Exits: n S 		
CF | 		
CF | > X WINDMIL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x windmill" 		
CF ] Overlook 		
CF ] Exits: n S 		
CF | 		
CF | > X WINDMILL 		
CF | 		
CF | The windmill is off to the west of the ranch. It's probably for 		
CF | pumping water from a deep well. 		
CF | 		
CF | You can just make out a dark shape on the distant windmill. It might 		
CF | be a man. 		
CF | 		
CF | > 		DavidW says, "I'm guessing the stable or barn is where we should head to first."
		Jacqueline says, "My guess it is actually a man on the windmill."
		DavidW says, "yeah"
		Jacqueline asks, "So, south?"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. 		
CF | 		
CF | Irritated neighing comes from inside the stable. 		
CF | 		
CF | > 		Roger says, "Irradiated neighing"
		DavidW says, "I think we'll have to deal with Black whoever's men one at a time until it's just him (and Rosa) left."
DavidW says (to ClubFloyd), "x eyelet" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > X EYELET 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. 		
CF | 		
CF | > 		DavidW says, "That's such an odd detail."
		Jacqueline says, "I have been skimming over the Exits in the header. huh. Thanks, brain."
		DavidW asks, "We will likely need to hang something from that but what and why?"
		Jacqueline says, "says, "Perhaps to hang a man," then spits on the ground."
		MoyTravis says, "Prolly be more obvious later."
		Jacqueline says, "Oops. I tried to do that right. Honest."
Jacqueline says (to ClubFloyd), "x wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | The ancient Conestoga wagon sits about forty feet to your west. In the 		
CF | distance behind it, you can see the ranch's windmill rising high above 		
CF | the prairie. 		
CF | 		
CF | Time has not been kind to the wagon; its canvas cover and left rear 		
CF | wheel are missing entirely. The wagon sits askew, leaning back on the 		
CF | axle. The cart's tongue and yoke, large enough to harness two horses, 		
CF | point up and over your head. At this angle, you can't see into the 		
CF | cart bed. 		
CF | 		
CF | > 		DavidW says, "I think a fall trap is more likely."
Jacqueline says (to ClubFloyd), "x windmill" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > X WINDMILL 		
CF | 		
CF | The windmill is off to the west of the ranch. It's probably for 		
CF | pumping water from a deep well. 		
CF | 		
CF | You can just make out a dark shape on the distant windmill. It might 		
CF | be a man. 		
CF | 		
CF | > 		MoyTravis says, "Can you, like. Walk behind the wagon and look in the cart bed."
		DavidW asks, "Can we enter the cart?"
		MoyTravis says, "Or is this a puzzle."
Jacqueline says (to ClubFloyd), "x barn" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > X BARN 		
CF | 		
CF | There's a barn on the eastern side of the ranch, still dull red from a 		
CF | long-past paint job. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "enter wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > ENTER WAGON 		
CF | 		
CF | The Conestoga wagon is too far away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Outside the Stable 		
CF ] Exits: n NE S SW W 		
CF | 		
CF | > W 		
CF | 		
CF | Across an open expanse to the west, you see a windmill mounted on long 		
CF | spindly legs. The windmill is probably for drawing drinking water from 		
CF | below ground, but you're more interested in the platform at the top. 		
CF | Squinting against the sun, you see a dark blotch there — a man? 		
CF | 		
CF | You eye the path. There's a broken-down wagon about forty feet away, 		
CF | but not a stick of cover between there and the windmill. 		
CF | 		
CF | You take off like a hare from a coyote, aiming to hide behind the 		
CF | wagon, but before you've taken more than a few steps — 		
CF | 		
CF | Zing! A bullet spatters into the ground at your feet, kicking up a 		
CF | plume of dust. You retreat double-quick to the stable. You're going to 		
CF | need a better plan if you want to get over there. 		
CF | 		
CF | > 		MoyTravis asks, "Sniper on the windmill, I guess?"
		Jacqueline says, "oops. Yep."
		Knight_Otu says, "Whoever it is on the windmill, they are armed."
		Jacqueline says, "As people so often seem to be in Westerns."
		Knight_Otu says, "Odd that."
		Jacqueline says, "Or, y'know, just in modern-day Texas."
		MoyTravis says, "You know, it being a no-death game seems...out of place, kind of, with the setting."
		MoyTravis says, "Yeah it ain't like people don't got guns nowadays."
		Jacqueline says, "Nah, I like a game that does a good job of making you feel danger even though it's going to go easy on you."
		Jacqueline says, "It's a pretty good skill, and this game is doing it well. Good job, Mike."
		DavidW says, "maybe enter the stable? I'm not sure which direction that is."
		Knight_Otu says, "NE."
		Knight_Otu says, "I'm pretty sure that's the direction."
		Jacqueline says, "oops. One sec. brb"
		DavidW asks, "Shall I drive for a bit?"
		DavidW says, "oh, I'll wait"
		olethros says, "people playin"
olethros has arrived. 		Jacqueline says, "I'm back."
		DavidW says (to olethros), "It's 'Song of the Mockingbird' today."
		DavidW asks (of Jacqueline), "Would you like me to drive?"
		Jacqueline says, "I'm happy for you to drive now that we're past the part you've played, fwiw."
		olethros asks, "beatles or racist US?"
DavidW says (to ClubFloyd), "ne" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and neighing with 		
CF | agitation. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		Knight_Otu says, "Cowboy Age."
DavidW says (to ClubFloyd), "x horse" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X HORSE 		
CF | 		
CF | She's a Steeldust. Folks call them quarter horses, since no other 		
CF | breed can run a quarter mile as fast. This one is short and muscular, 		
CF | and has a coat of reddish-brown. 		
CF | 		
CF | She seems a bit skittish. 		
CF | 		
CF | As you watch the little horse restlessly shuffling in her stall, your 		
CF | heart melts. You decide to call her Dancer and save her from 		
CF | the gang as well. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rafters" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X RAFTERS 		
CF | 		
CF | You peer into the dimly-lit rafters. There's something up there... it 		
CF | looks like the handle of something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take handle" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TAKE HANDLE 		
CF | 		
CF | The handle is well out of your reach. 		
CF | 		
CF | > 		Knight_Otu says, ""high-ceilinged" sounds awkward to me."
		Roger says, "I think there's something else in the stall"
DavidW says (to ClubFloyd), "x stall" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X STALL 		
CF | 		
CF | You look over the stall gate and see a quarter horse mare, whom you've 		
CF | decided to call Dancer. She seems a bit skittish. 		
CF | 		
CF | Beside her, you see an empty manger and a tub of drinking water. 		
CF | There's straw on the floor. 		
CF | 		
CF | A bullwhip is hanging on the wall behind the horse. You hope it's 		
CF | never been used on this stalwart lady. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take whip" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TAKE WHIP 		
CF | 		
CF | You reach for the whip. Dancer nips at you, and you take a step back. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > PET DANCER 		
CF | 		
CF | You reach to stroke Dancer's mane. She nips at you and you pull back 		
CF | your hands. 		
CF | 		
CF | > 		DavidW says, "If we can get the whip, we can Indiana-Jones that 'handle'."
DavidW says (to ClubFloyd), "x manger" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X MANGER 		
CF | 		
CF | A wooden manger sits in the stall, within an easy arm's reach. It's 		
CF | empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x straw" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X STRAW 		
CF | 		
CF | There's a mound of straw for the horse's bedding, and more scattered 		
CF | to absorb her waste. You're pleased to see that it's been recently 		
CF | changed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X GATE 		
CF | 		
CF | You look over the stall gate and see a quarter horse mare, whom you've 		
CF | decided to call Dancer. She seems a bit skittish. 		
CF | 		
CF | Beside her, you see an empty manger and a tub of drinking water. 		
CF | There's straw on the floor. 		
CF | 		
CF | A bullwhip is hanging on the wall behind the horse. You hope it's 		
CF | never been used on this stalwart lady. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tub" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X TUB 		
CF | 		
CF | A tub of fresh drinking water sits in one corner of the stall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tack" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X TACK 		
CF | 		
CF | Well, let's see... there's everything you'd need for riding: saddle, 		
CF | harness, reins and so forth. You don't need any of this stuff right 		
CF | now, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > CLIMB GATE 		
CF | 		
CF | Say, that's an idea! You start to clamber onto the wooden side of the 		
CF | stall. Dancer nips at you irritatedly, and you fall back to the floor 		
CF | chagrined. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sing" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Down 		
CF | by the River Liv'd a Maiden. 		
CF | 		
CF | Down by the river there lived a maiden, 		
CF | In a cottage built just seven by nine, 		
CF | And all around this lubly bower, 		
CF | The beauteous sunflower blossoms twine. 		
CF | 		
CF | Oh! my Clema, Oh! my Clema, 		
CF | Oh! my darling Clementine, 		
CF | Now you are gone and lost forever, 		
CF | I'm dreadful sorry Clementine. 		
CF | 		
CF | Dancer snorts derisively. 		
CF | 		
CF | > 		Jacqueline asks, "Could Dancer be soothed by music?"
		Jacqueline says, "oh, I guess not."
		MoyTravis says, "Dancer is not impressed."
		Knight_Otu says, "Apparently Dancer's a critic."
		DavidW says, "I think we need an apple or sugar cube."
		Jacqueline says, "I like how we're hiding from bad guys but have no issue just randomly singing or playing a guitar to give away our location."
		olethros asks, "shakebutt?"
		Jacqueline tenderly strums Lulabelle's string and sings, "Here I am bad guys, here I am in the stable. Come shoot me. Bang! Bang!"
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > DANCE 		
CF | 		
CF | You'll stick to singing, thanks. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		DavidW says, "I think we need to explore elsewhere, return to Dancer later."
		Roger says, "if we open the stall, she might just bugger off"
		Knight_Otu says, "They're nice bandits who'll only shoot when we're in their vision cone."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | Ok. 		
CF | 		
CF | > 		DavidW says (to Roger), "yes, and that's an option to try later."
Jacqueline says (to ClubFloyd), "open gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > OPEN GATE 		
CF | 		
CF | Dancer nips at you as you reach for the gate. You decide not to open 		
CF | the gate just yet. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
		Roger says, "new name: Bitey"
		Knight_Otu asks, "Dancer, or Nibbler?"
		DavidW says, "Nabisco"
Jacqueline says (to ClubFloyd), "name dancer nibbler" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > NAME DANCER NIBBLER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		olethros says, "oh it's a horse"
		Jacqueline says, "Sadly, naming is not an implemented verb."
		MoyTravis says, "Unfortunate."
		olethros says, "that's why you said 'apple'"
		Roger says, "already let's move on"
		Jacqueline says, "yeah"
DavidW says (to ClubFloyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne S SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. 		
CF | 		
CF | Irritated neighing comes from inside the stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > S 		
CF | 		
CF | You silently approach the feed barn. It's a two-story affair, with the 		
CF | second-floor hayloft projecting a few feet beyond the main floor. A 		
CF | glint of light attracts your attention, and you spot a long barrel 		
CF | protruding from the hayloft window. 		
CF | 		
CF | You carefully edge closer, until you can see a pale man in profile, 		
CF | training his rifle on the center of the compound. It's Whitey! 		
CF | 		
CF | Whitey's one of the Black Blade's top lieutenants, the one he calls 		
CF | for the really dirty jobs. Only a few days ago, Whitey sabotaged the 		
CF | trestle bridge over Buzzard Gulch. You managed to get the people off 		
CF | — 		
CF | and what a wild ride that was! — but the train and its shipment of 		
CF | vital construction materials now lie at the bottom of the gulch. 		
CF | 		
CF | Whitey smirks, displaying an evil gap-toothed grin. Suddenly, he 		
CF | shifts his gun sideways and snaps off a shot at you. Just in time, you 		
CF | leap forward, and dive into his blind spot beneath the hayloft. That 		
CF | was too close! 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		Roger says, "let's stay here"
		DavidW says, "I think Dancer might like this hay."
DavidW says (to ClubFloyd), "x hay" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > X HAY 		
CF | 		
CF | There's a feed trough full of dry hay here. 		
CF | 		
CF | You hear a board shift in the hayloft. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x overhang" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > X OVERHANG 		
CF | 		
CF | The second floor of the barn is a hayloft. It projects a few feet 		
CF | beyond the main floor to aid in raising and lowering the hay bales. 		
CF | 		
CF | A large west-facing window gives Whitey a commanding view over the 		
CF | center of the ranch, and you occasionally see his rifle barrel probing 		
CF | out of it. 		
CF | 		
CF | > 		MoyTravis asks, "I'm having trouble visualizing what's going on. He's upstairs, and we're...under him?"
		Jacqueline says, "I believe so."
		DavidW says, "yes"
DavidW says (to ClubFloyd), "take hay" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > TAKE HAY 		
CF | 		
CF | As you grab an armful of hay, you feel something hard underneath. You 		
CF | poke around in the hay and unearth a weathered block and tackle. It 		
CF | could be helpful — you add it to your belongings. 		
CF | 		
CF | You hear the rustle of hay from above. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x block" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > X BLOCK 		
CF | 		
CF | The block and tackle is a system of pulleys for lifting heavy objects. 		
CF | This one multiplies your force by a factor of eight. One end of the 		
CF | block and tackle has a sturdy hook for suspending it. 		
CF | 		
CF | You hear footsteps as Whitey changes position. 		
CF | 		
CF | > 		DavidW says, "so, something for the eyelet."
		Jacqueline says, "mmhmm"
		Knight_Otu says, "Sounds like it."
		DavidW says, "But I don't remember anything heavy to lift there."
DavidW says (to ClubFloyd), "i" 		
CF ] Outside the Barn 		
CF ] Exits: n S E W 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some hay 		
CF | a block and tackle 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		DavidW asks, "If we go north, will we be shot at again?"
		DavidW asks, "Should we risk going east into the barn?"
		Knight_Otu says, "The possibility exists, I'd say."
		Knight_Otu says, "We can try it."
		MoyTravis says, "Try it - it won't kill you."
DavidW says (to ClubFloyd), "e" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > E 		
CF | 		
CF | You pause as you enter the dim barn to allow your eyes to adjust. 		
CF | Overhead, you hear the creak of boards and the rasp of Whitey's 		
CF | breath. A moment later, you see a flash of his pasty face as he sneaks 		
CF | a peek through the opening to the hayloft. 		
CF | 		
CF | You tilt your head and address the hayloft. "Whitey! I can hear you 		
CF | breathing up there! You can still walk away from this! Throw down your 		
CF | gun, and we can talk this out!" 		
CF | 		
CF | You hear a snort of suppressed laughter, then Whitey's high voice says 		
CF | "No one's walkin' away this time, Boots. One of us is leavin' in a 		
CF | casket, and that one is you!" 		
CF | 		
CF | With that witticism, Whitey falls silent. You won't be able to get to 		
CF | the main house with him sniping from the hayloft. It seems you'll need 		
CF | to find a way to get him out of there. 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | > 		MoyTravis says, "Oh, we're stuck in here, I guess."
DavidW says (to ClubFloyd), "x trapdoor" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > X TRAPDOOR 		
CF | 		
CF | The upper level of the barn is a hayloft. A small opening provides 		
CF | access from the main floor. Through it, you can see the barn roof high 		
CF | above, but most of the hayloft is invisible to you. A tangle of hay 		
CF | trails through the opening, but it's still a couple of feet out of 		
CF | reach. 		
CF | 		
CF | You'd expect a ladder here, but it's missing — probably Whitey has 		
CF | pulled it up after him. 		
CF | 		
CF | Whitey crouches somewhere above you, guarding the center of the ranch 		
CF | compound. You occasionally hear the soft rasp of his adenoidal 		
CF | breathing. 		
CF | 		
CF | > 		Roger says, "guess we'll just burn the whole thing down"
		DavidW says, "hm. If we had something to stand on, we could light that tangle."
		Roger says, "like a horse"
		Knight_Otu says, "Maybe that's the way. I have some doubts though."
		DavidW says, "or a barrel"
		DavidW says, "anyway, we can't do it yet"
DavidW says (to ClubFloyd), "w" 		
CF ] Outside the Barn 		
CF ] Exits: n S e W 		
CF | 		
CF | > W 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear the rustle of hay from above. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. 		
CF | 		
CF | Irritated neighing comes from inside the stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and neighing with 		
CF | agitation. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | There's a metal handle sticking a few inches off the dark rafters 		
CF | overhead. Now that you've seen it, you don't know how you could have 		
CF | missed it before. 		
CF | 		
CF | Dancer follows your every move with her eyes. She seems interested in 		
CF | something you're carrying. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put hay in manger" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > PUT HAY IN MANGER 		
CF | 		
CF | Cautiously, you lean over the stall gate and dump your armload of hay 		
CF | into the manger. Seeing which side of the bread is buttered, the mare 		
CF | allows it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > PET DANCER 		
CF | 		
CF | You reach around both sides of Dancer's neck and scratch her ears. She 		
CF | lays her head across your shoulder and shudders softly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > CLIMB GATE 		
CF | 		
CF | Say, that's an idea! You clamber onto the wooden side of the stall, 		
CF | balance precariously, and reach for the rafters. Even with the added 		
CF | height, your fingers fall hopelessly short. You jump back to the 		
CF | floor, and Dancer looks at you bemusedly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > OPEN GATE 		
CF | 		
CF | You swing the stall gate wide. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter stall" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > ENTER STALL 		
CF | 		
CF | You enter the stall, giving Dancer a brisk rub with your hands as you 		
CF | step to her side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take whip" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TAKE WHIP 		
CF | 		
CF | You give Dancer a brisk rub with your hands as you step past her and 		
CF | lift the whip from the wall. She gives you a grateful nuzzle, then 		
CF | noses with greater interest around your clothes. 		
CF | 		
CF | Smiling, you remember. You dip into a previously-forgotten stash and 		
CF | bring out a few irregular lumps of sugar. You were holding these for 		
CF | Thunder, who has quite a sweet tooth. You hold a piece of sugar out 		
CF | and Dancer happily mumbles it from your hand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > OUT 		
CF | 		
CF | You step back out of the stall, giving Dancer a farewell pat. 		
CF | 		
CF | > 		Roger says, "oh yeah, secret sugar"
DavidW says (to ClubFloyd), "close gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > CLOSE GATE 		
CF | 		
CF | You swing the stall gate closed again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "whip handle" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > WHIP HANDLE 		
CF | 		
CF | You swing the whip back and snap it forward, sending the whip in the 		
CF | direction of the handle with a loud crack. The whip wraps 		
CF | neatly around the handle. With a jerk, you flip the object off the 		
CF | rafters to the floor. 		
CF | 		
CF | You can now see that it's a branding iron for the Crossed Keys Ranch. 		
CF | Well, it could be useful. You pick up the iron. 		
CF | 		
CF | Dancer gives a start at the crack of the whip, then gives you 		
CF | a disapproving look. 		
CF | 		
CF | > 		Roger says, "you dont"
		Roger says, "oh there we go"
DavidW says (to ClubFloyd), "x iron" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X IRON 		
CF | 		
CF | It's the branding iron for the Crossed Keys Ranch. Appropriately, the 		
CF | working end of the iron is two keys that intersect in an X. It's a bit 		
CF | over two feet long, and made of cast iron. 		
CF | 		
CF | > 		Roger says, "crack that whip! Give Whitey the slip."
DavidW says (to ClubFloyd), "x keys" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X KEYS 		
CF | 		
CF | It's the branding iron for the Crossed Keys Ranch. Appropriately, the 		
CF | working end of the iron is two keys that intersect in an X. It's a bit 		
CF | over two feet long, and made of cast iron. 		
CF | 		
CF | > 		Roger says, "examine dancer's brand"
		MoyTravis asks, "Two feet long, what kinda novelty gag key is this?"
		DavidW says, "It'd be weird if these keys actually work AS keys."
DavidW says (to ClubFloyd), "x dancer's brand" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X DANCER'S BRAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X DANCER 		
CF | 		
CF | Dancer is a Steeldust. Folks call them quarter horses, since no other 		
CF | breed can run a quarter mile as fast. This one is short and muscular, 		
CF | and has a coat of reddish-brown. 		
CF | 		
CF | She's looking at you with affection and hope. 		
CF | 		
CF | > 		Roger says, "booo but okay"
DavidW says (to ClubFloyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		Knight_Otu says, "I guess Dancer's unbranded."
DavidW says (to ClubFloyd), "put block on eyelet" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUT BLOCK ON EYELET 		
CF | 		
CF | You insert the hook of the block and tackle into the eyelet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > L 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the corral kicks up dust at your feet. 		
CF | You dart a glance that way and see a figure holding a long gun. You 		
CF | retreat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n S e W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x whitey" 		
CF ] Outside the Barn 		
CF ] Exits: n S e W 		
CF | 		
CF | > X WHITEY 		
CF | 		
CF | Whitey is crouching in the hayloft, but he's out of your sight at the 		
CF | moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Outside the Barn 		
CF ] Exits: n S e W 		
CF | 		
CF | > W 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the windmill nearly puts a hole in you. 		
CF | Whirling around, you see the distant figure of a man poised on the 		
CF | windmill platform with a rifle to his shoulder. You dive back to 		
CF | cover. 		
CF | 		
CF | > 		Jacqueline says, "Just catching back up - Travis, the brand is two feet long, not the keys."
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | A squat barrel sits against the bunkhouse. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		Jacqueline asks, "So, was the idea of setting the barn on fire a jest, or ... ?"
		Knight_Otu says, "I think it's looking more likely now."
		Lionheart asks, "So Club Floyd doesn't use the Floyditorium anymore?"
		Jacqueline says (to Lionheart), "You mean the Toyshop? No, not in months."
		Jacqueline asks, "Would you like to join us?"
DavidW says (to ClubFloyd), "x trough" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X TROUGH 		
CF | 		
CF | There's a water trough here. No horse would drink out of this trough, 		
CF | though — it's neglected and clogged with algae. 		
CF | 		
CF | > 		Lionheart says, "Yeah"
DavidW says (to ClubFloyd), "search it" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | So, it's come to this! You roll up your sleeve and queasily reach your 		
CF | arm into the filthy water trough. You probe the glop at its bottom, 		
CF | exploring every nuance of its foulness. 		
CF | 		
CF | Your fingers encounter a hard object. Excitedly, you pull it into the 		
CF | light. It's some kind of tool, but one you've never seen before. 		
CF | 		
CF | It's about 10" long, and made of cast iron. It's like a big pair of 		
CF | pliers with a wire cutter built into it. And instead of the pincer 		
CF | parts tapering to a point, they flare out into a hammerhead on one 		
CF | side, and a spike on the other. 		
CF | 		
CF | Remembering the corral, you decide it might be for building fences. 		
CF | Anyway, it might be useful... you should hang onto it. 		
CF | 		
CF | > 		MoyTravis says, "Oh I am read good."
		Jacqueline says, "One sec, I'll bring you a pass."
Jacqueline says (to ClubFloyd), "get clubfloyd pass 09" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > GET CLUBFLOYD PASS 09 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "oops"
Jacqueline gets ClubFloyd Pass 09. 		
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
DavidW says (to ClubFloyd), "x barrel" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X BARREL 		
CF | 		
CF | A small wooden barrel sits outside the bunkhouse. It's about a 		
CF | foot-and-a-half high and a foot in diameter. The exterior is scarred 		
CF | from hard use, but it's still intact. Inked onto its side are the 		
CF | words "PURE LARD." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | Although the bunkhouse is decrepit, its door is anything but! It looks 		
CF | brand new and is made of solid oak. 		
CF | 		
CF | Above the knob, you see a plate decorated with a diamond pattern, and 		
CF | with three keyholes in a vertical line. Each hole has a rim of a 		
CF | different colored metal around it; from top to bottom, they are 		
CF | bronze, silver and gold. 		
CF | 		
CF | One corner of the plate is etched with a single word: "YALE." 		
CF | 		
CF | > 		
Jacqueline has arrived. 		
Lionheart has arrived. 		MoyTravis asks, "Yale?"
Lionheart asks, "Oh. Is there a log in here like in Toyshop?" 		MoyTravis says, "Hello, Lionheart."
		DavidW says, "Yale is a type of key."
		Jacqueline says (to Lionheart), "Yep! Please chat on channel."
		MoyTravis says, "Reaaaaaly."
Roger says, "Yes you can @recap #clubhouse" 		MoyTravis says, "So't is."
		Lionheart says, "No such channel: 'clubhouse'"
		Jacqueline says, "It's private, I'm not sure why."
		Jacqueline says, "One sec."
		Jacqueline says, "I have no idea why it's private."
		DavidW says, "My plan is to push/roll this barrel into the barn, stand on it, light that tangle of hay, and burn Whitey out."
		MoyTravis says, "Mrmyep. Fire is the solution."
		Roger says, "sounds like a good plan"
		Knight_Otu asks, "Are we sure we're the good guy?"
		Roger says, "I might guess just throwing the lit match, but sure"
		Jacqueline says (to KO), "haha. No, I'm no longer sure."
DavidW says (to ClubFloyd), "push barrel north" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > PUSH BARREL NORTH 		
CF | 		
CF | The squat barrel cannot be pushed from place to place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tip barrel" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > TIP BARREL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open barrel" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > OPEN BARREL 		
CF | 		
CF | You use the spiked end of the fencing tool to whack open the head of 		
CF | the barrel. The barrel's a bit too decrepit, though — once you've 		
CF | knocked off the head, the whole barrel collapses, leaving behind a 		
CF | greasy mess of barrel staves, hoops and lard. 		
CF | 		
CF | > 		Roger says, "It'd be a cool mechanic if your hat got progressively more gray with the more evil stuff you did"
		Roger says, "hunh"
DavidW says (to ClubFloyd), "x staves" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X STAVES 		
CF | 		
CF | The wooden staves are the remnants of the barrel of lard you broke. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hoops" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X HOOPS 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hoop" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X HOOP 		
CF | 		
CF | Which do you mean, a small hoop or the large hoop? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x large hoop" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X LARGE HOOP 		
CF | 		
CF | The middle hoop from the barrel is a bit larger than the ones from the 		
CF | ends — about a foot in diameter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x small hoop" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X SMALL HOOP 		
CF | 		
CF | This is one of the hoops from the ends of the barrel. It's about ten 		
CF | inches in diameter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lard" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S W 		
CF | 		
CF | > X LARD 		
CF | 		
CF | There's about fifty pounds of semi-solid pig lard in a mound here, 		
CF | amidst the remains of the barrel you broke. 		
CF | 		
CF | > 		DavidW says, "My plan to use the barrel has fallen apart."
		Jacqueline says (to Roger), "That would be a fun dynamic."
		Jacqueline says (to DW), "heh. I see what you did there."
		DavidW says, "I assume we try to go west next."
		Roger says, "Sure"
		Knight_Otu says, "I guess we do."
DavidW says (to ClubFloyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N S SE SW e 		
CF | 		
CF | > W 		
CF | 		
CF | As you enter this area, the first thing you notice is the smell. 		
CF | Immediately to your south is a large corral, packed with a shifting, 		
CF | lowing mass of Texas Longhorns. 		
CF | 		
CF | A moment later, you hear a shot whistle past your ear. Jerking your 		
CF | head toward the noise, you see a gaunt, weasel-faced man directly 		
CF | across the corral pointing a long gun at you over the mass of cattle. 		
CF | A second shot sends you diving to the ground. 		
CF | 		
CF | You recognize the man as Podge, one of the Black Blade's toadies. In 		
CF | all your prior encounters, you've never once seen him in a straight-up 		
CF | fight — he prefers a knife in the back or a shot from concealment. 		
CF | The 		
CF | hollow of your back prickles as you imagine him aiming at you from 		
CF | behind. 		
CF | 		
CF | You raise up into a crouch, careful to keep your head lower than the 		
CF | cattle herd, and survey the area. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, uneasily shifting in its tight confines. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. The ashes of a previous fire litter the bottom of the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and against the wooden gate. It holds, though, 		
CF | and after a minute their panic subsides. 		
CF | 		
CF | > 		MoyTravis says, "Wow there's a buncha these yahoos hanging around here."
		MoyTravis says, "Just sitting around, waiting for their chance to snipe at you."
		Knight_Otu says, "Good thing they're not hunting us with teamwork."
		Roger says, "lard and ash hey we can make some soap"
		Roger says, "just camping out all the good sniping spots... they really are the bad guys"
		DavidW says, "I have no idea why we'd want to make soap."
		Roger says, "maybe we can get that gate open"
DavidW says (to ClubFloyd), "x padlock" 		
CF ] North of the Corral 		
CF ] Exits: N S SE SW e 		
CF | 		
CF | > X PADLOCK 		
CF | 		
CF | This massive padlock has a brass case and a steel shackle. A keyhole 		
CF | is centered in one side of the lock, but no key is evident. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock padlock with iron" 		
CF ] North of the Corral 		
CF ] Exits: N S SE SW e 		
CF | 		
CF | > UNLOCK PADLOCK WITH IRON 		
CF | 		
CF | (the branding iron) 		
CF | The crossed keys on the end of the branding iron are more 		
CF | representational than functional. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and against the wooden gate. It holds, though, 		
CF | and after a minute their panic subsides. 		
CF | 		
CF | > 		DavidW says, "I think SW or SE next."
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "sw" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > SW 		
CF | 		
CF | You catch sight of Podge moving in the opposite direction around the 		
CF | corral, running and staying low. 		
CF | 		
CF | South of the Corral 		
CF | You pause on the south side of the corral. To your north, a wire fence 		
CF | encloses the large corral, where a herd of Longhorns mills restlessly. 		
CF | The fence pricks your interest — something about it strikes you as 		
CF | odd. 		
CF | 		
CF | There's a weathered hitching post just south of the corral. A coil of 		
CF | rope has been hung from it. 		
CF | 		
CF | You could follow the fence around the corral to the northeast or 		
CF | northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fence" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X FENCE 		
CF | 		
CF | It's a large corral encircled by a wire fence. 		
CF | 		
CF | The fence encircles a large herd of Texas Longhorns. The cattle mill 		
CF | about uneasily in the unfamiliar environment. Somewhere beyond that 		
CF | herd, you know, Podge is lying in wait for you. 		
CF | 		
CF | Looking closer at the wire, you notice something strange about it. Two 		
CF | metal wires are twisted together with a peculiar knot every few 		
CF | inches. At each of these knots, another piece of wire is twisted 		
CF | through, leaving two sharp spikes protruding. 		
CF | 		
CF | You've heard of this. They call it "barbed wire." The spikes keep the 		
CF | cattle from leaning on the fence and bustin' through. You shake your 		
CF | head sadly. This land was meant to be open for all. The Devil's Rope 		
CF | means the end of the open range. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rope" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X ROPE 		
CF | 		
CF | (the coil of rope) 		
CF | The coil of rope is about fifty feet long, sturdy, and a little stiff. 		
CF | It's made of braided rawhide. You run a length of the rope through 		
CF | your hand, then experimentally flex it. Yes, this would be ideal for 		
CF | trick roping. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rope" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > TAKE ROPE 		
CF | 		
CF | (the coil of rope) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x post" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X POST 		
CF | 		
CF | There's a weathered hitching post just south of the corral. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gate" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X GATE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		MoyTravis asks, "...was barbed wire really that novel at whatever time period this is?"
		MoyTravis asks, "Also don't we have the weird tool to snip it with?"
DavidW says (to ClubFloyd), "i" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a coil of rope 		
CF | a fencing tool 		
CF | a branding iron 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tool" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X TOOL 		
CF | 		
CF | You think this thing is a tool for building fences. It's about 10" 		
CF | long, and made of cast iron. It's like a big pair of pliers with a 		
CF | wire cutter built into it. And instead of the pincer parts tapering to 		
CF | a point, they flare out into a hammerhead on one side, and a spike on 		
CF | the other. It looks pretty useful for cutting and hammering things. 		
CF | 		
CF | > 		MoyTravis asks, ""a fencing tool" surely this had a period name?"
		DavidW says, "I guess we could cut the fencing with this tool."
		Knight_Otu says (to Moy), "If it has, we don't know it."
DavidW says (to ClubFloyd), "cut fence" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > CUT FENCE 		
CF | 		
CF | You capture the barbed wire between the blades of the tool, and 		
CF | squeeze. The wire sproings to either side, forming coils on 		
CF | the ground. 		
CF | 		
CF | You contemplate the broken fence for a moment, pleased with your work. 		
CF | Then you look at the massive herd of Longhorns, now separated from you 		
CF | by nothing but air. Then you think about the potshots that Podge has 		
CF | been taking at you. Then you skedaddle as fast as your legs can carry 		
CF | you. 		
CF | 		
CF | You catch sight of Podge moving in the opposite direction around the 		
CF | corral, running and staying low. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. The ashes of a previous fire litter the bottom of the brazier. 		
CF | 		
CF | > 		DavidW says, "I'm unsure if cutting the fence was the right thing to do or not."
		Knight_Otu says, "I guess if we can spook the cattle somehow..."
DavidW says (to ClubFloyd), "cut fence" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > CUT FENCE 		
CF | 		
CF | You're crouched next to the wooden gate. You can find a better place 		
CF | to cut through the fence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SW 		
CF | 		
CF | It's really not safe to go to other side of the corral, now that 		
CF | you've cut the fence. The sound of a shot on this side could cause a 		
CF | stampede! 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		MoyTravis asks, "Well, if the game won't let itself become unwinnable...there's no wrong thing, right?"
DavidW says (to ClubFloyd), "oh, we need to make a gunshot noise here." 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > OH, WE NEED TO MAKE A GUNSHOT NOISE HERE. 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, oversights can happen."
		Knight_Otu says (to David), "Yeah."
DavidW says (to ClubFloyd), "crack whip" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > CRACK WHIP 		
CF | 		
CF | You're a man of action when it counts. That's not now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "whip gate" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > WHIP GATE 		
CF | 		
CF | You swing the whip back and snap it forward, sending the whip in the 		
CF | direction of the wooden gate with a loud crack. 		
CF | 		
CF | Some of the nearby cows stir restively, but most of the herd remain 		
CF | calm. They may be used to the sound of the whip. I'd be careful with 		
CF | louder noises, though. 		
CF | 		
CF | Podge's head pops into view briefly at the crack. He sees you 		
CF | holding the whip and withdraws it again. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Knight_Otu asks, "Yell? Sing?"
DavidW says (to ClubFloyd), "sing" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Down 		
CF | by the River Liv'd a Maiden. 		
CF | 		
CF | Down by the river there lived a maiden, 		
CF | In a cottage built just seven by nine, 		
CF | And all around this lubly bower, 		
CF | The beauteous sunflower blossoms twine. 		
CF | 		
CF | Oh! my Clema, Oh! my Clema, 		
CF | Oh! my darling Clementine, 		
CF | Now you are gone and lost forever, 		
CF | I'm dreadful sorry Clementine. 		
CF | 		
CF | From the other side of the corral, Podge joins you in a pleasant 		
CF | baritone. 		
CF | 		
CF | > 		Knight_Otu says, "Hah."
		MoyTravis says, "Nice."
		DavidW says, "I'm not sure what to try next except that soap-making idea."
		DavidW asks, "Or can we push something else into the barn to stand on?"
		Roger says, "that block-and-tackle is crying out for the rope, is my hunch"
		DavidW says, "oh, maybe."
DavidW says (to ClubFloyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | You're careful to keep your head down until you're well away from the 		
CF | corral. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun; the wooden barrel itself, 		
CF | smashed into a pile of staves; the large hoop from the center of the 		
CF | barrel and the two small hoops from the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tie rope to block" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TIE ROPE TO BLOCK 		
CF | 		
CF | Quickly, you thread the end of the rope through the pulleys, leaving 		
CF | some slack between the two ends. 		
CF | 		
CF | > 		Roger says, "not sure what now"
		DavidW says, "me neither"
		Roger says, "maybe tie one end to the branding iron or something, and the other to Dancer"
		DavidW says, "Or tie an end to a hoop and put the hoop over something."
		Jacqueline says, "Yeah, I was wondering if we could use the hoops for something, but I doubt they can hold much weight."
		DavidW asks, "I guess we should see if Dancer is part of any of this by trying to move her out of her stall?"
		Jacqueline says, "Sure."
DavidW says (to ClubFloyd), "ne" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open stall" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > OPEN STALL 		
CF | 		
CF | You swing the stall gate wide. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TAKE DANCER 		
CF | 		
CF | She's not a particularly large horse, but you still won't be carrying 		
CF | her around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ride dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > RIDE DANCER 		
CF | 		
CF | Dancer looks like she'd be happy to go riding, but you don't have 		
CF | anywhere to go just now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lead dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > LEAD DANCER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > PULL DANCER 		
CF | 		
CF | Dancer prefers to move under her own power, thank you very much. 		
CF | 		
CF | > 		Roger says, "give that big booty a slap"
DavidW says (to ClubFloyd), "dancer, follow me" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > DANCER, FOLLOW ME 		
CF | 		
CF | You whisper some soft words to Dancer. She gazes back, her eyes 		
CF | melting with affection. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet, and a rope has been threaded through the 		
CF | pulleys. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		Knight_Otu says, "I guess she's our ticket out of the ranch."
DavidW says (to ClubFloyd), "ne" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close gate" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > CLOSE GATE 		
CF | 		
CF | You swing the stall gate closed again. 		
CF | 		
CF | > 		DavidW says, "She doesn't want to move."
DavidW says (to ClubFloyd), "x wagon" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet, and a rope has been threaded through the 		
CF | pulleys. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | The ancient Conestoga wagon sits about forty feet to your west. In the 		
CF | distance behind it, you can see the ranch's windmill rising high above 		
CF | the prairie. 		
CF | 		
CF | Time has not been kind to the wagon; its canvas cover and left rear 		
CF | wheel are missing entirely. The wagon sits askew, leaning back on the 		
CF | axle. The cart's tongue and yoke, large enough to harness two horses, 		
CF | point up and over your head. At this angle, you can't see into the 		
CF | cart bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push trough east" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > PUSH TROUGH EAST 		
CF | 		
CF | The trough is heavier than it looks — it's not going anywhere. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on trough" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > STAND ON TROUGH 		
CF | 		
CF | I only understood you as far as wanting to stand. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on it" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > GET ON IT 		
CF | 		
CF | It's not large enough to hold you. Besides, it's full of hay. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb overhand" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > CLIMB OVERHAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger asks, "are the capitalized exits the one we haven't managed?"
DavidW says (to ClubFloyd), "climb overhang" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > CLIMB OVERHANG 		
CF | 		
CF | That's well out of your reach. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		Knight_Otu says, "I think so."
DavidW says (to ClubFloyd), "whip rifle" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > WHIP RIFLE 		
CF | 		
CF | You stand just out of sight near the hayloft window and wait for 		
CF | Whitey to sight his rifle over the ranch again. As his rifle barrel 		
CF | pokes out of the window, you snap the whip toward it! The tip of the 		
CF | whip barely wraps the barrel. Whitey spits out a profanity, and you 		
CF | engage in a brief tug-of-war for the rifle. Ultimately, though, the 		
CF | whip slips free and Whitey withdraws into the hayloft with his rifle, 		
CF | still swearing under his breath. 		
CF | 		
CF | It seems like you're just not going to be able to get Whitey's rifle 		
CF | like this! 		
CF | 		
CF | > 		Roger says, "good thinkin though"
		Knight_Otu says, "Yeah."
		olethros asks, "and doesn't whitey otherwise react to this?"
		Knight_Otu says, "I guess he doesn't really."
		DavidW says, "Whitey is in a place of safety, I guess. He doesn't want to move."
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun; the wooden barrel itself, 		
CF | smashed into a pile of staves; the large hoop from the center of the 		
CF | barrel and the two small hoops from the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take lard" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > TAKE LARD 		
CF | 		
CF | Confident that you'll find a use for some lard, you pull your bandana 		
CF | from your neck and use it to scoop a generous lump of lard from the 		
CF | large mass on the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | As you enter the area around the corral, you drop into a crouch to 		
CF | stay below the level of the herd. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. The ashes of a previous fire litter the bottom of the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put lard in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT LARD IN BRAZIER 		
CF | 		
CF | There's not much point in putting that in the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ashes" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X ASHES 		
CF | 		
CF | Curious, you pull a mouldering strip out of the ashes in the brazier. 		
CF | It's a partially-burned fifty cent Greyback — a bill from the war. 		
CF | You 		
CF | can just make out the bust of Jefferson Davis in the center before the 		
CF | bill crumples to dust in your hands. 		
CF | 		
CF | You poke a bit deeper — there must have been thousands of bills here, 		
CF | in all denominations. Even before the end of the war, this currency 		
CF | was worth next to nothing. Now, its value is actually nothing. It's no 		
CF | wonder someone used it for kindling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search ashes" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SEARCH ASHES 		
CF | 		
CF | You run your hands through the partially-burned Confederate dollars. 		
CF | You see fragments of faces: Stonewall Jackson, George Washington, John 		
CF | Calhoun. They fall to pieces at your touch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | You're careful to keep your head down until you're well away from the 		
CF | corral. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun; the wooden barrel itself, 		
CF | smashed into a pile of staves; the large hoop from the center of the 		
CF | barrel and the two small hoops from the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take large hoop" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > TAKE LARGE HOOP 		
CF | 		
CF | You pick up the large hoop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take stave" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > TAKE STAVE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear large hoop" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > WEAR LARGE HOOP 		
CF | 		
CF | You can't wear that! 		
CF | 		
CF | > 		Roger asks, "maybe hit the brazier like a gong?"
DavidW says (to ClubFloyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | As you enter the area around the corral, you drop into a crouch to 		
CF | stay below the level of the herd. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. The ashes of the Confederacy litter the bottom of the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > HIT BRAZIER 		
CF | 		
CF | You're a man of action when it counts. That's not now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit hoop" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > HIT HOOP 		
CF | 		
CF | You're a man of action when it counts. That's not now. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit brazier with hoop" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > HIT BRAZIER WITH HOOP 		
CF | 		
CF | The large hoop doesn't make a very good weapon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put hoop in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT HOOP IN BRAZIER 		
CF | 		
CF | There's not much point in putting that in the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put iron in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT IRON IN BRAZIER 		
CF | 		
CF | (the branding iron in the brazier) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Roger says, "the game is just a bit too wide for my modern tastes at this point, I think"
		DavidW asks, "So we're to brand something?"
		Knight_Otu says, "Sounds like it."
DavidW says (to ClubFloyd), "n" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > N 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the windmill nearly puts a hole in you. 		
CF | Whirling around, you see the distant figure of a man poised on the 		
CF | windmill platform with a rifle to his shoulder. You dive back to 		
CF | cover. 		
CF | 		
CF | > 		Roger says, "maybe. We could try lighting up the brazier in any case, I reckon"
		Jacqueline says, "True"
		Roger says, "I just like burning things okay"
		MoyTravis says, "For what dark purpose? (Arson!?)"
		Jacqueline says, "Branding"
DavidW says (to ClubFloyd), "light brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT BRAZIER 		
CF | 		
CF | You need a source of fire to light the brazier. 		
CF | 		
CF | > 		Jacqueline says, "But I don't know what we'd want to brand."
DavidW says (to ClubFloyd), "light casket" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT CASKET 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT BRAZIER 		
CF | 		
CF | The brazier is not, itself, flammable. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light ashes" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT ASHES 		
CF | 		
CF | The ashes are already mostly burned. You can't get them to catch. 		
CF | 		
CF | > 		DavidW asks, "Hay?"
		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | You're careful to keep your head down until you're well away from the 		
CF | corral. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun and the two small hoops from 		
CF | the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take hay" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > TAKE HAY 		
CF | 		
CF | You gather up an armful of hay from the feed trough. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun and the two small hoops from 		
CF | the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | As you enter the area around the corral, you drop into a crouch to 		
CF | stay below the level of the herd. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. The ashes of the Confederacy litter the bottom of the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put hay in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT HAY IN BRAZIER 		
CF | 		
CF | You put the hay into the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light casket" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT CASKET 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light hay" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT HAY 		
CF | 		
CF | The dry hay flares up instantly, and is just as quickly consumed. 		
CF | 		
CF | > 		Jacqueline says, "oh"
olethros says, "I'll go and read some Bloch and zz" 		
olethros was told that in order to be published he had to cut his hair and sing in Swedish. 		DavidW says, "Hay is not the answer here."
		Jacqueline says, "Hay is for horses."
		Knight_Otu says, "That was gone in a flash."
DavidW says (to ClubFloyd), "x podge" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X PODGE 		
CF | 		
CF | You saw Podge slip away around the side of the corral a moment ago. 		
CF | He's probably waiting for you to pop your head up so he can shoot it 		
CF | off. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to podge" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TALK TO PODGE 		
CF | 		
CF | "Podge! I know you're there! Come on out and settle this like a man!" 		
CF | Only silence answers you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a branding iron 		
CF | some barrel staves 		
CF | a large hoop 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		Knight_Otu asks, "The staves?"
		DavidW says, "The staves might burn."
Jacqueline says (to ClubFloyd), "put lard in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT LARD IN BRAZIER 		
CF | 		
CF | There's not much point in putting that in the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		DavidW says, "I tried lard earlier."
		Jacqueline says, "Yeah, I recall that now."
DavidW says (to ClubFloyd), "put stave in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT STAVE IN BRAZIER 		
CF | 		
CF | You put the barrel staves into the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light staves" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT STAVES 		
CF | 		
CF | You need a source of fire to light the barrel staves. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light casket" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT CASKET 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light staves" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT STAVES 		
CF | 		
CF | You try to ignite the barrel staves, but you can't get them to catch 		
CF | without kindling. 		
CF | 		
CF | > 		Jacqueline says, "I'll bet Lulabelle would burn if the game let us burn her, which it most likely will not."
		Knight_Otu says, "Okay, staves and hay, I guess."
DavidW says (to ClubFloyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | You're careful to keep your head down until you're well away from the 		
CF | corral. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun and the two small hoops from 		
CF | the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear a board shift in the hayloft. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take hay" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > TAKE HAY 		
CF | 		
CF | You gather up an armful of hay from the feed trough. 		
CF | 		
CF | You hear Whitey grumbling under his breath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun and the two small hoops from 		
CF | the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see a corral filled with cattle. You can return to the barn to 		
CF | the north. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | As you enter the area around the corral, you drop into a crouch to 		
CF | stay below the level of the herd. 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. Inside, you see some bits of wood. They'd make a nice hot fire, 		
CF | but you'd need some kindling and a match! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put hay in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT HAY IN BRAZIER 		
CF | 		
CF | You put the hay into the brazier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light hay" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT HAY 		
CF | 		
CF | You need a source of fire to light the hay. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light casket" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT CASKET 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light hay" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT HAY 		
CF | 		
CF | The dry hay flares up instantly. The wood catches, and forms a 		
CF | slow-burning wood fire. As the flames spread, the remains of the 		
CF | Confederate dollars wilt and blacken into nothingness. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put iron in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT IRON IN BRAZIER 		
CF | 		
CF | (the branding iron in the brazier) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Jacqueline says, "Man, if we hadn't examined Ace's bulge we'd be pretty upset and frustrated right now."
		DavidW says, "Thank you, Ace's bulge."
DavidW says (to ClubFloyd), "x iron" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X IRON 		
CF | 		
CF | (the branding iron) 		
CF | It's the branding iron for the Crossed Keys Ranch. Appropriately, the 		
CF | working end of the iron is two keys that intersect in an X. It's a bit 		
CF | over two feet long, and made of cast iron. It's currently heating in 		
CF | the fire. 		
CF | 		
CF | > 		DavidW says, "I have no idea what we're going to do with a hot branding iron, y'know."
		Jacqueline says, "Whaddowedo with it..."
		Jacqueline says, "Yeah"
		Jacqueline asks, "Do we want to start a stampede?"
		Knight_Otu asks, "Brand one of the cattle, causing it to panic, they stampede over podge?"
		DavidW says, "I think so, yes. Then search podge and get a key."
		Jacqueline says, "Sounds good. Let's do a gray hat thing."
		DavidW asks, "Can we touch a cattle from here?"
DavidW says (to ClubFloyd), "touch cattle" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TOUCH CATTLE 		
CF | 		
CF | You reach through the fence and run your hand through the short, rough 		
CF | hair of the closest steer. The steer moos with pleasure. 		
CF | 		
CF | In the brazier, the branding iron begins to glow with a red heat. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we can."
		Jacqueline says, "I do not like this."
		DavidW says, "I am open to other ideas."
		Jacqueline says, "But I think it may be what we're supposed to do."
		Jacqueline says, "Branding is just horrible, that's all."
		DavidW says, "I'm gonna grab snacks from my room."
		Knight_Otu says, "The past is a different country, and it has the best border security."
		Roger says, "I've actually have branded cattle"
DavidW says (to ClubFloyd), "z" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | In the brazier, the glow of the branding iron rises from crimson to a 		
CF | searing white. 		
CF | 		
CF | > 		DavidW says, "The iron is ready, I think."
		Roger says, "reckon so"
DavidW says (to ClubFloyd), "brand cattle" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > BRAND CATTLE 		
CF | 		
CF | You can't brand anything now. You don't even have a branding iron! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "brand cattle" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > BRAND CATTLE 		
CF | 		
CF | That's impractical. And unnecessary. And cruel. 		
CF | 		
CF | > 		Knight_Otu says, "Thank you game."
DavidW says (to ClubFloyd), "brand padlock" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > BRAND PADLOCK 		
CF | 		
CF | You scowl at the padlock in frustration. You're not opening this gate 		
CF | without the key! 		
CF | 		
CF | > 		Roger says, "the most-famous cowboy to refuse branding his cattle was a guy named Maverick"
DavidW says (to ClubFloyd), "put iron in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT IRON IN BRAZIER 		
CF | 		
CF | (the branding iron in the brazier) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | > 		Knight_Otu asks, "But then what do we brand?"
		Roger says, "maybe we can melt the lard really fast"
		Jacqueline says, "Also, I was curious, so I looked up the history of barbed wire and it was in fact invented right at the end of the Civil War and I would think some people would have found the end of the open range a little sad. (Though free ranging is now again a thing.)"
		Jacqueline says, "The first patent for it was 1867."
		Jacqueline says, "I mean, the hot brand could just be a weapon against one of the bad guys."
		MoyTravis says, "Huh! Well. Fair 'nuff."
		Roger says, "yeah. Or we could make some steam in the trough, maybe"
DavidW says (to ClubFloyd), "touch podge" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TOUCH PODGE 		
CF | 		
CF | Ewwwww... 		
CF | 		
CF | > 		Knight_Otu asks, "What do you mean, ew?"
DavidW says (to ClubFloyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | > 		Jacqueline exclaims, "oh oh oh check this out!"
DavidW says (to ClubFloyd), "brand podge" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > BRAND PODGE 		
CF | 		
CF | Podge won't cooperate. 		
CF | 		
CF | > 		
Jacqueline:| More patents followed, and in 1867 alone there were six patents issued for barbed wire. Only two of them addressed livestock deterrence, one of which was from American Lucien B. Smith of Ohio. 		MoyTravis says, "If you're going to fight somebody, would a hot branding iron really be better than not a hot one? You'd have to worry about burning yourself."
DavidW says (to ClubFloyd), "put iron in brazier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT IRON IN BRAZIER 		
CF | 		
CF | (the branding iron in the brazier) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Jacqueline | More patents followed, and in 1867 alone there were six patents issued for barbed wire. Only two of them addressed livestock deterrence, one of which was from American Lucien B. Smith of Ohio.
		Jacqueline exclaims, "I know that guy!"
		MoyTravis asks, "Wait. What were the non-livestock deterrence ones? Military?"
		Jacqueline says, "Among other things, yeah."
		Jacqueline says, "Security of property as well."
		MoyTravis says, "...like, personally? Gosh. He must have good genes."
		Knight_Otu says, "Trespassers too, I'm sure."
		Jacqueline says (to Travis), "There's a Lucien Smith on the MUD, but I am not sure if his middle initial is B or if he is, like, 170+ years old."
		Roger says, "P, I think"
		DavidW says, "yes, P"
		Jacqueline says, "Oh, yeah. Guess it's not him."
		Jacqueline says, "My bad."
		Knight_Otu says, "Or changed their middle name to avoid suspicion."
		Jacqueline says, "hee"
		Jacqueline says, "B and P do sound a lot a like. Kinda suss."
		Jacqueline says, "Anyway, it does seem like we're being clued to make a stampede happen."
		Jacqueline says, "We have also been going two hours."
		Roger asks, "can we get in via the cut fence?"
		DavidW says, "A gunshot here seems like the best option."
		DavidW says (to Roger), "no"
		DavidW says, "I'm stumped on how to proceed, unless I missed an exit while mapping."
		Jacqueline says, "Well, we could think on this, gather next week, and if we're still stumped there are hints."
		DavidW says, "okay"
		Knight_Otu says, "Sure, sounds like a plan."
		MoyTravis says, "All right."
		Jacqueline says, "Have a good week everyone. Stay safe."
		Knight_Otu says, "We can think about how to best turn Podge to Porridge. (Sorry.)"
		DavidW says, "thanks."
		Roger says, "via con dios, my darlings"
		MoyTravis says, "Cya'll 'round."
		
*** SESSION 2 *** 		
		MoyTravis says, "hints plz (tho y'all might want to actually solve the thing)"
		Jacqueline says, "Let's give it a sec, see if Knight and David arrive."
		Jacqueline asks, "Was there anyone else here last week?"
		MoyTravis asks, "Don't think so?"
		Roger says, "I was, with moderate levels of attention"
		Jacqueline nods.
		Roger says, "I recall everyone feeling kinda stuck"
		Jacqueline says, "Well, yes, but you are already here. I was meaning people who might want to weigh in on whether or not we keep going."
		Jacqueline says, "Other people, I mean."
		Roger says, "oh oh I see."
		Jacqueline says, "All of us collectively."
		Jacqueline asks, "I feel like now I'm just making it worse. Anyway! For the three of us who *are* here who were also here last week, what do you all want to do?"
		Jacqueline says, "I could go either way - play with a hint (I have had no epiphanies) or try something new."
		MoyTravis says, "Is David OK, he's pretty regular. Unless he, like, is sleeping."
Knight_Otu has arrived. 		Knight_Otu says, "Hey."
		Jacqueline says, "Hey, speaking of KO"
		MoyTravis says, "Good evening."
		Knight_Otu says, "I'm seeing the previous discussion. I'd like us to continue the game, and I think I'm fine with hints if everyone is."
		Jacqueline says, "I'm okay with that, sure. Roger and Moy, y'all fine with that? And Krumar, we can bring you up to speed pretty quickly, I think."
		Krumar says, "Alright"
		MoyTravis says, "Look, just so long as I don't gotta drive I'm fine."
		Jacqueline says, "Yeah, I was just realizing that I may have to drive, and I'm not super wild about it, but I will do it if no one else would like to."
		Roger says, "I'm good to receive hints, but not provide them"
		Jacqueline says (to Roger), "It is always better to receive than to give... (wait, that's not how it goes!)"
Roger says (to floyd), "L" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > L 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs, a branding iron protruding from it. Inside, you've kindled some 		
CF | scrap wood into a nice hot fire. 		
CF | 		
CF | > 		Jacqueline says, "So, Krumar, we are a cowboy. And apparently a good guy. And we have a guitar named... Lulabelle, I think."
		Knight_Otu says, "Or maybe just a "good guy"."
		Jacqueline says, "And we had a date or two with a woman, and then she disappeared, and I think we're going to try to rescue her, but our gun is missing and there are a bunch of bad guys who we have tracked to this ranch."
		Krumar asks, "do you know who Podge is?"
		Jacqueline says, "So, basically, all the cowboy tropes."
		Krumar says, "Ok"
		Roger says, "Podge is a bad guy with a gun"
		Jacqueline says, "Podge is one of the bad guys who has us pinned down."
Roger says (to floyd), "X ME" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're plain old Boots Taylor — ruggedly handsome cowboy hero. You're 		
CF | wearing your regular duds. A gunbelt hangs at your waist and a 		
CF | bandolier is draped across your chest. Lulabelle is slung over your 		
CF | shoulder. 		
CF | 		
CF | > 		Knight_Otu says, "Also our sweetheart may or may not be really in love with us, and possibly be in league with our enemy."
		Jacqueline says, "The directions listed in the exits in upper case are directions we have not yet explored"
		Krumar says, "Upper and lowercase is really handy."
		Roger says, "yeah that's kinda clever"
Roger says (to floyd), "N" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > N 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the barn whistles past you. Jerking your 		
CF | head that way, you see Whitey's ashy face framed by the hayloft 		
CF | window. You leap back to safety. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, this has felt well-written but tropey but also I expect a narrative shoe to drop at some point and we will realize that Lulabelle the Guitar is our one and only True Love"
		Knight_Otu says, "We know of three enemies in the area, Podge here, Whitey in a hay barn that we are hinted we'll have to burn down, and some person up on... a windwill, I think."
Roger says (to floyd), "S" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > S 		
CF | 		
CF | Sneaking up on Podge through the cattle seems too dangerous with him 		
CF | firing off his gun. 		
CF | 		
CF | > 		
Roger says (to floyd), "crawl s" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > CRAWL S 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "I" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a large hoop 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		Jacqueline says, "Oh right. There are a bunch of cattle, and we cut a hole in the fence and maybe we can do a strategic stampede... maybe."
		Knight_Otu says, "As I recall, we sabotaged the fencing on the south end, and probably have to start a stampede to t... right."
		Roger says, "yeah, the stampede seems to require a loud noise that we are currently incapable of making"
Roger says (to floyd), "light kerchief" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT KERCHIEF 		
CF | 		
CF | You need a source of fire to light the lump of lard wrapped in a red 		
CF | calico kerchief. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Jacqueline says, "Can we not scare the cattle with our guitar and singin' voice? (Kidding. Probably.)"
Jacqueline says (to ClubFloyd), "sing loudly" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SING LOUDLY 		
CF | 		
CF | I only understood you as far as wanting to sing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sing" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Oh! 		
CF | Susanna. 		
CF | 		
CF | I came from Alabama 		
CF | wid my banjo on my knee, 		
CF | I'm g'wan to Louisiana, 		
CF | My true love for to see, 		
CF | It raind all night the day I left 		
CF | The weather it was dry, 		
CF | The sun so hot I frose to death 		
CF | Susanna dont you cry. 		
CF | 		
CF | From the other side of the corral, Podge joins you in a pleasant 		
CF | baritone. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sing to cattle" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SING TO CATTLE 		
CF | 		
CF | I only understood you as far as wanting to sing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > YELL 		
CF | 		
CF | You yell "Yahoo!" 		
CF | 		
CF | The cattle nearby stir restively at your outcry. Apparently, they 		
CF | don't care for loud noises. 		
CF | 		
CF | Podge pops his head up like a prairie dog to see what's going on with 		
CF | you. Looking puzzled, he drops below the level of the steer once more. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Roger says, "oh wait we got that whip"
Roger says (to floyd), "crack whip" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > CRACK WHIP 		
CF | 		
CF | You're a man of action when it counts. That's not now. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		Jacqueline says, "Oh, we do"
		Jacqueline says, "Except, NOT NOW, ROGER."
Roger says (to floyd), "whip padlock" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > WHIP PADLOCK 		
CF | 		
CF | You scowl at the padlock in frustration. You're not opening this gate 		
CF | without the key! 		
CF | 		
CF | > 		
Roger says (to floyd), "whip cattle" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > WHIP CATTLE 		
CF | 		
CF | Whip these adorable cows? You wouldn't dream of it. 		
CF | 		
CF | > 		Jacqueline says, "aw"
Roger says (to floyd), "snap whip" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > SNAP WHIP 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "whip whip" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > WHIP WHIP 		
CF | 		
CF | You can't whip something while you're holding it. That's a bad idea in 		
CF | so many ways. 		
CF | 		
CF | > 		Jacqueline says, "ha"
Roger says (to floyd), "put kerchief in fire" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > PUT KERCHIEF IN FIRE 		
CF | 		
CF | There's not much point in putting that in the brazier. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | > 		
Roger says (to floyd), "light match" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT MATCH 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		Jacqueline says, "I am down for a little sip of a hint"
Roger says (to floyd), "light kerchief with map" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT KERCHIEF WITH MAP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "light kerchief with match" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > LIGHT KERCHIEF WITH MATCH 		
CF | 		
CF | The lump of lard melts from the heat, but doesn't catch. 		
CF | 		
CF | > 		
Roger says (to floyd), "x lard" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X LARD 		
CF | 		
CF | You've scooped up a fist-sized lump of lard into your bandana. This 		
CF | seems like plenty, but there's always more where that came from. 		
CF | 		
CF | You wrinkle your nose in disgust at the state of your bandana... 		
CF | you're going to need a new one. 		
CF | 		
CF | > 		Roger says, "hrm sure, hint away"
		MoyTravis says, "Should I be the hinter"
		Jacqueline asks, "I thought there was a built-in system?"
Jacqueline says (to ClubFloyd), "hint" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I get to the ranch house? 		
CF | How can I get to the windmill? 		
CF | How can I kill Podge? 		
CF | How can I get into the bunkhouse? 		
CF | What can I do with this rope? 		
CF | How can I kill Whitey? 		
CF | What can I do with the Conestoga wagon? 		Jacqueline asks, "The third one?"
		Knight_Otu says, "Yeah."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | > How can I get to the windmill? 		
CF | How can I kill Podge? 		
CF | How can I get into the bunkhouse? 		
CF | What can I do with this rope? 		
CF | How can I kill Whitey? 		
CF | What can I do with the Conestoga wagon? 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | How can I get to the windmill? 		
CF | > How can I kill Podge? 		
CF | How can I get into the bunkhouse? 		
CF | What can I do with this rope? 		
CF | How can I kill Whitey? 		
CF | What can I do with the Conestoga wagon? 		MoyTravis says, "Oh, nifty, y'all can take care of that then."
Jacqueline presses the yellow enter button. 		
CF ] How can I kill Podge? 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | How can I get to the windmill? 		
CF | > How can I kill Podge? 		
CF | How can I get into the bunkhouse? 		
CF | What can I do with this rope? 		
CF | How can I kill Whitey? 		
CF | What can I do with the Conestoga wagon? 		Jacqueline says, "oops, I read the instructions wrong"
Jacqueline presses the yellow enter button. 		
CF ] How can I kill Podge? 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | 2/16: Have you noticed how the cattle react to Podge's shooting? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "Yes. Yes, we have noticed that."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | 2/16: Have you noticed how the cattle react to Podge's shooting? 		
CF | 		
CF | 3/16: They try to get away from it. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "Yes, yes, they do."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | 2/16: Have you noticed how the cattle react to Podge's shooting? 		
CF | 		
CF | 3/16: They try to get away from it. 		
CF | 		
CF | 4/16: If only you had some bullets… 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "Yes, that has been our problem this whole game, game."
		Knight_Otu says, "Or a gun..."
		Jacqueline says (to KO), "Right."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/16: He always manages to be on the other side of the herd of cattle. 		
CF | 		
CF | 2/16: Have you noticed how the cattle react to Podge's shooting? 		
CF | 		
CF | 3/16: They try to get away from it. 		
CF | 		
CF | 4/16: If only you had some bullets… 		
CF | 		
CF | 5/16: And a way to fire them… 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Roger says, "bullets into the brazier"
		MoyTravis says, "Do we have bullets though"
		Jacqueline says (to Roger), "oh, true"
		MoyTravis asks, "it said we didn't have a GUN but we might have ammo?"
		Roger says, "I dunno! We've got a bandolier"
		Jacqueline says, "I didn't think we had bullets, but I can ... oh right"
		MoyTravis asks, "Oh that's...probably bullets?"
Jacqueline presses the yellow enter button. 		
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | How can I get to the windmill? 		
CF | > How can I kill Podge? 		
CF | How can I get into the bunkhouse? 		
CF | What can I do with this rope? 		
CF | How can I kill Whitey? 		
CF | What can I do with the Conestoga wagon? 		
Jacqueline says (to ClubFloyd), "q" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. A herd of Texas Longhorns packs the 		
CF | corral, oblivious to the cut fence to their south. Although you cannot 		
CF | see him, you know that Podge is somewhere beyond the herd, surveying 		
CF | the area from hiding. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs, a branding iron protruding from it. Inside, you've kindled some 		
CF | scrap wood into a nice hot fire. 		
CF | 		
CF | > 		Jacqueline says, "All yours again, Mr. Roger."
Roger says (to floyd), "I" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a large hoop 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "Damn, we do have extra bullets, don't we."
		Jacqueline says, "Prolly, yeah"
Roger says (to floyd), "X gun belt" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X GUN BELT 		
CF | 		
CF | Your gun belt rides low around your hips, but your holster hangs 		
CF | empty. 		
CF | 		
CF | > 		
Roger says (to floyd), "x bandolier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > X BANDOLIER 		
CF | 		
CF | It's a bandolier filled with extra bullets for your Colt revolver. 		
CF | You've felt a need for extra ammunition ever since the Black Blade 		
CF | trouble began. 		
CF | 		
CF | Another shot zings over your head, and you jerk your head 		
CF | involuntarily. You're going to have to deal with Podge sooner or 		
CF | later. 		
CF | 		
CF | The steer in the corral are momentarily spooked by the shot. They 		
CF | surge away from Podge and the cut fence to their south and against the 		
CF | wooden gate. It holds, though, and after a minute their panic 		
CF | subsides. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
Roger says (to floyd), "take bullet from bandolier" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE BULLET FROM BANDOLIER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "take ammop" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE AMMOP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "take ammo" 		
CF ] North of the Corral 		
CF ] Exits: N S se sw e 		
CF | 		
CF | > TAKE AMMO 		
CF | 		
CF | With a practiced motion, you pluck a handful of bullets from the 		
CF | bandolier. There are plenty more. 		
CF | 		
CF | > 		Jacqueline says, "woo"
Roger says (to floyd), "put ammo in brazier" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > PUT AMMO IN BRAZIER 		
CF | 		
CF | Staying below the level of the brazier, you toss the handful of 		
CF | bullets into the fire. Instantly, the paper cartridges detonate, 		
CF | filling the corral with the sound of gunfire! 		
CF | 		
CF | The Longhorns heave away from the explosions! The next few moments are 		
CF | chaos as cattle surge toward the south end of the corral. The leading 		
CF | cattle discover the gap you've cut in the fence and gallop through. 		
CF | More cows follow them, building in momentum, until the entire herd is 		
CF | racing in that direction. With the thunder of hooves, the exodus turns 		
CF | into a full stampede, trampling everything in its path! Above the din, 		
CF | you hear a gruff voice cry out, but it is cut off in mid-bellow. For 		
CF | long minutes, you hear the roar of the stampede recede. Finally, 		
CF | silence reigns. 		
CF | 		
CF | Cautiously, you raise yourself erect and move around the corral to see 		
CF | the aftermath. 		
CF | 		
CF | South of the Corral 		
CF | You pause on the south side of the corral. A gap in the fence to your 		
CF | north leads into the corral. The herd of Longhorns is long gone, 		
CF | though. The tracks of their stampede are imprinted in the ground, and 		
CF | its dust still hangs in the air. Podge's broken body lies in the 		
CF | tracks. His rifle, shattered beyond repair, lies nearby. 		
CF | 		
CF | There's a weathered hitching post just south of the corral. 		
CF | 		
CF | You could follow the fence around the corral to the northeast or 		
CF | northwest. 		
CF | 		
CF | You doff your hat, and silently contemplate Podge's body. He was a bad 		
CF | hombre, but no one should go like that. After long moments, you put 		
CF | your hat back on. 		
CF | 		
CF | You move your eyes to Podge's shirt pocket. A sheet of blood-stained 		
CF | paper sticks out of it. 		
CF | 		
CF | > 		Roger says, "alright I guess that was a fair puzzle after all"
		MoyTravis says, "Hooray! Pity about his rifle."
Roger says (to floyd), "x paper" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X PAPER 		
CF | 		
CF | You'll have to pick it up first. 		
CF | 		
CF | > 		
Roger says (to floyd), "take it" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > TAKE IT 		
CF | 		
CF | You gingerly slide the bloody page from Podge's pocket. It's a single 		
CF | sheet, wrapped around a small object. You unfold it and discover a 		
CF | key, which you pocket. You turn your attention to the sheet. 		
CF | 		
CF | A broad, sprawling hand has written: 		
CF | 		
CF | "I'm also sending you a portion of the funds I brought with me, in the 		
CF | hopes that it will help you. True patriots will still…" 		
CF | 		
CF | Blood obliterates everything else. 		
CF | 		
CF | You refold the sheet. 		
CF | 		
CF | > 		Jacqueline says, "No one should go like that, but we knew we were gonna do him like that."
		Knight_Otu says, "Well, now we turned Podge to Porridge."
		Roger says, "Podge got hodged"
Roger says (to floyd), "x key" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X KEY 		
CF | 		
CF | This is the key you took from Podge. Unlike the keys you're familiar 		
CF | with, this one has no wards. Instead, the shaft is a cylinder about a 		
CF | quarter of an inch in diameter. Along the shaft are fluted grooves. At 		
CF | the other end, the shaft expands into a large oblong handle rather 		
CF | like the key for winding a clock. Just at the top of the shaft is a 		
CF | thin ring of silver. 		
CF | 		
CF | > 		Roger says, "hmmm; house maybe"
Roger says (to floyd), "X podge" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X PODGE 		
CF | 		
CF | Podge was caught in that stampede, and you don't want to look too 		
CF | close. It's a tragic ending to his worthless life. His rifle is still 		
CF | in his hands, but its shooting days are over. 		
CF | 		
CF | > 		
Roger says (to floyd), "X rifle" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X RIFLE 		
CF | 		
CF | This was a Henry before it was trampled by a bunch of cows. Now it's 		
CF | junk. 		
CF | 		
CF | > 		
Roger says (to floyd), "take rifle" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > TAKE RIFLE 		
CF | 		
CF | The rifle is completely destroyed. There's no point in messin' with 		
CF | it. 		
CF | 		
CF | > 		
Roger says (to floyd), "take podge" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > TAKE PODGE 		
CF | 		
CF | There's no need to move Podge. 		
CF | 		
CF | > 		
Roger says (to floyd), "X post" 		
CF ] South of the Corral 		
CF ] Exits: N ne nw 		
CF | 		
CF | > X POST 		
CF | 		
CF | There's a weathered hitching post just south of the corral. 		
CF | 		
CF | > 		Roger asks, "shall I mosey along to the North?"
		Knight_Otu says, "Sure."
		Jacqueline says, "That's what I was thinking, yep"
Roger says (to floyd), "N" 		
CF ] In the Corral 		
CF ] Exits: n s 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In the Corral 		
CF | The inside of the corral is deeply marked by the cattle's hooves. 		
CF | Motes of dust still linger in the air, thrown up by the force of the 		
CF | stampede. Generous leavings of manure litter the ground, souvenirs of 		
CF | the corral's former occupants. 		
CF | 		
CF | > 		
Roger says (to floyd), "x manure" 		
CF ] In the Corral 		
CF ] Exits: n s 		
CF | 		
CF | > X MANURE 		
CF | 		
CF | Heck, everyone knows what manure looks like. There's no point in 		
CF | harping on it. 		
CF | 		
CF | > 		Jacqueline exclaims, "A souvenir!"
Roger says (to floyd), "n" 		
CF ] In the Corral 		
CF ] Exits: n s 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the wooden gate) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock padlock" 		
CF ] In the Corral 		
CF ] Exits: n s 		
CF | 		
CF | > UNLOCK PADLOCK 		
CF | 		
CF | (with the bloody paper) 		
CF | You can't unlock the padlock with that! 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock padlock with key" 		
CF ] In the Corral 		
CF ] Exits: n s 		
CF | 		
CF | > UNLOCK PADLOCK WITH KEY 		
CF | 		
CF | Podge's key is entirely the wrong kind of key for this lock. 		
CF | 		
CF | > 		Knight_Otu says, "Very funny, game."
Roger says (to floyd), "s" 		
CF ] South of the Corral 		
CF ] Exits: n ne nw 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | South of the Corral 		
CF | You pause on the south side of the corral. A gap in the fence to your 		
CF | north leads into the corral. The herd of Longhorns is long gone, 		
CF | though. The tracks of their stampede are imprinted in the ground, and 		
CF | its dust still hangs in the air. Podge's broken body lies in the 		
CF | tracks. His rifle, shattered beyond repair, lies nearby. 		
CF | 		
CF | There's a weathered hitching post just south of the corral. 		
CF | 		
CF | You could follow the fence around the corral to the northeast or 		
CF | northwest. 		
CF | 		
CF | > 		MoyTravis says, "RIP"
Roger says (to floyd), "ne" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. The Longhorns are long gone, returned 		
CF | to the open range. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs, a branding iron protruding from it. Inside, you've kindled some 		
CF | scrap wood into a nice hot fire. 		
CF | 		
CF | > 		Jacqueline asks, "So, we got rid of Podge, but that didn't open up a ton, huh?"
		Roger says, "well, a key"
Roger says (to floyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun and the two small hoops from 		
CF | the ends of the barrel. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		Jacqueline says, "True"
Roger says (to floyd), "take small hoops" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > TAKE SMALL HOOPS 		
CF | 		
CF | small hoop: You pick up one small hoop, leaving the other one on the 		
CF | ground. 		
CF | small hoop: You pick up the small hoop. 		
CF | 		
CF | > 		Knight_Otu asks, "Was going north prevented by the windmill shooter?"
		Roger says, "I think so maybe"
Roger says (to floyd), "x door\" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > X DOOR\ 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "x door" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | Although the bunkhouse is decrepit, its door is anything but! It looks 		
CF | brand new and is made of solid oak. 		
CF | 		
CF | Above the knob, you see a plate decorated with a diamond pattern, and 		
CF | with three keyholes in a vertical line. Each hole has a rim of a 		
CF | different colored metal around it; from top to bottom, they are 		
CF | bronze, silver and gold. 		
CF | 		
CF | One corner of the plate is etched with a single word: "YALE." 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock door with key" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | You can't put things into the door itself. Maybe take a closer look at 		
CF | it first. 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock silver hole with key" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > UNLOCK SILVER HOLE WITH KEY 		
CF | 		
CF | Podge's key slides neatly into the keyhole until its silver ring 		
CF | touches the matching silver rim in the keyhole. You give it a firm 		
CF | twist and hear a tiny click. 		
CF | 		
CF | > 		Jacqueline asks, "So, two more keys then?"
		Roger says, "reckon so"
		Jacqueline says, "Probably on the other homres."
		Knight_Otu nods.
		MoyTravis says, "So I guess we need to kill the other two guys."
Roger says (to floyd), "l" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > L 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "NW" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > NW 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the barn whistles past you. Jerking your 		
CF | head that way, you see Whitey's ashy face framed by the hayloft 		
CF | window. You leap back to safety. 		
CF | 		
CF | > 		
Roger says (to floyd), "S" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the oak door) 		
CF | You give the door's handle a good pull, but it doesn't move. Maybe you 		
CF | should take a closer look at the door. 		
CF | 		
CF | > 		
Roger says (to floyd), "N" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		MoyTravis asks, "Wait what was up with the door?"
		Roger says, "that's the triple-locked door"
		Knight_Otu says, "The three locks."
		MoyTravis says, "oh I am read good"
Roger says (to floyd), "x trough" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > X TROUGH 		
CF | 		
CF | There's a feed trough full of dry hay here. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
Roger says (to floyd), "light match" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT MATCH 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		
Roger says (to floyd), "light hay with match" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT HAY WITH MATCH 		
CF | 		
CF | The hay looks like great kindling, but there's no point in setting 		
CF | fire to the feed trough. 		
CF | 		
CF | > 		Roger says, "oh but there is"
		MoyTravis exclaims, "Yes there is game!"
Roger says (to floyd), "search hay" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > SEARCH HAY 		
CF | 		
CF | You probe the feed trough thoroughly, but nothing else is hidden in 		
CF | it. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		Krumar asks, "may be take hay?"
Roger says (to floyd), "take hay" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > TAKE HAY 		
CF | 		
CF | You gather up an armful of hay from the feed trough. 		
CF | 		
CF | You hear Whitey snort wetly and spit. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter barn" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > ENTER BARN 		
CF | 		
CF | (the feed barn) 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | You hear Whitey snort wetly and spit. 		
CF | 		
CF | > 		
Roger says (to floyd), "put hay in kerchief" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > PUT HAY IN KERCHIEF 		
CF | 		
CF | (the hay in the lump of lard wrapped in a red calico kerchief) 		
CF | That can't contain things. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > W 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
Roger says (to floyd), "n" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet, and a rope has been threaded through the 		
CF | pulleys. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "x rope" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X ROPE 		
CF | 		
CF | The coil of rope is about fifty feet long, sturdy, and a little stiff. 		
CF | It's made of braided rawhide. You run a length of the rope through 		
CF | your hand, then experimentally flex it. Yes, this would be ideal for 		
CF | trick roping. 		
CF | 		
CF | You've threaded one end of the rope through a block and tackle. The 		
CF | block and tackle, in turn, is hooked onto a sturdy eyelet by the 		
CF | stable archway. 		
CF | 		
CF | > 		Jacqueline says, "I'm trying to remember if we've even encountered a third bad guy at the ranch yet..."
		Roger says, "there's the hayloft guy and the windmill guy left"
		MoyTravis asks, "Whitey, Podge, and Windmill Guy?"
Roger says (to floyd), "take rope" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TAKE ROPE 		
CF | 		
CF | You quickly detach the coil of rope from the block and tackle. 		
CF | 		
CF | > 		Knight_Otu says, "The hwindmill shooter, whose identity we don't know yet, yeah-"
Roger says (to floyd), "enter stable" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > ENTER STABLE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		Jacqueline says, "Oh. I was conflating windmill guy and hayloft guy, but yeah. Thanks."
Roger says (to floyd), "tie rope to horse" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TIE ROPE TO HORSE 		
CF | 		
CF | The stall isn't open. 		
CF | 		
CF | > 		
Roger says (to floyd), "open stall" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > OPEN STALL 		
CF | 		
CF | You swing the stall gate wide. 		
CF | 		
CF | > 		
Roger says (to floyd), "tie rope to horse" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TIE ROPE TO HORSE 		
CF | 		
CF | You don't need a rope for that. If you need to take Dancer out, 		
CF | there's all kinds of tack on the wall. 		
CF | 		
CF | > 		
Roger says (to floyd), "take dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > TAKE DANCER 		
CF | 		
CF | She's not a particularly large horse, but you still won't be carrying 		
CF | her around. 		
CF | 		
CF | > 		
Roger says (to floyd), "mount dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > MOUNT DANCER 		
CF | 		
CF | Dancer looks like she'd be happy to go riding, but you don't have 		
CF | anywhere to go just now. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > L 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		
Roger says (to floyd), "x tack" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X TACK 		
CF | 		
CF | Well, let's see... there's everything you'd need for riding: saddle, 		
CF | harness, reins and so forth. You don't need any of this stuff right 		
CF | now, though. 		
CF | 		
CF | > 		
Roger says (to floyd), "x grooming gear" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > X GROOMING GEAR 		
CF | 		
CF | The usual tools for horse care hang on the wall: brushes, combs, hoof 		
CF | pick and the like. You don't need any of this stuff right now, though. 		
CF | 		
CF | > 		
Roger says (to floyd), "slap dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > SLAP DANCER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "hrm"
Roger says (to floyd), "out" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > W 		
CF | 		
CF | It's too dangerous with that sniper up there! 		
CF | 		
CF | > 		
Roger says (to floyd), "x wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | The ancient Conestoga wagon sits about forty feet to your west. In the 		
CF | distance behind it, you can see the ranch's windmill rising high above 		
CF | the prairie. 		
CF | 		
CF | Time has not been kind to the wagon; its canvas cover and left rear 		
CF | wheel are missing entirely. The wagon sits askew, leaning back on the 		
CF | axle. The cart's tongue and yoke, large enough to harness two horses, 		
CF | point up and over your head. At this angle, you can't see into the 		
CF | cart bed. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		
Roger says (to floyd), "lasso whitey" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LASSO WHITEY 		
CF | 		
CF | You consider yourself something of an expert with a lasso. It's too 		
CF | bad you don't have one now. 		
CF | 		
CF | > 		
Roger says (to floyd), "make lasso from rope" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > MAKE LASSO FROM ROPE 		
CF | 		
CF | You quickly tie one end around the other into a honda. You coil the 		
CF | remainder, and stick the whole thing on your belt. You've fashioned a 		
CF | workable lariat. 		
CF | 		
CF | > 		Roger says, "yesssss"
Roger says (to floyd), "lasso whitey" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LASSO WHITEY 		
CF | 		
CF | Whitey would shoot you dead long before you could lasso him. 		
CF | 		
CF | You hear the rustle of hay from above. 		
CF | 		
CF | > 		
Roger says (to floyd), "lasso rifle" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LASSO RIFLE 		
CF | 		
CF | Standing near the end of the overhang, you spin up a loop in your 		
CF | lasso. The next time you see Whitey's rifle protrude from the hayloft 		
CF | window, you send the loop sailing toward it. Whitey jerks back, 		
CF | surprised, taking his rifle with him. A moment later, you see his pale 		
CF | face peering straight down at you, looking oddly affronted at your 		
CF | trick. Then he shakes his head sadly, and withdraws back into the 		
CF | hayloft. 		
CF | 		
CF | You hear a board shift in the hayloft. 		
CF | 		
CF | > 		Jacqueline says, "aw"
		Knight_Otu says, "Darn."
		Jacqueline says, "That was exciting, though"
Roger says (to floyd), "n" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "stable" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > STABLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter stable" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > ENTER STABLE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		
Roger says (to floyd), "lasso dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > LASSO DANCER 		
CF | 		
CF | You don't need a lasso for that. If you need to take Dancer out, 		
CF | there's all kinds of tack on the wall. 		
CF | 		
CF | > 		
Roger says (to floyd), "out" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | Off to your west, in the long stretch of open ground between you and 		
CF | the windmill, an ancient Conestoga wagon sits disintegrating in the 		
CF | sun. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "lasso wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > LASSO WAGON 		
CF | 		
CF | You twirl your lasso into an overhead loop and take the measure of the 		
CF | Conestoga wagon. You play a bit of extra rope into the loop to open up 		
CF | the circle, then throw. 		
CF | 		
CF | The loop settles neatly over the upturned tongue of the cart and 		
CF | slides past the yoke. You give a firm pull to close the loop. You've 		
CF | caught yourself a wagon! 		
CF | 		
CF | > 		Jacqueline asks, "So, maybe we really don't need dancer?"
		Knight_Otu says, "Maybe we can slingshot the lard at the guy."
Roger says (to floyd), "put rope in pulley" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUT ROPE IN PULLEY 		
CF | 		
CF | Quickly, you thread the unlooped end of the lasso through the pulleys, 		
CF | leaving some slack between the two ends. 		
CF | 		
CF | > 		
Roger says (to floyd), "pull rope" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PULL ROPE 		
CF | 		
CF | You grip the free end of the lasso and heave on the lasso. 		
CF | Your force is multiplied by the block and tackle. At the other end of 		
CF | the rope, the disabled Conestoga wagon groans, then shivers, and 		
CF | finally begins creeping across the dirt toward the stable. Soon 		
CF | enough, you run out of slack, but you have the measure of the task 		
CF | now. You reset the block and tackle and repeat until finally the cart 		
CF | stands next to you! It should be safely out of range of the gunman on 		
CF | the windmill now. You retrieve your lasso before seeing what you've 		
CF | caught. 		
CF | 		
CF | > 		Knight_Otu says, "Hey hey."
		Roger says, "I thought we would need to press Dancer into pulling service, but I guess not"
		MoyTravis says, "Nice."
		Knight_Otu says, "Nice catch."
		Jacqueline says, "nice"
Roger says (to floyd), "L" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > L 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | An ancient Conestoga wagon sits nearby. Its canvas cover is missing, 		
CF | but the cart's tongue and yoke for two horses are still attached. The 		
CF | left rear axle is missing its wheel, and the cart leans back on that 		
CF | corner. In the bed of the cart you see a cartwheel and a broken board. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "X cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X CARTWHEEL 		
CF | 		
CF | It's a large wooden wheel with an iron rim. It's about five feet in 		
CF | diameter, and permanently mounted on a one foot hub. A hole in the 		
CF | center of the hub allows it to be mounted on the axle. Normally, the 		
CF | hub would be bolted to the axle, but the iron band which holds it on 		
CF | is missing, and the hub itself has a crack through it. The wheel won't 		
CF | stay on without it. 		
CF | 		
CF | > 		
Roger says (to floyd), "x large hoop" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X LARGE HOOP 		
CF | 		
CF | The middle hoop from the barrel is a bit larger than the ones from the 		
CF | ends — about a foot in diameter. 		
CF | 		
CF | > 		
Roger says (to floyd), "put large hoop on cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUT LARGE HOOP ON CARTWHEEL 		
CF | 		
CF | You should really mount the cartwheel before repairing it. 		
CF | 		
CF | > 		
Roger says (to floyd), "mount cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > MOUNT CARTWHEEL 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		Roger says, "game...."
		MoyTravis asks, "Like, jack it up?"
		Krumar asks, "would the small hoopes from the barrel help?"
		Roger says, "we'll see if it requires that much"
Roger says (to floyd), "take cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TAKE CARTWHEEL 		
CF | 		
CF | The cartwheel is about five feet in diameter. You're not taking it 		
CF | anywhere unless you absolutely have to. 		
CF | 		
CF | > 		MoyTravis asks, "Err. Wait. What does mounting a cartwheel mean in this context?"
Roger says (to floyd), "push cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUSH CARTWHEEL 		
CF | 		
CF | You try pushing, pulling and turning the cartwheel, with no particular 		
CF | result. 		
CF | 		
CF | > 		Roger | You should really mount the cartwheel before repairing it.
		Roger says, "putting it back on the axle, presumably"
		Knight_Otu says, "I'd have to guess either putting it... right."
Roger says (to floyd), "tie rope to carthweel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TIE ROPE TO CARTHWEEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "tie rope to cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TIE ROPE TO CARTWHEEL 		
CF | 		
CF | Tying the lasso to the cartwheel won't help you any. 		
CF | 		
CF | > 		
Roger says (to floyd), "lasso cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > LASSO CARTWHEEL 		
CF | 		
CF | You consider lassoing the cartwheel, but you can't see how that would 		
CF | help. 		
CF | 		
CF | > 		MoyTravis says, "Right, but like...ooh, here I was thinking "you should mount the cartwheel" as like...we should mount it, like you'd mount a horse."
		MoyTravis says, "...gosh I am not good at reading this morning."
Roger says (to floyd), "enter wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > ENTER WAGON 		
CF | 		
CF | You step up into the wagon and look around. Seeing no special 		
CF | advantage here, you step down again. 		
CF | 		
CF | > 		Knight_Otu says, "It happens."
Roger says (to floyd), "x board" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X BOARD 		
CF | 		
CF | It's a thin wood slat, about eight inches long and four high, jagged 		
CF | at both ends. It looks like it's been broken out of something larger 		
CF | with blunt force. Some writing is stenciled on it: "BEL'S." The word 		
CF | means nothing to you. 		
CF | 		
CF | > 		Roger says, "hunh."
Roger says (to floyd), "take board" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TAKE BOARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "x wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | You've dragged the Conestoga wagon so that it sits near the stable. Up 		
CF | close the wagon looks a bit better. It's seen plenty of hard use, but 		
CF | the only thing stopping it from rolling is the left rear wheel, which 		
CF | is sitting in the bed of the cart, rather than on the axle. 		
CF | 		
CF | In the Conestoga wagon is a cartwheel. 		
CF | 		
CF | > 		Knight_Otu says, "Bel's and Whistl's."
Roger says (to floyd), "tie rope to axle" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TIE ROPE TO AXLE 		
CF | 		
CF | Tying the lasso to the axle won't help you any. 		
CF | 		
CF | > 		
Roger says (to floyd), "tie rope to wagon" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > TIE ROPE TO WAGON 		
CF | 		
CF | Tying the lasso to the Conestoga wagon won't help you any. 		
CF | 		
CF | > 		
Roger says (to floyd), "repair wheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > REPAIR WHEEL 		
CF | 		
CF | (the cartwheel) 		
CF | How would you like to go about fixing the cartwheel? 		
CF | 		
CF | > 		
Roger says (to floyd), "repair wheel with hoop" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > REPAIR WHEEL WITH HOOP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "repair wheel with large hoop" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > REPAIR WHEEL WITH LARGE HOOP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "repair cartwheel with large hoop" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > REPAIR CARTWHEEL WITH LARGE HOOP 		
CF | 		
CF | I only understood you as far as wanting to repair the cartwheel. 		
CF | 		
CF | > 		MoyTravis asks, "Mount wheel on...cart?"
Roger says (to floyd), "mount carthweel on axle" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > MOUNT CARTHWEEL ON AXLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "mount cartwheel on axle" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > MOUNT CARTWHEEL ON AXLE 		
CF | 		
CF | You hop up into the cart bed and grab the cartwheel with both hands. 		
CF | Carefully, you lower it so that it leans upright next to the empty 		
CF | axle. You hop back out and lift the main bed of the cart up. 		
CF | Awkwardly, you manage to maneuver the wheel so that the hole fits over 		
CF | the axle. When you release the cart, it stands shakily on all four 		
CF | wheels. 		
CF | 		
CF | > 		Roger says, "aha! Nice"
		Jacqueline says, "woo"
		MoyTravis says, "Oh, nice. Ok why tho."
		Roger says, "game probably should have been a bit nicer about that, I think"
		MoyTravis says, "I mean puzzle logic sure."
Roger says (to floyd), "put large hoop on cartwheel" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUT LARGE HOOP ON CARTWHEEL 		
CF | 		
CF | The large barrel hoop is almost the perfect size to secure the wheel 		
CF | hub! You jam it onto the hub, forcing the cracked portion together. It 		
CF | sticks out crookedly, half on and half off. This would fall apart if 		
CF | you moved the cart. You'll need to find a way to get it all the way 		
CF | on. 		
CF | 		
CF | > 		MoyTravis asks, "Now we add the hoop?"
		Knight_Otu says, "It should have, but sometimes things are easy to miss."
		MoyTravis says, "Do we have a hammer or...something."
		Roger says, "yeah looks like something in need of a hammering"
Roger says (to floyd), "I" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a broken board 		
CF | a lasso 		
CF | some hay 		
CF | two small hoops 		
CF | a bloody paper 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		MoyTravis asks, "Don't we have some sort of...fence...thing?"
		Jacqueline says, "That broken rifle would be maybe good but I doubt we can take it."
Roger says (to floyd), "repair cartwheel with fencing tool" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > REPAIR CARTWHEEL WITH FENCING TOOL 		
CF | 		
CF | I only understood you as far as wanting to repair the cartwheel. 		
CF | 		
CF | > 		
Roger says (to floyd), "hit large hoop with fencing tool" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > HIT LARGE HOOP WITH FENCING TOOL 		
CF | 		
CF | You gently tap around the rim of the barrel hoop using the hammer head 		
CF | of the fencing tool, easing the hoop onto the wheel hub. In a few 		
CF | moments, you've got it firmly in place. You wouldn't want to take the 		
CF | wagon to the Territories this way, but it should hold for a bit. 		
CF | 		
CF | > 		MoyTravis asks, "What actually IS the fence thing anyways?"
		MoyTravis says, "oh, well, ok"
		Jacqueline says, "oho"
Roger says (to floyd), "x fencing tool" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > X FENCING TOOL 		
CF | 		
CF | You think this thing is a tool for building fences. It's about 10" 		
CF | long, and made of cast iron. It's like a big pair of pliers with a 		
CF | wire cutter built into it. And instead of the pincer parts tapering to 		
CF | a point, they flare out into a hammerhead on one side, and a spike on 		
CF | the other. It looks pretty useful for cutting and hammering things. 		
CF | 		
CF | > 		MoyTravis says, ""Try out vaguely plausible X on Y" is always the most lol method of puzzles."
		Knight_Otu says, "I am having trouble visualizing it."
		MoyTravis asks, "Yeah IDK?"
		MoyTravis says, "Look, my logic was "what would the puzzle designer give you" not "what makes sense""
		Roger | [LINK]
		MoyTravis asks, "anyways let's go burn a man to death now! or something? What are we using this wagon for anyways?"
		Roger says, "cover, I think"
		Roger says, "might be Dancer's time to shine, finally"
		MoyTravis asks, "...uuuuuuuuuuuh, like, hold undo the...underside of it?"
		MoyTravis asks, "Or just like, concealment? Aren't wagontops canvas?"
Roger says (to floyd), "enter stable" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > ENTER STABLE 		
CF | 		
CF | 		
CF | Inside the Stable 		
CF | You've entered a high-ceilinged stable. The light from the archway to 		
CF | your southwest gives enough light to see a single stall, but leaves 		
CF | the corners and high rafters in shadow. 		
CF | 		
CF | A sorrel quarter horse mare occupies the stall, sticking her head over 		
CF | the half-height gate. She's dancing lightly and giving you doe eyes 		
CF | and whickering softly. 		
CF | 		
CF | The opposite wall has the usual variety of riding tack and grooming 		
CF | gear. 		
CF | 		
CF | > 		
Roger says (to floyd), "lead dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > LEAD DANCER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "Dancer, follow me" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > DANCER, FOLLOW ME 		
CF | 		
CF | You whisper some soft words to Dancer. She gazes back, her eyes 		
CF | melting with affection. 		
CF | 		
CF | > 		Jacqueline asks, "Nothing inside the wagon, right?"
		Roger says, "we've looted it"
		Jacqueline asks, "Or we already got stuff out of it?"
		Jacqueline says, "Timing. Got it."
Roger says (to floyd), "ride dancer" 		
CF ] Inside the Stable 		
CF ] Exits: sw 		
CF | 		
CF | > RIDE DANCER 		
CF | 		
CF | Dancer looks like she'd be happy to go riding, but you don't have 		
CF | anywhere to go just now. 		
CF | 		
CF | > 		MoyTravis says, "A board with a stencil on it, I think."
Roger says (to floyd), "out" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | An ancient Conestoga wagon sits nearby. Its canvas cover is missing, 		
CF | but the cart's tongue and yoke for two horses are still attached. 		
CF | You've repaired the missing cartwheel, and the cart looks — barely 		
CF | — 		
CF | fit for service. The bed of the cart is empty. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		MoyTravis asks, "...yoke Dancer to wagon?"
		Roger says, "I'm not sure how to get them in the same place"
		MoyTravis asks, "...see if it works from inside?"
		Knight_Otu says, "I don't think it's Dancer's time yet."
Roger says (to floyd), "push wagon ne" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUSH WAGON NE 		
CF | 		
CF | You might be able to push the wagon northeast, but that's not where 		
CF | you need it. 		
CF | 		
CF | > 		
Roger says (to floyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > SW 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the windmill nearly puts a hole in you. 		
CF | Whirling around, you see the distant figure of a man poised on the 		
CF | windmill platform with a rifle to his shoulder. You dive back to 		
CF | cover. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > W 		
CF | 		
CF | It's too dangerous with that sniper up there! 		
CF | 		
CF | > 		MoyTravis asks, "??? Do we...literally just push the wagon?"
Roger says (to floyd), "push wagon sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW W 		
CF | 		
CF | > PUSH WAGON SW 		
CF | 		
CF | You might be able to push the wagon southwest, but that's not where 		
CF | you need it. 		
CF | 		
CF | > 		
Roger says (to floyd), "push wagon w" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > PUSH WAGON W 		
CF | 		
CF | O.K. — Let's see how this works! 		
CF | 		
CF | You brace your back against the repaired wagon and give it a powerful 		
CF | shove. The wagon grinds into motion, west into the open expanse that 		
CF | leads to the windmill. 		
CF | 		
CF | Now that it's in motion, the wagon moves more easily. Crouching behind 		
CF | the wagon, and pushing as you go, you slowly guide it west. 		
CF | 		
CF | After a moment, presumably filled with slack-jawed astonishment, 		
CF | bullets begin to thud into the wagon, but it's a sturdy wooden 		
CF | construction and none of them get through. 		
CF | 		
CF | A few tension-filled minutes later, you reach the vicinity of the 		
CF | windmill. From here, you can see a maintenance platform at the level 		
CF | of the blades overhead. You're invisible to the sniper there. 		
CF | 		
CF | You call out, "You! In the windmill! All I want is Rosa! Throw your 		
CF | gun down, and we'll call it a truce." 		
CF | 		
CF | Silence rules for several seconds. Then — "Boots? Is that you?" 		
CF | 		
CF | "Don Felipe?" 		
CF | 		
CF | The man on the tower is Felipe, Rosa's accompanist! What is he doing 		
CF | here? 		
CF | 		
CF | In the time since he and Rosa came to town, you've come to know them 		
CF | both. As two musicians, you've spent a few evenings playing together, 		
CF | and Felipe has begun to teach you to play his vihuela, a big-bellied 		
CF | Mexican guitar with high, sweet tones. 		
CF | 		
CF | You'd thought he was a good guy, and he seems to worship Rosa. You 		
CF | can't believe he'd betray her. 		
CF | 		
CF | Felipe's voice drifts down from above. 		
CF | 		
CF | "You should go now, amigo. If you don't, I have to kill you." 		
CF | 		
CF | That's it, then. You don't know how or why Felipe was drawn into this, 		
CF | but Rosa is more important. 		
CF | 		
CF | Under the Windmill 		
CF | The northwest corner of the ranch is dominated by the windmill which 		
CF | towers overhead. It's clearly for drawing up underground water. A pipe 		
CF | leads into a metal cistern next to the windmill. 		
CF | 		
CF | At the top of the windmill, there's a large rotor to catch the wind 		
CF | and a tail that sticks out perpendicularly to direct the blades into 		
CF | the wind. Although there's a stiff breeze, the rotor is motionless; 		
CF | some sort of locking mechanism is preventing the pump rod from moving. 		
CF | 		
CF | Felipe is at the top of the windmill, perched on the platform there. 		
CF | Although he is mostly hidden, you sometimes see him peek over the side 		
CF | and try to sight his rifle on you. 		
CF | 		
CF | To your east, across a long open stretch, you can see the stable. The 		
CF | ranch house is to your southeast. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
		MoyTravis says, "blargh"
		MoyTravis asks, "apparently!?"
		MoyTravis says, "Well hooray us, I guess."
Roger says (to floyd), "sing" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > SING 		
CF | 		
CF | Tenderly strumming Lulabelle's strings, you sing a verse of Oh! 		
CF | Susanna. 		
CF | 		
CF | I came from Alabama 		
CF | wid my banjo on my knee, 		
CF | I'm g'wan to Louisiana, 		
CF | My true love for to see, 		
CF | It raind all night the day I left 		
CF | The weather it was dry, 		
CF | The sun so hot I frose to death 		
CF | Susanna dont you cry. 		
CF | 		
CF | Perched high in the windmill, Don Felipe titters in a high voice. 		
CF | 		
CF | > 		Knight_Otu says, "Ah, yes, Rosa's companion. I had suspected him to be the masked leader, but apparently not."
		Roger says, "what no accompaniment"
Roger says (to floyd), "x locking mechanism" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X LOCKING MECHANISM 		
CF | 		
CF | The locking mechanism sits next to the base of the windmill, a bolt 		
CF | protruding from its side and into a corresponding slot in the 		
CF | windmill's pump rod. The mechanism's only other feature is a rusty 		
CF | X-shaped hole on the side. It's a couple of inches across. 		
CF | 		
CF | You guess that the hole is used to withdraw the bolt. It's probably 		
CF | not designed for security, but simply to stop the windmill from 		
CF | operating when the cistern is full. Nevertheless, you don't have the 		
CF | tool used to operate the mechanism. 		
CF | 		
CF | > 		MoyTravis asks, "So we need to...unlock the windmill?"
		Knight_Otu asks, "The brand?"
		Roger says, "seems like we should try. Yeah that might be the right shape -- good thinking"
Roger says (to floyd), "x brand" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X BRAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "x iron" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X IRON 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "d'oh"
Roger says (to floyd), "i" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a broken board 		
CF | a lasso 		
CF | some hay 		
CF | two small hoops 		
CF | a bloody paper 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		Knight_Otu says, "I think we left it in the fire."
		MoyTravis says, "lol did we leave it somewhere"
		Krumar says, "ma ybe the fensing tool can do it."
		MoyTravis says, "RIP. I guess we gotta pull the wagon behind us or something."
Roger says (to floyd), "e" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > E 		
CF | 		
CF | Don Felipe's still up there sniping at you! If you want to go back to 		
CF | the stable, you're going to need to bring the cart with you. 		
CF | 		
CF | > 		
Roger says (to floyd), "push cart se" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > PUSH CART SE 		
CF | 		
CF | You might be able to push the wagon southeast, but that's not where 		
CF | you need it. 		
CF | 		
CF | > 		
Roger says (to floyd), "push cart e" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW w 		
CF | 		
CF | > PUSH CART E 		
CF | 		
CF | You awkwardly repeat your journey back to the shadow of the stable, 		
CF | this time dragging the old wagon behind you. Don Felipe fires a few 		
CF | more bullets into the thick wood of the wagon, but you both know 		
CF | you're safe as long as you stay behind it. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "sw" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW w 		
CF | 		
CF | > SW 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the barn whistles past you. Jerking your 		
CF | head that way, you see Whitey's ashy face framed by the hayloft 		
CF | window. You leap back to safety. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "W" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. The Longhorns are long gone, returned 		
CF | to the open range. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs, a branding iron protruding from it. Inside, you've kindled some 		
CF | scrap wood into a nice hot fire. 		
CF | 		
CF | > 		
Roger says (to floyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		MoyTravis says, "Can we burn the hay with this"
		MoyTravis says, "just...wondering if it's a dumb puzzle thing"
		Roger says, "we used the hay to kindle up this fire, as you may recall"
		MoyTravis says, "yeah"
Roger says (to floyd), "light hay with brand" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > LIGHT HAY WITH BRAND 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		Knight_Otu says, "I'd have said the lighter would be a more logical source."
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
Roger says (to floyd), "put brand in trough" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > PUT BRAND IN TROUGH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "put iron in trough" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > PUT IRON IN TROUGH 		
CF | 		
CF | There's no point in putting things in the feed trough. 		
CF | 		
CF | > 		
Roger says (to floyd), "put iron in hay" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > PUT IRON IN HAY 		
CF | 		
CF | (the hay) 		
CF | That can't contain things. 		
CF | 		
CF | > 		
Roger says (to floyd), "light hay with iron" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT HAY WITH IRON 		
CF | 		
CF | (the hay with the branding iron) 		
CF | The hay looks like great kindling, but there's no point in setting 		
CF | fire to it here. 		
CF | 		
CF | The glowing tip of the branding iron fades from white to ruby. 		
CF | 		
CF | > 		MoyTravis says, "RIP"
Roger says (to floyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "n.n." 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW w 		
CF | 		
CF | > N.N. 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | An ancient Conestoga wagon sits nearby. Its canvas cover is missing, 		
CF | but the cart's tongue and yoke for two horses are still attached. 		
CF | You've repaired the missing cartwheel, and the cart looks — barely 		
CF | — 		
CF | fit for service. The bed of the cart is empty. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "push wagon w" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > PUSH WAGON W 		
CF | 		
CF | You repeat your journey back to the blind spot beneath the windmill, 		
CF | pushing the old wagon before you. Don Felipe fires a few more bullets 		
CF | into the thick wood of the wagon, but you both know you're safe as 		
CF | long as you stay behind it. 		
CF | 		
CF | Under the Windmill 		
CF | The northwest corner of the ranch is dominated by the windmill which 		
CF | towers overhead. It's clearly for drawing up underground water. A pipe 		
CF | leads into a metal cistern next to the windmill. 		
CF | 		
CF | At the top of the windmill, there's a large rotor to catch the wind 		
CF | and a tail that sticks out perpendicularly to direct the blades into 		
CF | the wind. Although there's a stiff breeze, the rotor is motionless; 		
CF | some sort of locking mechanism is preventing the pump rod from moving. 		
CF | 		
CF | Felipe is at the top of the windmill, perched on the platform there. 		
CF | Although he is mostly hidden, you sometimes see him peek over the side 		
CF | and try to sight his rifle on you. 		
CF | 		
CF | To your east, across a long open stretch, you can see the stable. The 		
CF | ranch house is to your southeast. 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock lock with iron" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > UNLOCK LOCK WITH IRON 		
CF | 		
CF | Struck by inspiration, you hold the branding iron next to the x-shaped 		
CF | hole in the mechanism. Yes, the crossed keys of the working end are 		
CF | the same size and shape as the hole! 		
CF | 		
CF | You insert the tip of the iron into the hole and wiggle it until it 		
CF | slips into place. You strain against the rusty mechanism, but all your 		
CF | strength can't budge it. Panting, you pull the iron back out of the 		
CF | hole and peer into the mechanism. Water and disuse have not been kind 		
CF | to it — it's locked tight with rust. 		
CF | 		
CF | > 		MoyTravis says, "These people who have guns are are clearly willing to use lethal force are shockingly lax about actually hunting you down and shooting you."
		Roger says, "grease me up, woman"
Roger says (to floyd), "put lard on lock" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > PUT LARD ON LOCK 		
CF | 		
CF | Seeing the rust in the disused mechanism, you pull out the lump of 		
CF | lard in your bandana and smear a big glob of it into the hole. 		
CF | 		
CF | > 		Knight_Otu says (to Moy), "Yeah."
Roger says (to floyd), "unlock lock with iron" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > UNLOCK LOCK WITH IRON 		
CF | 		
CF | You insert the tip of the iron into the hole and wiggle it until it 		
CF | slips into place. Straining against the rusty mechanism, you manage to 		
CF | rotate the branding iron a quarter turn. The bolt withdraws from the 		
CF | slot in the pump rod. Above you, you hear a mechanical groan as the 		
CF | blades turn to face the wind and begin rotating. 		
CF | 		
CF | There's an exclamation of dismay, then a long wail as Felipe plummets 		
CF | from the platform and thuds into the ground a few feet away. 		
CF | 		
CF | His face turns toward you, and his lips work for a moment. Then the 		
CF | life leaves his body. 		
CF | 		
CF | With your eyes stinging, you kneel by his body and touch his hand. 		
CF | "I'm sorry, friend," you say. "I wish I could have saved you both." 		
CF | 		
CF | > 		MoyTravis says, "Like, he just hangs around while you make two round trips behind your wagon while obviously concocting a plan to murder him."
		MoyTravis says, "lol, and then he dies"
		Roger says, "They're not criminal masterminds"
		MoyTravis says, "I'd say F but really he was very silly about the whole thing."
		MoyTravis asks, "Anyways let's loot his body and get his gun?"
Roger says (to floyd), "search bodty" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > SEARCH BODTY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "search body" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > SEARCH BODY 		
CF | 		
CF | You don't like to mess with Felipe's body, but you have to know. You 		
CF | check through his pockets, averting your eyes from his face. In one, 		
CF | you find a tattered paper; in another, a key. You take them both. 		
CF | 		
CF | The paper is much-folded and falling apart at the seams. You run your 		
CF | eyes down it. 		
CF | 		
CF | The tattered paper turns out to be the last page of a letter. It 		
CF | begins mid-sentence: 		
CF | 		
CF | "…railroads will inhibit the movement of troops within the Republic. 		
CF | The trestle is the most urgent target, but any damage that slows or 		
CF | reverses progress on the railroad serves us well. 		
CF | 		
CF | "We have great need of gold and silver. Intercepting the tax will 		
CF | serve a dual purpose of impeding the invading forces while supplying 		
CF | our own cause with hard funds for the fight. 		
CF | 		
CF | "In addition, any other activities that generate funds are hereby 		
CF | approved. 		
CF | 		
CF | 'Fellow patriots' 		
CF | 		
CF | "I know that the Republic that produced the Battle of Palmito and the 		
CF | Second Battle of Sabine Pass will not fail in our hour of need. Stay 		
CF | true, and we shall yet redeem our cause. 		
CF | 		
CF | "P. M." 		
CF | 		
CF | These sound like plans for a war! 		
CF | 		
CF | > 		MoyTravis asks, "Cool but what happened to his rifle?"
		Roger says, "might still be up there"
Roger says (to floyd), "x key" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X KEY 		
CF | 		
CF | This is the key you took from Felipe. Like Podge's key, it has no 		
CF | wards. Instead, the shaft is a cylinder about a quarter of an inch in 		
CF | diameter. Along the shaft are fluted grooves. At the other end, the 		
CF | shaft expands into a large oblong handle rather like the key for 		
CF | winding a clock. Just at the top of the shaft is a thin ring of gold. 		
CF | 		
CF | > 		
Roger says (to floyd), "u" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > U 		
CF | 		
CF | You peer up at the windmill. The bottom ladder segment is missing, and 		
CF | you couldn't possibly get to the next. 		
CF | 		
CF | > 		MoyTravis says, "The game probably will just never give you a gun."
		MoyTravis says, "oh weeeellll."
Roger says (to clubflo), "x pipe" 		
Roger says (to floyd), "x pipe" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X PIPE 		
CF | 		
CF | A pipe leads out of the pumping apparatus and into the metal cistern. 		
CF | You hear water plashing inside the tank as the windmill's pump rod 		
CF | moves up and down. 		
CF | 		
CF | > 		
Roger says (to floyd), "x cistern" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > X CISTERN 		
CF | 		
CF | The cistern is large circular tank of galvanized metal, about four 		
CF | feet tall and eight in diameter. It stores the water brought up from 		
CF | underground by the windmill. A section of the top flips open for 		
CF | access. You can hear water running inside each time the pump rod 		
CF | rises. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in cistern" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > LOOK IN CISTERN 		
CF | 		
CF | You flip open the lid of the cistern and take a look inside. There are 		
CF | a few inches of water inside. Each time the pump rod rises, a stream 		
CF | of water shoots from the discharge pipe, slowly adding to the supply. 		
CF | There's nothing of help to you, though. You close the cistern again. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > L 		
CF | 		
CF | Under the Windmill 		
CF | The northwest corner of the ranch is dominated by the windmill which 		
CF | towers overhead. It's clearly for drawing up underground water. A pipe 		
CF | leads into a metal cistern next to the windmill. 		
CF | 		
CF | At the top of the windmill, the rotor is turning briskly with the wind 		
CF | and the entire mechanism occasionally rotates as the tail aligns it 		
CF | with the wind direction. The pump rod churns up and down next to you, 		
CF | and you hear water streaming into the cistern nearby. 		
CF | 		
CF | The battered body of Don Felipe lies at the base of the windmill. 		
CF | 		
CF | The Conestoga wagon you repaired sits nearby. The bed of the cart is 		
CF | empty. 		
CF | 		
CF | To your east, across a long open stretch, you can see the stable. The 		
CF | ranch house is to your southeast. 		
CF | 		
CF | > 		MoyTravis says, "Ok I vote we hint this last guy."
		Roger says, "hrm let me flail around a bit first, but soon"
Roger says (to floyd), "se" 		
CF ] Under the Windmill 		
CF ] Exits: SE e 		
CF | 		
CF | > SE 		
CF | 		
CF | You start the long journey across the cleared area to the ranch house. 		
CF | A shot from the direction of the barn whistles past you. Jerking your 		
CF | head that way, you see Whitey's ashy face framed by the hayloft 		
CF | window. You leap back to safety. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW w 		
CF | 		
CF | > E 		
CF | 		
CF | With Don Felipe no longer among the living, you can walk safely back 		
CF | to the stable without the cart's protection. 		
CF | 		
CF | Outside the Stable 		
CF | You're standing at the northeast corner of the Crossed Keys Ranch. 		
CF | There's a stable through the horse-sized archway to your northeast, 		
CF | judging by the smell. To your southwest is the center of the ranch, 		
CF | the main house. A long stretch of open ground to the west leads to a 		
CF | windmill. Closer to hand, just to your south, is a barn with a 		
CF | projecting hayloft. The overlook is back to your north, but you're 		
CF | determined to confront the Black Blade before you return that way. 		
CF | 		
CF | A sturdy iron eyelet, perhaps intended for suspending a lantern, is 		
CF | mounted alongside the archway. One end of the block and tackle is 		
CF | hooked into the eyelet. 		
CF | 		
CF | Soft nickering comes from inside the stable. 		
CF | 		
CF | > 		
Roger says (to floyd), "n" 		
CF ] Outside the Stable 		
CF ] Exits: n ne s SW w 		
CF | 		
CF | > N 		
CF | 		
CF | You look longingly at the trail back to town, but you need to rescue 		
CF | Rosa first. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
MoyTravis I bet it'll be something, like, "you stuff the straw somewhere THEN set it on fire" 		Krumar says, "I thought you lassod his gun already"
		Jacqueline says, "Tried."
		Roger says, "I did, but it didn't work"
		Jacqueline says, "He thwarted us."
		Knight_Otu says, "He was wise to our tricks."
		Krumar asks, "could you stuff the hay in that sliver you saw eailer and light it?"
Roger says (to floyd), "e" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > W 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | The last traces of the red glow fade from the tip of the branding 		
CF | iron. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. The Longhorns are long gone, returned 		
CF | to the open range. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. Inside, you've kindled some scrap wood into a nice hot fire. 		
CF | 		
CF | > 		
Roger says (to floyd), "put iron in fire" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > PUT IRON IN FIRE 		
CF | 		
CF | (the branding iron in the wood fire) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | In the brazier, the branding iron begins to glow with a red heat. 		
CF | 		
CF | > 		
Roger says (to floyd), "z.z.z." 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > Z.Z.Z. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | In the brazier, the glow of the branding iron rises from crimson to a 		
CF | searing white. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Roger says (to floyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear footsteps as Whitey changes position. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter barn" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > ENTER BARN 		
CF | 		
CF | (the feed barn) 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | > 		
Roger says (to floyd), "throw iron through trapdoor" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > THROW IRON THROUGH TRAPDOOR 		
CF | 		
CF | I only understood you as far as wanting to throw the branding iron. 		
CF | 		
CF | > 		
Roger says (to floyd), "throw iron" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > THROW IRON 		
CF | 		
CF | Dropped. 		
CF | 		
CF | You hear Whitey snort wetly and spit. 		
CF | 		
CF | > 		
Roger says (to floyd), "iron" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > IRON 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "take iron" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | The glowing tip of the branding iron fades from white to ruby. 		
CF | 		
CF | > 		
Roger says (to floyd), "throw iron at trapdoor" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > THROW IRON AT TRAPDOOR 		
CF | 		
CF | You try to toss the branding iron into the hayloft opening, but you 		
CF | can't get a good angle without exposing yourself to Whitey's fire. 		
CF | 		
CF | > 		Roger says, "alright, to hints we go"
		MoyTravis asks, "Pile straw under the trapdoor?"
		Roger says, "oh hmm"
		Krumar says, "What if you put the hankerchief with lard on the hot end of the brand"
		Jacqueline asks (of Roger), "Want me to do the hint menu again, or would you like to?"
Roger says (to floyd), "i" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a branding iron 		
CF | Felipe's key 		
CF | a tattered paper 		
CF | a broken board 		
CF | a lasso 		
CF | some hay 		
CF | two small hoops 		
CF | a bloody paper 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | You hear Whitey snort wetly and spit. 		
CF | 		
CF | > 		MoyTravis asks, "Which...you can...burn? To create...smoke? Which gives you...cover to throw it in or something?"
DavidW has arrived. 		
Roger says (to floyd), "drop hay" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > DROP HAY 		
CF | 		
CF | (the hay) 		
CF | Dropped. 		
CF | 		
CF | > 		DavidW says, "Sorry I'm late. Overslept."
		MoyTravis says, "Oh, hello, David."
Roger says (to floyd), "light match" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > LIGHT MATCH 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | > 		
Roger says (to floyd), "light hay with match" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > LIGHT HAY WITH MATCH 		
CF | 		
CF | (the hay with the gold casket) 		
CF | The hay looks like great kindling, but there's no point in setting 		
CF | fire to it here. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Hey David!"
		Jacqueline says, "I am anti-violence but if Whitey keeps snorting wetly, he needs to go down."
		DavidW says, "oh, this game."
		Jacqueline says (to DW), "Yay. Hello."
		MoyTravis says, "This game is just incredibly anti-setting-fire-to-things."
		Jacqueline says (to DW), "hahaha. Yes. This game."
		Roger says, "hi DavidW -- yep, stil lthis."
		DavidW says, "hi all"
Roger says (to floyd), "put iron in kerchief" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > PUT IRON IN KERCHIEF 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | > 		
Roger says (to put), "iron in lard" 		
Roger says (to floyd), "put iron in lard" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > PUT IRON IN LARD 		
CF | 		
CF | That can't contain things. 		
CF | 		
CF | You hear the rasp of Whitey's breathing. 		
CF | 		
CF | > 		
Roger says (to floyd), "put lard on board" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > PUT LARD ON BOARD 		
CF | 		
CF | There's no point in smearing the lard on the broken board. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | > 		DavidW asks, "What progress have we made since I was last here?"
		MoyTravis says, "I'm gonna be super duper mad if the answer is "set fire to things, but in this weirdly specific way""
Roger says (to floyd), "light board" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > LIGHT BOARD 		
CF | 		
CF | The board looks like it would burn, but there's no point in setting it 		
CF | on fire here. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		Roger says, "okay, hints for real now please"
		MoyTravis says, "We killed two more of the bandits."
		Knight_Otu says, "We killed Podge and the windmill sniper."
		MoyTravis says, "And took their keys."
		Jacqueline says, "We killed Pdge and the guy in the wind--yeah"
		Roger says, "Jacq if you want to drive the hints again"
		Jacqueline says, "And yeah, there is a lock with three keys, of which we have aquired two."
		Krumar says, "the guy in the windmill was your friend."
		Jacqueline says, "Yeah. But we didn't let that get in the way."
		DavidW says, "gosh. Sorry I missed all that."
		Jacqueline says, "We keep pretending to be pretty choked up about killing people, but yet we keep killin'"
		Jacqueline says, "All for a girl... but also we are learning there may be some sort of a political thing happening."
		Knight_Otu says, "To befair, they're also trying to kill us. Not quite as gruesomely as we do to them, of course."
		Knight_Otu says, "And not quite as competently."
		Jacqueline says, "ha."
		Jacqueline says, "Very true."
		MoyTravis says, "We're gonna get to her and she'll be all "THE SOUTH WILL RISE AGAIN" and we'll be like "ohno" and it will all end in heartbreak or something."
		DavidW asks, "How did we even approach the windmill?"
		MoyTravis says, "Then we ride off into the sunset singing a sad song."
		Knight_Otu says, "We (Roger) lassoed the wagon and repaired it."
		DavidW says, "oh"
		MoyTravis says, "Uh, we lasso'd the wagon, repaired it, and pushed it in front of us."
		Jacqueline says, "We fixed the wagon, then rolled it, using it as cover."
		Roger says, "we made the rope into a lasso and lasso'd the wagon and used the pulley to pull it to us and then repaired the wheel with the big barrel hoop and then pushed it as cover to the windmill"
		MoyTravis says, "lol"
		Roger says, "as one does"
		DavidW asks, "And Podge? A stampede with windmill guy's gun, maybe?"
		Roger says, "Oh and we stampeded the cattle by remembering that we had some spare bullets and a nearby fire"
		Krumar says, "now its time to burn whitey."
		DavidW asks, "We had bullets?"
		MoyTravis says, "Threw bullets (from our bandolier) into the brazier to create gunshot sounds."
		Knight_Otu says, "Then we had to push the wagon back to get the brand that we left in the fire, then return to use the brand and the lard to unlock the windmill mechanism."
		Roger says, "in our bandolier (and still do, actually)"
		MoyTravis says, "Yeah we just...had 'em. The whole time."
		DavidW says, "oh. Forgot about the bandolier. Sorry."
		Roger says, "as did we all."
		Knight_Otu says, "We did too, David."
		Roger says, "anyways now we're stuck again and about to resort to a bit of the hint system"
		DavidW asks, "So we haven't used the brazier or the pulley thing or the branding iron?"
		Jacqueline says, "We have used all three now."
		DavidW says, "oh"
		Jacqueline says, "The brazier to cook bullets for the stampede."
		Jacqueline says, "The pully to get the wagon."
		DavidW asks, "Any new items from wagon, windmill, etc?"
		Knight_Otu says, "The brazier was used with the bullets, the pulley to get the wagon, and the iron to unlock the windmill mechanism."
		Jacqueline says, "the branding iron to turn on the windmill, thus flinging its sniper to a grizzly death below. SLAT"
		Knight_Otu says, "Two keys, a board, and some ominous letters."
		Jacqueline says, "er, SPLAT"
		Jacqueline says, "We should maybe reread the letters for David."
		DavidW asks, "ess pee el a tee?"
Roger says (to floyd), "i" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a branding iron 		
CF | Felipe's key 		
CF | a tattered paper 		
CF | a broken board 		
CF | a lasso 		
CF | two small hoops 		
CF | a bloody paper 		
CF | a lump of lard wrapped in a red calico kerchief 		
CF | a fencing tool 		
CF | a few lumps of sugar 		
CF | a whip 		
CF | a gold casket 		
CF | your regular duds (being worn) 		
CF | a gun belt (being worn) 		
CF | a bandolier (being worn) 		
CF | your faithful guitar, Lulabelle (being worn) 		
CF | 		
CF | > 		
Roger says (to floyd), "x bloody paper" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > X BLOODY PAPER 		
CF | 		
CF | The paper is torn and blood-stained. You can only make out a few 		
CF | words, which seem to be a portion of a letter. 		
CF | 		
CF | > 		
Roger says (to floyd), "read bloody paper" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > READ BLOODY PAPER 		
CF | 		
CF | A broad, sprawling hand has written: 		
CF | 		
CF | "I'm also sending you a portion of the funds I brought with me, in the 		
CF | hopes that it will help you. True patriots will still…" 		
CF | 		
CF | Blood obliterates everything else. 		
CF | 		
CF | > 		DavidW says, "oh, the Confed money we burned in the brazier."
		DavidW says, "Those funds."
		Roger says, "yeah -- that was on Hodge, the guy in the corral"
		DavidW asks, "Hodge Podge?"
		Krumar says, "Yes Podge"
Roger says (to floyd), "read tattered paper" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > READ TATTERED PAPER 		
CF | 		
CF | The tattered paper turns out to be the last page of a letter. It 		
CF | begins mid-sentence: 		
CF | 		
CF | "…railroads will inhibit the movement of troops within the Republic. 		
CF | The trestle is the most urgent target, but any damage that slows or 		
CF | reverses progress on the railroad serves us well. 		
CF | 		
CF | "We have great need of gold and silver. Intercepting the tax will 		
CF | serve a dual purpose of impeding the invading forces while supplying 		
CF | our own cause with hard funds for the fight. 		
CF | 		
CF | "In addition, any other activities that generate funds are hereby 		
CF | approved. 		
CF | 		
CF | 'Fellow patriots' 		
CF | 		
CF | "I know that the Republic that produced the Battle of Palmito and the 		
CF | Second Battle of Sabine Pass will not fail in our hour of need. Stay 		
CF | true, and we shall yet redeem our cause. 		
CF | 		
CF | "P. M." 		
CF | 		
CF | > 		Jacqueline says, "Oh right. I'd forgotten that there was burned up worthless Confederate money in the brazier."
		Krumar says, "We ran him over with cows."
		Jacqueline says, "As one does."
		Jacqueline says, "Pretty standard assassination tool, really."
		Roger says, "H is for Hodge, run over by cows"
		Krumar says, "it was kind of like that scene in the Lion King, I'll bet there is a name for murder like that."
		Knight_Otu asks, "Stampedecide?"
		Jacqueline laughs.
		MoyTravis asks, "Anyways we gonna hint this or we gonna...what's goin' on?"
		Roger says, "my vote is for hint"
		DavidW asks, "hmm. We haven't used the lard yet?"
		Jacqueline says, "We needed the lard to grease a rusted mechanism"
		DavidW says, "oh"
		Jacqueline says, "In the windmill"
		Krumar says, "We haven't used the hay yet."
		Knight_Otu says, "Yeah."
		Krumar says, "I think It needs to be put someplace and lit on fire."
		Jacqueline asks (of Roger), "Do you want me to do the hint thing, like last time, or you got it?"
		DavidW says, "Hay is for Horses, who snort in the stable."
		Roger says, "we used the hay to light the brazier"
		Knight_Otu says, "We used the hay for kindling and as horse bribe."
		Krumar says, "Oh"
		Roger says (to Jacq), "if you could, please"
		Knight_Otu says, "Could still be useful again, of course."
Jacqueline says (to ClubFloyd), "hint" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I get to the ranch house? 		
CF | How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | > How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		
Jacqueline presses the yellow enter button. 		
CF ] How can I kill Whitey? 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "We knew that."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "no."
		Jacqueline says, "We figured that."
		MoyTravis says, "norly game"
		DavidW says, "gotta smoke him out, right"
		Jacqueline says, "I always feel snarky in the early parts of hint trees."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		DavidW says (to Jacqueline), "oh me too"
		MoyTravis says, "game"
		Jacqueline says (to DW), "You may be on to something."
		MoyTravis says, "game please don't do this"
		Jacqueline asks, "Keep going?"
		MoyTravis says, "yes but I am going to be very mad if this goes where I think it'll go"
		Knight_Otu says, "We haven't heard anything we haven't known."
		Jacqueline says, "I think it will, Travis. Stand by for anger."
		MoyTravis says, "it'll be like "you have to stuff the straw into the cracks of the trapdoor""
		Krumar says, "Its either light it on fire or get the cows back to finish off another badguy."
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		MoyTravis says, ""then you have to use the branding iron because it's too tall to light it from the floor""
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | 5/11: Extremely flammable hay! 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Knight_Otu says, "Very funny, game."
		DavidW says, "I assume we couldn't reach the sprig or whatever it's called, dangling from the trapdoor."
		Jacqueline says, "Oh game. Oh game oh game oh game"
		Roger asks, "oh maybe we just throw a lit match?"
Roger says (to floyd), "light match" 		Jacqueline asks (of Roger), "Want to try?"
		Krumar asks, "could you touch the hay with the branding iron?"
		MoyTravis asks, "We don't have matches though?"
Jacqueline says (to ClubFloyd), "q" 		DavidW asks (of Roger), "We have matches now?"
		Jacqueline says, "oops."
		Roger says, "whoops sorry"
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | > How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		
Jacqueline says (to ClubFloyd), "q" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | There's an armload of hay in a pile here. 		
CF | 		
CF | > 		Jacqueline says, "Now"
Roger says (to floyd), "light match" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > LIGHT MATCH 		
CF | 		
CF | You quickly repeat the steps to ignite a disc. 		
CF | 		
CF | The gray disc has caught fire. It's smoldering and giving off a trail 		
CF | of malodorous smoke. 		
CF | 		
CF | > 		Knight_Otu says, "We don't have matches, we have that guy's novelty lighter, technically."
Roger says (to floyd), "throw disk at trapdoor" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > THROW DISK AT TRAPDOOR 		
CF | 		
CF | (first taking the glowing disc) 		
CF | You don't want to handle it... it's on fire! If you need to burn 		
CF | something, you can just use the whole lighter. 		
CF | 		
CF | Whitey's rifle probes through the opening to the hayloft, and you 		
CF | catch a glimpse of his pasty face peering from the dark above. You're 		
CF | at a bad angle for him, but he squeezes off a quick shot to keep you 		
CF | honest. You cringe back against the wall. You can't keep doing this — 		
CF | you're going to have to eliminate Whitey somehow. 		
CF | 		
CF | > 		DavidW asks, "Light the haypile here?"
		MoyTravis says, "I thought we tried that."
Roger says (to floyd), "light hay with match" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > LIGHT HAY WITH MATCH 		
CF | 		
CF | (the hay with the gold casket) 		
CF | The hay looks like great kindling, but there's no point in setting 		
CF | fire to it here. 		
CF | 		
CF | > 		MoyTravis says, "And it said there's no reason to."
Roger says (to floyd), "out" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > OUT 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | You hear boards creak as Whitey repositions himself, and see his rifle 		
CF | barrel jutting from the window above. You stay carefully out of his 		
CF | view. 		
CF | 		
CF | > 		DavidW says, "oh."
		Krumar asks, "light hankercheif?"
Roger says (to floyd), "light hay with match" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT HAY WITH MATCH 		
CF | 		
CF | The hay looks like great kindling, but there's no point in setting 		
CF | fire to the feed trough. 		
CF | 		
CF | You hear a board shift in the hayloft. 		
CF | 		
CF | > 		
Roger says (to floyd), "light kerchief" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT KERCHIEF 		
CF | 		
CF | The lump of lard melts from the heat, but doesn't catch. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		Jacqueline says, "SO MUCH FUN"
		Roger says, "alright thanks for letting me try just one more time"
		MoyTravis says, "Stuff the handkerchief with hay"
		Roger exclaims, "back to hintery!"
		MoyTravis says, "put a rock it in"
		Jacqueline says, "Okay"
		MoyTravis says, "throw it in the window"
		MoyTravis says, "curse the game-maker"
Jacqueline says (to ClubFloyd), "hint" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > How do I get to the ranch house? 		
CF | How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | > How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		
Jacqueline presses the yellow enter button. 		
CF ] How can I kill Whitey? 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | 5/11: Extremely flammable hay! 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | 5/11: Extremely flammable hay! 		
CF | 		
CF | 6/11: And it's almost within reach inside the barn. 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | 5/11: Extremely flammable hay! 		
CF | 		
CF | 6/11: And it's almost within reach inside the barn. 		
CF | 		
CF | 7/11: Do you have a source of fire? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Jacqueline says, "OMG GAME"
		DavidW asks, "so throw the casket at it?"
		Knight_Otu says, "Yes, game..."
		Jacqueline says, "I was wondering if we toss the whole thing in, but that seems..."
		Krumar asks, "could we stand on something?"
		Jacqueline asks, "...though I guess it's probably fire proof and we can just retrieve it after the fire, maybe?"
		Krumar asks, "stand on soemthing to light the hay?"
		DavidW says (to Krumar), "Not that I found."
		Jacqueline asks, "Keep hinting, or leave the hint menu?"
		MoyTravis says, "Just...tell me what dumb thing you want, game"
		Roger says, "I'd like more"
		MoyTravis says, "so we can be free"
		Jacqueline says, "Freeeeeee"
Jacqueline says (to ClubFloyd), "h" 		
CF | 1/11: You can't get into the hayloft. 		
CF | 		
CF | 2/11: And he won't come down voluntarily. 		
CF | 		
CF | 3/11: What's a hayloft full of? 		
CF | 		
CF | 4/11: Hay! 		
CF | 		
CF | 5/11: Extremely flammable hay! 		
CF | 		
CF | 6/11: And it's almost within reach inside the barn. 		
CF | 		
CF | 7/11: Do you have a source of fire? 		
CF | 		
CF | 8/11: How about something that's just really hot? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		DavidW says, "I think light the casket and throw at window."
		Knight_Otu says, "We shouldn't need to toss the whole thing in, as we may need it in other places depending on how we sequence things."
		DavidW says, "ooooh."
		Jacqueline asks, "The branding iron?"
		Roger exclaims, "I tried that too!"
		DavidW says, "Throw the BRANDING IRON."
		MoyTravis says, "We tried that."
		Roger says, "but I can try again"
		DavidW asks, "really?"
		DavidW asks, "At what?"
		Roger says, "oh maybe it's long enough to just reach up"
		MoyTravis says, "It said it would expose us to enemy fire."
Jacqueline pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | How do I get to the ranch house? 		
CF | > How can I kill Whitey? 		
CF | How can I get into the bunkhouse? 		Krumar asks, "what about just touching it witht iron?"
Jacqueline says (to ClubFloyd), "q" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		Jacqueline says, "All yours, Roger."
		MoyTravis asks, "I thought we tried THAT too? To use it on the trapdoor?"
		MoyTravis says, "Or, it's, like. Maybe we need to use it specifically on "hayloft""
Roger says (to floyd), "e" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | There's an armload of hay in a pile here. 		
CF | 		
CF | You hear the rasp of Whitey's breathing. 		
CF | 		
CF | The last traces of the red glow fade from the tip of the branding 		
CF | iron. 		
CF | 		
CF | > 		Krumar asks, "touch trap door with iron?"
		MoyTravis asks, "and not "hay"?"
		DavidW says, "There;s a wisp or something dangling from the trapdoor. I forget what the game calls it."
Roger says (to floyd), "undo" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "x trapdoor" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > X TRAPDOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Outside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > S 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | a safe distance from his vantage point in the barn. 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | There's nothing in that direction. 		
CF | 		
CF | With a final burst of sparks, the glowing disc is fully consumed. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | North of the Corral 		
CF | You've circled around to the south end of the ranch. To your north, 		
CF | across a patch of open ground, the two-story ranch house looms over 		
CF | the landscape. 		
CF | 		
CF | To your south, a wooden gate leads to a large corral. An imposing 		
CF | padlock holds the gate closed. The Longhorns are long gone, returned 		
CF | to the open range. 		
CF | 		
CF | You could follow the fence around the corral to the southeast or 		
CF | southwest. The bunkhouse is back to the east. 		
CF | 		
CF | To one side of the gate, a cast iron brazier stands on three stubby 		
CF | legs. Inside, you've kindled some scrap wood into a nice hot fire. 		
CF | 		
CF | The last traces of the red glow fade from the tip of the branding 		
CF | iron. 		
CF | 		
CF | > 		
Roger says (to floyd), "put iron in fire.z.z.z." 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > PUT IRON IN FIRE.Z.Z.Z. 		
CF | 		
CF | (the branding iron in the wood fire) 		
CF | You put the branding iron into the brazier. 		
CF | 		
CF | In the brazier, the branding iron begins to glow with a red heat. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | In the brazier, the glow of the branding iron rises from crimson to a 		
CF | searing white. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Roger says (to floyd), "take iron" 		
CF ] North of the Corral 		
CF ] Exits: N s se sw e 		
CF | 		
CF | > TAKE IRON 		
CF | 		
CF | (the branding iron) 		
CF | You carefully pick up the branding iron by its cool end. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "n" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > N 		
CF | 		
CF | Moving carefully to stay out of Whitey's sightlines, you work your way 		
CF | into the safe area under the projection. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. From beneath the overhang, you cannot see the hayloft window 		
CF | where Whitey crouches in wait for you. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter barn" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > ENTER BARN 		
CF | 		
CF | (the feed barn) 		
CF | 		
CF | Inside the Barn 		
CF | The interior of the barn is cool and dim after the unrelenting sun 		
CF | outside. The normal ranch paraphernalia seems to have been cleared 		
CF | out. Overhead, through a square trapdoor, you can see a sliver of the 		
CF | hayloft. The ladder that would normally provide access is missing — 		
CF | probably Whitey pulled it up after him. 		
CF | 		
CF | The occasional shift of boards and hoarse exhalations tell you that 		
CF | Whitey is still up in the hayloft. 		
CF | 		
CF | There's an armload of hay in a pile here. 		
CF | 		
CF | > 		
Roger says (to floyd), "x trapdoor" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > X TRAPDOOR 		
CF | 		
CF | The upper level of the barn is a hayloft. A small opening provides 		
CF | access from the main floor. Through it, you can see the barn roof high 		
CF | above, but most of the hayloft is invisible to you. A tangle of hay 		
CF | trails through the opening, but it's still a couple of feet out of 		
CF | reach. 		
CF | 		
CF | You'd expect a ladder here, but it's missing — probably Whitey has 		
CF | pulled it up after him. 		
CF | 		
CF | Whitey crouches somewhere above you, guarding the center of the ranch 		
CF | compound. You occasionally hear the soft rasp of his adenoidal 		
CF | breathing. 		
CF | 		
CF | You hear footsteps as Whitey changes position. 		
CF | 		
CF | > 		Krumar says, "hay in a pile"
		DavidW says, "TANGLE"
		MoyTravis says, ""tangle of hay""
Roger says (to floyd), "hit tangle with iron" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > HIT TANGLE WITH IRON 		
CF | 		
CF | The branding iron doesn't make a very good weapon. 		
CF | 		
CF | The glowing tip of the branding iron fades from white to ruby. 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Inside the Barn 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis says, ""hay" doesn't count"
		MoyTravis says, "lol"
Roger says (to floyd), "touch tangle with iron" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > TOUCH TANGLE WITH IRON 		
CF | 		
CF | I only understood you as far as wanting to touch the hayloft. 		
CF | 		
CF | > 		MoyTravis asks, "Burn?"
Roger says (to floyd), "put iron on tangle" 		
CF ] Inside the Barn 		
CF ] Exits: w 		
CF | 		
CF | > PUT IRON ON TANGLE 		
CF | 		
CF | There's no point in putting things on the hayloft. 		
CF | 		
CF | The glowing tip of the branding iron fades from white to ruby. 		
CF | 		
CF | > 		
Roger says (to floyd), "light tangle with iron" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > LIGHT TANGLE WITH IRON 		
CF | 		
CF | Well, you don't see any way around this. Reluctantly, you extend the 		
CF | glowing branding iron, and touch it to the dangling clump of hay. The 		
CF | hay smokes, then lights, and a small trail of flame creeps up toward 		
CF | the opening above. 		
CF | 		
CF | You hear shifting boards above; Whitey must be taking another peek out 		
CF | the hayloft window. Tense moments later, you see the glow of open 		
CF | flames reflected in the dark hayloft. 		
CF | 		
CF | "What in…? What are you doing, Boots?!?" Whitey's high tenor rises 		
CF | into a falsetto as he realizes his predicament. There's a rush of 		
CF | boots across the ceiling, then stomping and shifting shadows as Whitey 		
CF | tries to stamp out the growing fire. 		
CF | 		
CF | It's too late for that, though, and Whitey shrieks as he runs across 		
CF | the creaky hayloft toward the front window again. There's a 		
CF | whump from above, and suddenly the hayloft is engulfed. You 		
CF | hear a thud outside, then silence. 		
CF | 		
CF | Cautiously, you stick your head outside, then step out of the barn. 		
CF | 		
CF | Whitey's neck is bent at an unnatural angle — he must have broken it 		
CF | when he jumped from the hayloft. You remove your hat for a moment as 		
CF | you contemplate the tragedy of a life lost. 		
CF | 		
CF | Smoke rises from Whitey's clothes, but there's no open fire. His rifle 		
CF | is nowhere to be seen; it's most likely back in the hayloft. 		
CF | 		
CF | You see the corner of a soiled sheet of paper peek from a pocket of 		
CF | his dungarees. 		
CF | 		
CF | Outside the Barn 		
CF | A sun-bleached barn stands to your east. Its door gapes open, darkness 		
CF | concealing the interior. 		
CF | 		
CF | The hayloft projects overhead here, creating a pool of shade beneath. 		
CF | The coolness provides a welcome change from the scorching of the Texas 		
CF | sun. You can see flames dancing in the hayloft and smell the heavy 		
CF | smoke. 		
CF | 		
CF | A feed trough filled with hay stands flush with the barn wall here. 		
CF | 		
CF | The ranch house is west of you, across a long stretch of open ground. 		
CF | To your south, you can see the bunkhouse. The stable is back to the 		
CF | north. 		
CF | 		
CF | Whitey's body is here. His neck is bent at an unnatural angle. 		
CF | 		
CF | > 		MoyTravis says, "uuuuuuuuuuuuuuuugh"
		MoyTravis says, "oh well it's done with"
		Roger says, "I mean, that's not an unfair puzzle per se"
		MoyTravis says, "We continue to be Very Sad about all the murders we're regretfully forced to do."
		Jacqueline says, "F"
		DavidW says, "Another paper to read and another key to find, I assume."
		Roger says, "throwing the hot iron up there probably should have been implemented though"
		Roger says, "I wish the game had Oregon-Trail-style tombstones for these guys"
		Jacqueline says, "haha"
		Knight_Otu says, "Another competent kill of an incompetent bandit."
Roger says (to floyd), "search body" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > SEARCH BODY 		
CF | 		
CF | You pluck the sheet from Whitey's pocket. A key falls out with it, and 		
CF | you absently pick it up as well. 		
CF | 		
CF | The sheet is singed and soot-stained. You scan it curiously. It 		
CF | appears to be one page of a longer letter. 		
CF | 		
CF | You read: 		
CF | 		
CF | "Recall the convictions upon which you entered this contest. Fight for 		
CF | them and die for them. When a nation forgets the principles which led 		
CF | her into revolution she ceases to be the same nation. Turn your gaze 		
CF | once more on the Constitution of your cou…" 		
CF | 		
CF | There's a gap here, then it continues: 		
CF | 		
CF | "…man resolve to do his whole duty, and renewing his vows of fidelity 		
CF | to the cause of his country, he will draw fresh inspiration from the 		
CF | urgency of the occasion. I tell you frankly that every man has a 		
CF | personal and individual interest in this struggle. Be not cajoled or 		
CF | deceived my countrymen by false hopes and fair promises. Look at the 		
CF | bloody and desolate tra…" 		
CF | 		
CF | Only a small section in the center of the back can be read: 		
CF | 		
CF | "Who would be free 		
CF | Themselves must strike the blow" 		
CF | 		
CF | You've heard something like this line of bullhooey before, but you 		
CF | can't quite place it. You'll have to think on it. 		
CF | 		
CF | > 		
Roger says (to floyd), "W" 		
CF ] Outside the Barn 		
CF ] Exits: n s e W 		
CF | 		
CF | > W 		
CF | 		
CF | As you start across the open field around the ranch house, you hear a 		
CF | scream. Rosa appears fleetingly at the widow's walk at the top of the 		
CF | house. She cries, "Boots, don't come any closer! The Black Blade will 		
CF | kill me if you don't leave!" Then she's pulled back into the house 		
CF | interior and swallowed by darkness. 		
CF | 		
CF | Your heart leaps when you see Rosa, alive and unhurt. You stop where 		
CF | you are — you can't risk her life. You'll need to find some other way 		
CF | to save her. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | In the back of your mind, you've been turning over the clues you've 		
CF | seen today. Suddenly... 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		DavidW asks, "Did you just kill Rosa?"
		MoyTravis says, "oh no suddenly confederates"
		Roger says, "hope so, but probably not"
		MoyTravis says, "who knew"
		Knight_Otu says, "Probably not."
Roger pushes the green 'space' button. 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | Everything clicks for you at once! The taxes, the sabotage, the dozens 		
CF | of other crimes and misdeeds that the Black Blade's men have committed 		
CF | in El Crucero! The worthless ashes of Confederate money! Palmito and 		
CF | Sabine Pass! The scattered remnants of the country's traitors are 		
CF | trying to regather, and planning for war — and as always, they're 		
CF | doing it under the guise of patriotism! 		
CF | 		
CF | And "P.M.!" It's Pendleton Murrah, that rabid polecat of a governor 		
CF | that got kicked out of Austin at the end of the war. Come to think of 		
CF | it, you know that letter you found on Whitey. It's the letter 		
CF | Murrah wrote to Texans as he was preparing to flee to Mexico. "Fight" 		
CF | and "die," indeed. 		
CF | 		
CF | But you heard that skunk died of consumption down Mexico way. Even 		
CF | that must have been a lie. He's cowering there in safety and planning 		
CF | to rekindle the war. 		
CF | 		
CF | The traitors were always wrong to have fought a war to protect the 		
CF | Peculiar Institution. Patriotism is all well and good, but no man has 		
CF | a right to enslave another! Now they're doubly wrong to continue to 		
CF | fight a war that's already lost! 		
CF | 		
CF | Seething, you turn your head to the ranch house at the center of the 		
CF | ranch. The Black Blade must be there. It's time to put paid to his 		
CF | account. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > L 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | blocks entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		
Roger says (to floyd), "x door" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | Although the bunkhouse is decrepit, its door is anything but! It looks 		
CF | brand new and is made of solid oak. 		
CF | 		
CF | Above the knob, you see a plate decorated with a diamond pattern, and 		
CF | with three keyholes in a vertical line. Each hole has a rim of a 		
CF | different colored metal around it; from top to bottom, they are 		
CF | bronze, silver and gold. 		
CF | 		
CF | One corner of the plate is etched with a single word: "YALE." 		
CF | 		
CF | One keyhole is filled: Podge's key has been inserted into the middle 		
CF | keyhole. 		
CF | 		
CF | > 		DavidW asks, "We never went NW from here?"
		Roger says, "always pinned down by gunfire before"
		DavidW asks, "Is it okay now?"
		Knight_Otu asks, "I think that#s the ranchhouse as well?"
		DavidW says, "oh"
		Jacqueline asks, "Gonna use the other keys?"
Roger says (to floyd), "maybe? Might get Rosa kilt" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > MAYBE? MIGHT GET ROSA KILT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "So the tri-key door first, then."
Roger says (to floyd), "unlock bronze lock with bronze key" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > UNLOCK BRONZE LOCK WITH BRONZE KEY 		
CF | 		
CF | Whitey's key slides neatly into the keyhole until its bronze ring 		
CF | touches the matching bronze rim in the keyhole. You give it a firm 		
CF | twist and hear a tiny click. 		
CF | 		
CF | > 		
Roger says (to floyd), "unlock gold lock with gold key" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > UNLOCK GOLD LOCK WITH GOLD KEY 		
CF | 		
CF | Felipe's key slides neatly into the keyhole until its gold ring 		
CF | touches the matching gold rim in the keyhole. You give it a firm twist 		
CF | and hear a tiny click. 		
CF | 		
CF | A moment later, you hear a sliding sound as the bolt retracts. 		
CF | 		
CF | > 		
Roger says (to floyd), "open door" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW S w 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You swing the oak door wide, and peer into the dark interior of the 		
CF | bunkhouse. What secrets await inside? 		
CF | 		
CF | > 		
Roger says (to floyd), "enter bunkhouse" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > ENTER BUNKHOUSE 		
CF | 		
CF | 		
CF | Inside the Bunkhouse 		
CF | The bunkhouse is a dark, airless, low-ceilinged room with a dirt 		
CF | floor. A half dozen bunkbeds have been stacked to one side, making 		
CF | room for storage. The other side is filled with crates. 		
CF | 		
CF | The bunkhouse looks to be a former slave quarters. Slaves weren't used 		
CF | as much in ranching as they were in cotton, but you know it happened. 		
CF | You're happy that's all over with, anyway. 		
CF | 		
CF | > 		
Roger says (to floyd), "x crates" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > X CRATES 		
CF | 		
CF | The crates are neatly stacked against one wall. You examine the 		
CF | closest one. There's writing along one side, scarred by a broken slat. 		
CF | It says: 		
CF | 		
CF | "NO……SAFETY POWDER" 		
CF | 		
CF | You check more crates until you find an intact crate. It says: 		
CF | 		
CF | "NOBEL'S SAFETY POWDER" 		
CF | 		
CF | You have no idea what "safety powder" might be, but a chill runs up 		
CF | your spine all the same. 		
CF | 		
CF | Behind the crates, you spot a patch of color. 		
CF | 		
CF | > 		
Roger says (to floyd), "x board" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > X BOARD 		
CF | 		
CF | It's a thin wood slat, about eight inches long and four high, jagged 		
CF | at both ends. It looks like it's been broken out of something larger 		
CF | with blunt force. Some writing is stenciled on it: "BEL'S." The word 		
CF | means nothing to you. 		
CF | 		
CF | > 		
Roger says (to floyd), "x patch" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > X PATCH 		
CF | 		
CF | You can't tell what it is. You'll have to move the crates. 		
CF | 		
CF | > 		
Roger says (to floyd), "take crates" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > TAKE CRATES 		
CF | 		
CF | There are too many crates to take, and you don't really need them. 		
CF | 		
CF | > 		
Roger says (to floyd), "take crate" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > TAKE CRATE 		
CF | 		
CF | There are too many crates to take, and you don't really need them. 		
CF | 		
CF | > 		
Roger says (to floyd), "push crate" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > PUSH CRATE 		
CF | 		
CF | Putting some muscle into it, you slide a stack of crates to one side. 		
CF | Now you can see some sort of advertising poster propped against the 		
CF | wall. 		
CF | 		
CF | > 		
Roger says (to floyd), "x poster" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > X POSTER 		
CF | 		
CF | In between two stacks of "Nobel's Safety Powder", you see a colorful 		
CF | advertising poster for Rosa's act. Rosa is shown in a dancer's leap 		
CF | against a brilliantly painted sunset, rose clenched between her teeth. 		
CF | In one corner of the poster, large script urges you to "SEE THE 		
CF | ENTICING ROSA AND HER AMAZING SWORD-DANCE." 		
CF | 		
CF | But what catches your attention is the way she's dressed. She's 		
CF | wearing tight black leather from head to toe. On her head is a flat, 		
CF | wide-brimmed black hat. On her feet are shiny black boots with high 		
CF | chunky heels for stomping. Silhouetted against the painted sun, she is 		
CF | brandishing a long sword. 		
CF | 		
CF | A bolt of lightning goes off in your head. You've seen Rosa like this 		
CF | before, riding away from the stage robbery with a crowd of men behind 		
CF | her. 		
CF | 		
CF | Rosa is the Black Blade! 		
CF | 		
CF | > 		Roger says, "dun dun dunnnnhhhh"
		MoyTravis says, "oh noooooooo what a twwwwiiiiistttt"
		Knight_Otu says, "Not much of a surprise at this point."
		Jacqueline says, "No"
		Jacqueline says, "I guess she never did love us."
		Roger says, "It's a bit more subversive of a genre in a game that has so far played it pretty straight, I might think"
Roger says (to floyd), "open crate" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > OPEN CRATE 		
CF | 		
CF | They've already been opened. You peer into the nearest ones. They're 		
CF | empty. 		
CF | 		
CF | > 		Knight_Otu says, "As that guy last week said."
		Jacqueline says, "Yeah, that is true."
DavidW says (to ClubFloyd), "climb crate" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > CLIMB CRATE 		
CF | 		
CF | It would be a short climb, since you can already touch the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beds" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > X BEDS 		
CF | 		
CF | There's a stack of uncomfortable looking bare bunkbeds broken down and 		
CF | stacked higgledy-piggledy against one wall. 		
CF | 		
CF | The last traces of the red glow fade from the tip of the branding 		
CF | iron. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search beds" 		
CF ] Inside the Bunkhouse 		
CF ] Exits: n 		
CF | 		
CF | > SEARCH BEDS 		
CF | 		
CF | You check on and under the bunkbeds, but find nothing new. 		
CF | 		
CF | > 		Roger says, "whoops glad that wasn't full of TNT"
		Jacqueline says, "Like, the politics of it are not super deep, but they were completely unexpected, and introduced as slowly as a game of this length could introduce them."
		Roger says, "yeah, fair point"
		Krumar asks, "can you take some safety powder?"
		Jacqueline says, "Because the game did really start of as tropey, and I was still thinking of it as just cowboy tropes at the beginning of this session."
		Roger asks, "I guess it's time for the final showdown?"
		Roger says, "The crates seem to be all empty"
		Krumar says, "ok"
		DavidW says, "Take the jagged board, perhaps. There's no powder to take."
		Jacqueline says, "Take the jagged board. Maybe she's also a vampire."
		Roger says, "We brought that board with us -- it was in the back of the wagon"
Roger says (to floyd), "out" 		
CF ] Outside the Bunkhouse 		
CF ] Exits: n NW s w 		
CF | 		
CF | > OUT 		
CF | 		
CF | 		
CF | Outside the Bunkhouse 		
CF | Just to your south is a dilapidated bunkhouse. A new-looking door 		
CF | allows entrance to the building. 		
CF | 		
CF | A disused water trough, clogged with algae, stands in front of the 		
CF | bunkhouse. 		
CF | 		
CF | The remains of the barrel you smashed are here: a gelatinous mass of 		
CF | lard, slowly liquefying in the Texas sun. 		
CF | 		
CF | The main house dominates the view to your northwest. Off to your west, 		
CF | you can see an empty corral. You can return to the barn to the north. 		
CF | 		
CF | > 		DavidW says (to Jacqueline), "yikes"
Roger says (to floyd), "NW" 		
CF ] Ranch House 		
CF ] Exits: ne nw s se e 		
CF | 		
CF | > NW 		
CF | 		
CF | You stalk towards the ranch house, angry and conflicted. Rosa isn't a 		
CF | hostage — she's the ringleader. She's fooled you and afflicted the 		
CF | town with a plague of murder and fear. But, somehow, you still love 		
CF | her. 		
CF | 		
CF | It's been a long, hard day, and the first golds and crimsons of 		
CF | sundown begin to appear in the sky to the west. 		
CF | 		
CF | As you approach the house, Rosa steps slowly from the house and faces 		
CF | you. She's dressed as you last saw her, in a gown of red flame with a 		
CF | long ruffled skirt that twirls when she dances. Her lips are dyed with 		Jacqueline exclaims, "Kidding!"
CF | carmine and long bangles hang from her ears. A single red rose is 		
CF | pinned to her bodice. 		
CF | 		
CF | You want to be hard, but your voice comes out as a question. "Rosa?" 		
CF | 		
CF | "Boots." Her eyes well with sadness. "You shouldn't have come." She 		
CF | answers the question in your eyes. "Yes, I'm part of this. But then 		
CF | the boys decided you needed to be killed. I wanted to get out… I 		
CF | meant 		
CF | to tell you and give myself up last night. But the boys stopped me. 		
CF | And now it's too late." 		
CF | 		
CF | This isn't right! You and Rosa have too much together. You still love 		
CF | her, even after this! 		
CF | 		
CF | You touch Lulabelle's strap. You're not a hero. You're just plain old 		
CF | Boots Taylor, singing cowboy. It's time to do what you do best. 		
CF | 		
CF | Ranch House 		
CF | The ranch house's three stories tower over you. Traces of white paint 		
CF | remain, but the prairie wind has stripped most of the building to the 		
CF | same drab brown as the land. 		
CF | 		
CF | A widow's walk surrounds the top floor. Rosa stands at the railing, 		
CF | patiently waiting for you to say your piece. 		
CF | 		
CF | > 		DavidW says, "sing!"
		Roger says, "yeah I reckon so"
Roger says (to floyd), "sing" 		
CF ] Ranch House 		
CF ] Exits: ne nw s se e 		
CF | 		
CF | > SING 		
CF | 		
CF | You search your memory and summon a song that matches Rosa's beauty. 		
CF | You strum a D chord, and begin to sing a song of love: 		
CF | 		
CF | She wore a wreath of roses 		
CF | The night that first we met, 		
CF | Her lovely face was smiling 		
CF | Beneath her curls of jet; 		
CF | Her footstep had the lightness, 		
CF | Her voice the joyous tone, 		
CF | The tokens of a youthful heart, 		
CF | Where sorrow is unknown; 		
CF | I saw her but a moment- 		
CF | Yet, methinks, I see her now, 		
CF | With a wreath of summer flowers 		
CF | Upon her snowy brow. 		
CF | 		
CF | When you finish, Rosa gives you a gentle smile. 		
CF | 		
CF | "Boots, I do love you! If only we could be together! But you don't 		
CF | know what I've done." Rosa averts her eyes from yours. "The last 		
CF | governor, Murrah — he hired me and my boys to foul up things up with 		
CF | the Union. The pay was good! We were supposed to be sand in the 		
CF | gears…" You nod to show you understand. "He sent money, and," she 		
CF | hesitates, "other things to help." 		
CF | 		
CF | Around you, the landscape dims as the sun lowers. On the balcony above 		
CF | you, Rosa remains brightly lit, as if in limelight. 		
CF | 		
CF | "I didn't plan the killing. It was just supposed to be a lark. But the 		
CF | boys got away from me. And then the excitement. And the danger. And 		
CF | then I was too far in." Rosa averts her eyes. "I've done too many bad 		
CF | things. You don't know them all." You know some of them; there'll be 		
CF | no hiding Rosa's crimes after this. To be together, the two of you 		
CF | will need to flee. And for something like this, you'll be on the run 		
CF | for the rest of your lives. You decide in a flash — you want to go 		
CF | with her. But you'll need to convince her that the hurt will be worth 		
CF | it. Once more, you gently touch Lulabelle's strings. 		
CF | 		
CF | > 		MoyTravis says, "That's clearly the correct action at this point. So let's throw something at her."
		MoyTravis says, "Or sing, I mean, let's get this game done."
Roger says (to floyd), "lasso rosa" 		
CF ] Ranch House 		
CF ] Exits: ne nw s se e 		
CF | 		
CF | > LASSO ROSA 		
CF | 		
CF | You're a singing cowboy, Boots. It's time to do what you do best. 		
CF | 		
CF | > 		Roger says, "but thou must"
		MoyTravis says, "RIP."
		Jacqueline says, "Wait."
		Jacqueline asks, "Really, we don't get a moral choice here?"
		Knight_Otu says, "Apparently not."
		Jacqueline asks, "The game decides for us to try to stay with the horrible murdering Confederate?"
		Jacqueline says, "I know she's hot, but c'mon."
		Roger says, "perhaps a choice is coming"
Roger says (to floyd), "sing" 		
CF ] Ranch House 		
CF ] Exits: ne nw s se e 		
CF | 		
CF | > SING 		
CF | 		
CF | You gently set your fingers to the strings and begin a new song, one 		
CF | of pain. 		
CF | 		
CF | Just like love is yonder rose 		
CF | Heavenly fragrance round it throws 		
CF | Yet tears its dewy leaves disclose 		
CF | And in the midst of briars it blows 		
CF | 		
CF | Just like love 		
CF | 		
CF | Culled to bloom upon the breast 		
CF | Since rough thorns the stem invest 		
CF | They must be gathered, gathered with the rest 		
CF | And with it, with it to the heart be pressed 		
CF | 		
CF | Just like love 		
CF | 		
CF | And when rude hands the twin buds sever 		
CF | They die and they shall blossom never 		
CF | Yet the thorn be sharp as ever 		
CF | Yet the thorn be sharp as ever 		
CF | 		
CF | Just like love 		
CF | 		
CF | A wry smile flirts across Rosa's face. "No, Boots. I won't wish a life 		
CF | of pain on you. And as for me, my only hope is for peace." 		
CF | 		
CF | As Rosa falls silent, you're dismayed to see a tendril of smoke 		
CF | wafting from the doorway behind her. She sees the alarm in your eyes 		
CF | and glances behind her, seemingly with indifference. "Boots, it's time 		
CF | for you to go. You must have seen the crates in the bunkhouse. They 		
CF | were a gift from Murrah." You flash back to the empty boxes you saw. 		
CF | 'Nobel's Safety Powder,' was it? 		
CF | 		
CF | "I had the boys pack that stuff up here. They didn't know why — I 		
CF | told 		
CF | them I'd use it on you." Her hands grip the railing urgently, and she 		
CF | sharpens her tone. "It's something called 'dynamite', Boots! It 		
CF | explodes like gunpowder, but it's much, much stronger!" 		
CF | 		
CF | The mysterious cylinders that Ace threw at you! That must be this 		
CF | thing, this dynamite! It's in the house? 		
CF | 		
CF | Rosa speaks once more, "Go now, Boots! It has to be this way. Even if 		
CF | we run, even if we somehow escape…" She briefly covers her eyes and 		
CF | her face distorts in anguish. She whispers, "I'll still have blood on 		
CF | my hands!" Tears stream silently from Rosa's eyes. 		
CF | 		
CF | A belch of heavier smoke streams from the doorway behind Rosa — the 		
CF | fire is spreading. Inside, you're panicking, but the only way to save 		
CF | Rosa is through persuasion. You set your fingers once more to 		
CF | Lulabelle's strings. 		
CF | 		
CF | > 		DavidW says, "She might jump."
		Knight_Otu says, "Maybe we can just leavewith dancer."
		MoyTravis says, "Look maybe we spend so much time singing everything explodes and everybody dies."
		MoyTravis says, "We can only hope."
		Jacqueline is a grumpkin.
DavidW oh, no, the singing is off-key. We're doomed. 		
Roger says (to floyd), "sing" 		
CF | > 		
CF | > SING 		
CF | 		
CF | Oblivious of your danger, you begin a third song, a song of hope. 		
CF | 		
CF | Leaf by leaf the roses fall 		
CF | Drop by drop the springs run dry 		
CF | One by one, beyond recall 		
CF | Summer's beauties fade and die 		
CF | But the roses bloom again 		
CF | And the springs will gush anew 		
CF | In the pleasant April rain 		
CF | And the Summer's sun and dew 		
CF | 		
CF | Some sweet hope to gladness wed 		
CF | That will spring afresh and new 		
CF | When grief's winter shall have fled 		
CF | Giving place to sun and dew 		
CF | Some sweet hope that breathes of Spring 		
CF | Thro' the weary, weary time 		
CF | Budding for its blossoming 		
CF | In the spirit's silent clime 		
CF | 		
CF | You slide Lulabelle back onto your shoulder once more — there's no 		
CF | time for more debate. You gesture for Rosa to leap down to you. 		
CF | 		
CF | She reaches one hand out, and places it on the railing. For one 		
CF | breathless moment, you think she will take the leap. 		
CF | 		
CF | Time halts. The westering sun floods Rosa's eyes with violet. Then, 		
CF | she plucks the rose from her breast, and silently drops it over the 		
CF | railing. 		
CF | 		
CF | You reach up to catch the rose, and as it touches your hand… 		
CF | 		
CF | B-O-O-M !!! 		
CF | 		
CF | With a sound like a thunderbolt, the ranch house explodes! Your world 		
CF | becomes a kaleidoscope of impressions: a fireball engulfing the house, 		
CF | shards of wood like knives, a wall of burning air striking like a 		
CF | locomotive... 		
CF | 		
CF | Your last memory is flying through the air. As you land, you feel 		
CF | Lulabelle shatter to fragments beneath your back. Then darkness wraps 		
CF | you. 		
CF | 		
CF | 		Jacqueline exclaims, "Lulabelle!"
		MoyTravis says, "I ain't celebrating until we press space and find out that one or the other of us are dead."
		Krumar says, "thats the end of the singing."
Roger pushes the green 'space' button. 		
CF ] Epilogue 		
CF ] Exits: None 		
CF | 		
CF | Epilogue 		
CF | 		
CF | The long dark road back to El Crucero stretches before you as Dancer 		
CF | carries you homeward. Your whole body is a bruise, but you welcome the 		
CF | pain as a distraction from the tragedies of the day. 		
CF | 		
CF | The rebellion in El Crucero was a delusion by a consumption-raddled 		
CF | fool and some young guns with too much pride and not enough sense. The 		
CF | sheriff will send a messenger to the military government in New 		
CF | Orleans, and President Johnson will snuff out the embers of the 		
CF | revolt. 		
CF | 		
CF | But that's for the future. Tonight, you want to think of the past. You 		
CF | reach for your belt, and gently touch the remains of your guitar — a 		
CF | brightly-painted fingerboard. In the dark, you can just make out the 		
CF | name, Lulabelle, embedded in mother-of-pearl. Perhaps, one day, you 		
CF | can make her whole again. 		
CF | 		
CF | You stop to mop your brow and stare back into the darkness behind you. 		
CF | Somewhere in the night, you hear a lonely mockingbird's serenade. You 		
CF | reach into your hat brim and pull out the harmonica you always keep 		
CF | there. Then you continue your long ride home, playing a sad song. 		
CF | 		
CF | 		
CF | 		
CF | When the charms of spring awaken, awaken, awaken. 		
CF | When the charms of spring awaken, 		
CF | And the mocking bird is singing on the bough 		
CF | I feel like one forsaken, forsaken, forsaken, 		
CF | I feel like one forsaken, since my Rosa is no longer with me 		
CF | now. 		
CF | 		
CF | Listen to the mocking bird, 		
CF | Listen to the mocking bird, 		
CF | The mocking bird still singing o'er her grave; 		
CF | Listen to the mocking bird, 		
CF | Listen to the mocking bird, 		
CF | Still singing where the weeping willows wave. 		
CF | 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command or read the NOTES? 		
CF | > 		MoyTravis exclaims, "Hooray! We're done!"
		Roger says, "oh it was better than that"
		DavidW says, "also, backup harmonica for the win"
		Jacqueline says, "hahaha. Musical cowbody: always prepared."
		MoyTravis says, "We don't have a backup gun, but we do have a backup instrument."
		MoyTravis says, "Our priorities are in order."
		Roger says, "had fun, would play a sequel"
		Jacqueline says, "Well, that was solid. Not my sort of game, and I'm still grumpy that there wasn't a bit more choice there at the end, but I am glad to have played this."
		Roger says, "making the game uncruel was a good decision"
		Jacqueline says, "yes"
		Knight_Otu says, "I'd argue that our kills were cruel."
		Knight_Otu says, "(Yes, I know.)"
		MoyTravis says, "I didn't find it very fun. On the other hand I can't say it's, like, objectively bad."
Roger says (to floyd), "notes" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		Krumar says, "I enjoyed it."
		Roger says, "good golly"
		DavidW says, "The puzzles were difficult in an old-school way."
		Knight_Otu says, "Thatsalottanotes."
		Roger asks, "how do I enter?"
		DavidW says, "push enter"
		MoyTravis says, "Yeah I guess the style was too old-school for me."
		DavidW says, "as a mud command"
Roger presses the yellow enter button. 		
CF ] Postscript 		
CF | Thanks for playing The Song of the Mockingbird! For anyone 		
CF | interested, I have a little background about the game. Feel free to 		
CF | skip it — nothing in this postscript will affect your enjoyment of 		
CF | Mockingbird. 		
CF | 		
CF | A few years back, I wrote my first game: Dynamite Powers vs. the 		
CF | Ray of Night! (Why not add it to your playlist now?) It purported 		
CF | to be a single chapter of a space adventure serial. The serials were 		
CF | weekly chapter plays that were popular from 1912 To 1956. Each week, 		
CF | zillions of (mostly) kids would plunk down their pennies to see a 		
CF | rousing adventure story, topped by a cliffhanger to bring them back 		
CF | the next week. 		
CF | 		
CF | For my second game, I decided to revisit the world of the serials. 		
CF | This time I've picked the most popular genre, the Western. I've tried 		
CF | to correct some of the flaws of the first game. In particular, 		
CF | Dynamite Powers was intended to be an episode from the middle 		
CF | of the serial. It ended with a cliffhanger, and some players were 		
CF | unsure if they'd reached the end, or if they'd won. I think it's 		
CF | clearer here, but if you're reading this, you've reached the one and 		
CF | only true ending of The Song of the Mockingbird. 		
CF | 		
CF | If you're interested in the serials, take a look at some of the 		
CF | Western-themed shows that served as the inspiration for this game. 		
CF | The Phantom Empire is the only "singing cowboy" serial that I 		
CF | know of, and it's a hoot. I also recommend Zorro Rides Again, 		
CF | Zorro's Black Whip and The Lone Ranger. They're all 		
CF | easily available on-line. 		
CF | 		
CF | Once more, thanks for playing, and please come back for the next 		
CF | installment, tentatively called The Phantom of the Palace! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		DavidW asks, "oo, a new Dynamite Powers?"
		Knight_Otu says, "I knew the game reminded me of Dynamite Powers from a stylistic perspective."
		DavidW asks, "or a new Mockingbird?"
		Roger says, "maybe an exciting crossover event"
		DavidW says, "golly"
Roger says (to floyd), "N" 		Knight_Otu says, "Or a fantasy serial."
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | > Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Pendleton Murrah 		
CF | Pendleton Murrah may be the perfect villain name, but he was a real 		
CF | person. He was the governor of Confederate Texas when Robert E. Lee 		
CF | surrendered to Union forces on April 9th, 1865. Even then, Murrah 		
CF | encouraged Texans to continue to fight; on April 27th, he wrote the 		
CF | letter that you found on Whitey. (The complete letter is an 		
CF | interesting read; search for Murrah and "My Countrymen" to find its 		
CF | full text.) The other letter fragments from Murrah are my own 		
CF | invention. 		
CF | 		
CF | Texans did continue to fight until at least May 12th, when the Battle 		
CF | of Palmito Ranch was fought. It was the last land battle of any 		
CF | significance in the Civil War. Texas was also the last state with 		
CF | which Andrew Johnson officially proclaimed peace, and the last 		
CF | readmitted to the Union (though Georgia muddied the water on this last 		
CF | claim by being kicked out and readmitted a second time). 		
CF | 		
CF | Murrah only continued to fight until late May, when he fled to Mexico 		
CF | before the arrival of the Union army. He died there on August 4th, 		
CF | from tuberculosis, then known as consumption. 		
CF | 		
CF | In The Song of the Mockingbird, Murrah has faked his death 		
CF | and continues to try to reignite war with the Union. As far as I know, 		
CF | this is not true. It would explain a lot, though. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Roger says, "cool"
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | > Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		Roger asks, "do people want to see all of them, or can I skip the ones that look kind of boring?"
		Knight_Otu says, "The auther definitely did their research."
		MoyTravis says, "Indifferent me."
		Jacqueline says, "I'm here for whatever."
		Jacqueline says (to KO), "Yeah"
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | > Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | > Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		Knight_Otu says, "*author, even."
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | > The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] The Peculiar Institution 		
CF | "The Peculiar Institution" was, of course, slavery. Slaves in Texas 		
CF | were primarily used for farm and plantation work. I've placed a former 		
CF | slave quarters on the Crossed Keys Ranch based on the paper "Slavery 		
CF | and Cattle in East and West Texas," by Debbie Liles. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | > The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | > Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Lighter 		
CF | The gold casket in Mockingbird is likely the hardest puzzle, but it is 		
CF | a real contemporary lighter. You can see the specific lighter I 		
CF | modeled mine after by searching for "ED' ARGY" (which seems to be a 		
CF | mistake for "E D'ARGY", the manufacturer). This lighter was 		
CF | manufactured in Belgium around 1850. I don't know how it's migrated 		
CF | from there to Ace's pocket, but it has had seventeen years to do it. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | > Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | > Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Barbed wire and the fencing tool 		
CF | Barbed wire was patented in the United States in 1867, so the Crossed 		
CF | Keys Ranch is an early adopter. Prior to its invention, cattle grazed 		
CF | at will, since they were able to push easily through most fences. 		
CF | 		
CF | The shift from the open range to largely fenced-in farming and 		
CF | ranching was contentious. Barbed wire was nicknamed the Devil's Rope 		
CF | for both its effects on the open range and its physical danger to 		
CF | animals and people. 		
CF | 		
CF | If you're a city boy, like me, the fencing tool Boots discovers will 		
CF | be new. A search for "vintage barbed wire fencing pliers" will bring 		
CF | up pictures of this odd toolbox chimera. You can still buy them at 		
CF | Lowes, though. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Jacqueline says, "Searching for ED' ARGY did not bring up the casket for me, sadly."
		Roger says, ""ED' ARGY" lighter"
		Roger says, "worked for me"
		Jacqueline says, "oh, I tried casket. I'll try lighter."
		DavidW says, "'toolbox chimera' is a lovely phrase."
		Knight_Otu says, "It is."
		Roger | [LINK]
		Roger says, "we all agree"
Roger presses the yellow enter button. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | > Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | > Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Dynamite 		
CF | Dynamite was patented by Alfred Nobel in 1867, and was much more 		
CF | powerful than existing explosives, such as black powder. Nobel 		
CF | originally planned to call his invention "Nobel's Safety Powder." He 		
CF | eventually settled on "dynamite", after the Greek word for power. It's 		
CF | no wonder Boots has never run into it before! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | > Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | > Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Yale lock 		
CF | The lock on the bunkhouse door is modeled after the Yale Double 		
CF | Treasury Bank Lock, which required two keys to operate. Yale never 		
CF | manufactured a lock that required three keys. I can only speculate 		
CF | that this one was custom-made. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | > Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | > Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Boots' songs 		
CF | All of Boots" songs are real and period-appropriate. The five featured 		
CF | songs are: 		
CF | 		
CF | The Yellow Rose of Texas, author unknown 		
CF | She Wore a Wreath of Roses, by Thomas Haynes Bayly 		
CF | Just Like Love is Yonder Rose, by Luís de Camões (translated 		
CF | by Percy Smythe) 		
CF | Leaf by Leaf the Roses Fall, by Caroline Dana Howe 		
CF | Listen to the Mocking Bird, by Septimus Winner (as Alice 		
CF | Hawthorne) 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | > Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | > Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Lulabelle 		
CF | Lulabelle was made by C.F. Martin in Nazareth, Pennsylvania. The 		
CF | company he founded is still there today. She is based on a Spanish 		
CF | six-string guitar made in the 1840s. I like to think that Boots bought 		
CF | Lulabelle from him personally. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Roger says, "oh, CF Martin. Even I've heard of those"
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | > Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | > Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Lasso tricks 		
CF | Boots' lasso tricks (performed with SWING LASSO) are taken from the 		
CF | book "The Lasso — A Rational Guide to Trick Roping," by Carey Bunks. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		Jacqueline says, "Nice"
		Roger says, "whoops guessed we missed those"
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | > Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | > Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Singing cowboys 		
CF | Singing cowboys were a staple of movies in the 1930s and 1940s, with 		
CF | Gene Autry and Roy Rogers being the best-known. Boots' idiosyncratic 		
CF | clothing is based on theirs. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | > Singing cowboys 		
CF | Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "n" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | > Paper cartridges 		
CF | The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] Paper cartridges 		
CF | The cartridges for Boots' missing revolver (a Colt Army Model 1860) 		
CF | are wrapped in paper. Metallic cartridges existed, but did not become 		
CF | common (especially for revolvers) until the Colt Single Action Army 		
CF | "Peacemaker" in 1873. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | > Paper cartridges 		
CF | The Texas Mockingbird 		
Roger says (to floyd), "N" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | > The Texas Mockingbird 		
Roger presses the yellow enter button. 		
CF ] The Texas Mockingbird 		
CF | Mockingbirds are common in Texas, and one variety is Boots' eponym, 		
CF | the Texas mockingbird. At night, lonely mockingbirds sing to attract a 		
CF | mate. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Please press SPACE to continue. 		
Roger pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | Postscript 		
CF | Pendleton Murrah 		
CF | Military government 		
CF | Confederate money 		
CF | The Peculiar Institution 		
CF | Lighter 		
CF | Barbed wire and the fencing tool 		
CF | Dynamite 		
CF | Yale lock 		
CF | Boots' songs 		
CF | Lulabelle 		
CF | Lasso tricks 		
CF | Singing cowboys 		
CF | Paper cartridges 		
CF | > The Texas Mockingbird 		
Roger says (to floyd), "Q" 		
CF ] Epilogue 		
CF ] Exits: None 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command or read the NOTES? 		
CF | > 		Roger says, "whee"
		Jacqueline says, "Good job on all the research."
		MoyTravis says, "Hooray"
		MoyTravis says, "Yeah, that's a lotta research."
		Knight_Otu says, "Most mockingbirds aren't murderous traitors though."
		DavidW says, "thanks for going through those"
		Knight_Otu exclaims, "Thanks, Roger!"
		Roger says, "thanks everyone; had fun; I should post a short review"
		Jacqueline says, "Yes, Roger. Thanks for driving."
		Roger says (to Krumar), "Hope you enjoyed"
		MoyTravis says, "Thanks for driving, yeah."
		Krumar says, "Thank you Rodger, it was a lot of fun."
		Jacqueline says, "Yes, welcome again, Krumar. See you again, we hope."
		Krumar exclaims, "I will see you guys again later!"
		Krumar exclaims, "Have a great day!"
		Knight_Otu exclaims, "Good night, and stay safe!"



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ClubFloyd Transcript:
Dr Horror's House of Terror by Ade
As played on ifMUD on December 12, 19, 26, 2021 & January 2, 9, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Dr Horror's House of Terror written by Ade. Dr Horror's House of Terror was released as part of the 2021 Interactive Fiction Competition, in which it took 2nd place. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION 1 *** 		
		
Jacqueline says (to ClubFloyd), "load sleepmask drhorrorhouse" 		
CF ] The Count's Lair 0/1 		
CF | 		
CF | 		
CF | 		
CF | At last, after so much terror and death, you have tracked the Count to 		
CF | his lair in the old forest. So many have fallen. Poor Alexander, 		
CF | drowned in the sucking mud of the moors. Geoffrey, falling into that 		
CF | unexpected pool of acid. Even Susan is gone - screaming in horror as 		
CF | the swinging pendulum chopped her into pieces. You grit your teeth - 		
CF | their sacrifices will not have been in vain. 		
CF | 		
CF | One thing remains. Take your stake and drive it through the very heart 		
CF | of the Count. But the hour is late. The undead stir restlessly in 		
CF | their dreams of evil. Hurry, before all is lost. 		
CF | 		
CF | 		
CF | The Count's Lair 		
CF | The gnarled, twisted trees silhouette against the lowering sky. 		
CF | Thunder rumbles over the howl of the wind. In the hollow something 		
CF | stirs and rises through the layer of mist that creeps and winds 		
CF | amongst the tree trunks and mossy boulders. 		
CF | 		
CF | It is the Count! With one arm he holds his cloak in front of his face 		
CF | and advances towards you, the other taloned hand outstretched. Behind 		
CF | him, the Countess, clad in revealing diaphanous white, leers and 		
CF | snarls and she is followed by the Count's vampire thralls, their fangs 		
CF | bared. 		
CF | 		
CF | "Now is the time you die, Professor," hisses the Count. "One more soul 		
CF | for my army, and then nothing can stop me!" 		
CF | 		
CF | > 		Knight_Otu says, "Well, that's already a grim beginning."
		DavidW asks, "> take stake. kill Count?"
		MoyTravis says, "I would, like, assume we already have it."
		DavidW says, "okay"
DavidW says (to ClubFloyd), "kill Count" 		
CF | > 		
CF | > KILL COUNT 		
CF | 		
CF | "CUT!" screams an exasperated voice behind you. You turn. Behind the 		
CF | set, hunched like a malevolent gnome in his chair is Harry 		
CF | Higginbotham, the Director. "The line," he snaps at you, "is 'I will 		
CF | rid the world of your evil.' Do you think you can manage that? Twenty 		
CF | one takes so far." He sighs heavily. 		
CF | 		
CF | Across the set you hear Blake Lively mutter "Amateurs, darling, we're 		
CF | working with amateurs." 		
CF | 		
CF | "For heaven's sake," says Harry, "this isn't Shakespeare. Just SAY I 		
CF | will rid the world of your evil. And try and look like you mean it. I 		
CF | want to get out of here before the bar closes." 		
CF | 		
CF | He raises his megaphone. "OK you lot, back to starting positions. Take 		
CF | twenty two. Lights. Camera! Action!" 		
CF | 		
CF | ...Press any key........ 		Jacqueline says, "hee"
		Roger says, "hah I like it"
		Knight_Otu says, "Well, well."
Jacqueline pushes the green 'space' button. 		
CF ] The Count's Lair 0/1 		
CF | At last, after so much terror and death, you have tracked the Count to 		
CF | his lair in the old forest. So many have fallen. Poor Alexander, 		
CF | drowned in the sucking mud of the moors. Geoffrey, falling into that 		
CF | unexpected pool of acid. Even Susan is gone - screaming in horror as 		
CF | the swinging pendulum chopped her into pieces. You grit your teeth - 		
CF | their sacrifices will not have been in vain. 		
CF | 		
CF | One thing remains. Take your stake and drive it through the very heart 		
CF | of the Count. But the hour is late. The undead stir restlessly in 		
CF | their dreams of evil. Hurry, before all is lost. 		
CF | 		
CF | The Count's Lair 		
CF | The gnarled, twisted trees silhouette against the lowering sky. 		
CF | Thunder rumbles over the howl of the wind. In the hollow something 		
CF | stirs and rises through the layer of mist that creeps and winds 		
CF | amongst the tree trunks and mossy boulders. 		
CF | 		
CF | It is the Count! With one arm he holds his cloak in front of his face 		
CF | and advances towards you, the other taloned hand outstretched. Behind 		
CF | him, the Countess, clad in revealing diaphanous white, leers and 		
CF | snarls and she is followed by the Count's vampire thralls, their fangs 		
CF | bared. 		
CF | 		
CF | "Now is the time you die, Professor," hisses the Count. "One more soul 		
CF | for my army, and then nothing can stop me!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "say I will rid the world of your evil" 		
CF | > 		
CF | > SAY I WILL RID THE WORLD OF YOUR EVIL 		
CF | 		
CF | The Count recoils - a look of hate and fear on his face. "Your threats 		
CF | are empty, Professor," he snarls. "My horde will feast on your living 		
CF | flesh and my Bride will take your very soul as a plaything." 		
CF | 		
CF | The Countess, his bride, shrieks with maniacal laughter and the horde 		
CF | continue to advance slowly. Slowly enough, perhaps, that you might 		
CF | have a chance to end the Count's evil forever! 		
CF | 		
CF | "Cut!" yells Harry. "That's a wrap for today." There is a brief burst 		
CF | of muffled sarcastic clapping from various people on set. Including, 		
CF | you notice with indignation, some of the extras, who, given that they 		
CF | are paid by the hour, ought to be thanking you. 		
CF | 		
CF | "Finally, darling," says Blake Lively, removing his cloak. "I thought 		
CF | we'd never get that." He turns to Charlotte Day, who plays his Bride. 		
CF | "You were marvellous, dear. We are too good for this film and," and 		
CF | here he glances at you, "some of the talent we have to work with." 		
CF | They link arms and walk towards the exit. 		
CF | 		
CF | "You!" shouts Harry from his chair, and you know he means you. "Me and 		
CF | you need to have a chat with the Boss. He's not gonna be happy that 		
CF | I've wasted more than twenty takes of film on your inability to say a 		
CF | simple line. Now march yourself over to Arnie's office and we'll see 		
CF | what he's got to say." 		
CF | 		
CF | Ouch. This isn't going to be much fun. 		
CF | 		
CF | ...Press any key........ 		Knight_Otu says, "The stakes aren't as high - or sharp - as they appeared to be, are they."
DavidW pushes the green 'space' button. 		
CF ] Outside Dr Horror's Office 0/1 		
CF | Ah, the Boss. Arnie Mallet. Known to everyone as Dr Horror because of 		
CF | the many many low budget horror films Mallet Studios churns out year 		
CF | after year. You've never met him, but you've heard he's hard as nails 		
CF | and that he really really dislikes spending money. At this present 		
CF | time, you rate your chances of getting out of this meeting with your 		
CF | job and career still intact as vanishingly small. 		
CF | 		
CF | The one faint hope you have is that they seem to have forgotten about 		
CF | you. You've been sitting outside his office for hours. The cleaners 		
CF | have come and gone. The lights have gone dim. It must be nearly 		
CF | midnight. You've come straight from the set so the only watch you've 		
CF | got is a big gold pocketwatch. Given that it's only a prop and doesn't 		
CF | have any inner workings, it's not much use. The hands say two thirty. 		
CF | But, then again, they're glued in place. 		
CF | 		
CF | 		
CF | 		
CF | Dr Horror's House of Terror 		
CF | A horrifying tale of the restless dead and their world of unspeakable 		
CF | evil!!! by Ade 		
CF | Release 1 / Serial number 211121 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Outside Dr Horror's Office 		
CF | The lights of the corridor outside Arnie Mallet's office are dimmed. 		
CF | The only furniture is a hard wooden bench against the wall. Opposite 		
CF | it, to the north, is the door to the office. The corridor stretches 		
CF | into the shadows to the east and west. 		
CF | 		
CF | It's getting really late. Maybe if you just crept away, Harry might 		
CF | forget by tomorrow. Or you could knock on the door. But then again, 		
CF | you know that Arnie, famously, really dislikes being disturbed. That 		
CF | is, even if he's in there. Which, given that the frosted glass of the 		
CF | door is dark, you don't think he is. Or perhaps you should just keep 		
CF | waiting. 		
CF | 		
CF | (If you are new to interactive fiction, try typing 		
CF | help to get you started.) 		
CF | 		
CF | > 		MoyTravis says, ""really really dislikes spending money" yea seems about right for somebody turning out tons of third-rate horror movies"
		MoyTravis asks, "but that's kind of the charm of it innit?"
		Knight_Otu says, "Probably gets grants for "culturally valuable contributions" or however that works."
		Roger says, "this is surely an allusion/homage to 'Hammer Studios', if one didn't catch that"
		DavidW says (to Roger), "I still don't."
		Jacqueline asks, "So, whaddowewannado?"
		MoyTravis says, "He could be doing the Uwe Boll thing."
		DavidW says, "I don't know a thing about any Hammer Studios."
		DavidW says, "I think we should knock on the door."
		MoyTravis asks, "I think they were British?"
		Roger | Hammer Film Productions Ltd. is a British film production company based in London. Founded in 1934, the company is best known for a series of Gothic horror and fantasy films made from the mid-1950s until the 1970s. Many of these involve classic horror characters such as Baron Victor Frankenstein, Count Dracula, and the Mummy, which Hammer reintroduced to audiences by filming them in vivid colour for the first time.[2] Hammer also produced science fiction, thrillers, film noir and comedies, as well as, in later years, television series. During its most successful years, Hammer dominated the horror film market, enjoying worldwide distribution and considerable financial success.
		Roger says, "as we're currently in an infodumpy phase"
		MoyTravis says, "Nice."
		Roger asks, "knock on door?"
		Jacqueline says, "I am down with knocking, yeah"
DavidW says (to ClubFloyd), "knock on door" 		
CF ] Outside Dr Horror's Office 0/2 		
CF | > 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | You hesitantly tap on the glass. No answer. Doesn't seem like anyone 		
CF | is in there. 		
CF | 		
CF | > 		MoyTravis says, "Yeah sure."
DavidW says (to ClubFloyd), "open door" 		
CF ] Outside Dr Horror's Office 0/3 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You hesitate. Perhaps this isn't a good idea. You gingerly try the 		
CF | handle and are relieved to find that the door is locked. 		
CF | 		
CF | > 		DavidW asks, "So, we can leave, then. East or west?"
		MoyTravis says, "Also, Uwe Boll legit had a thing where he'd make movies that lost money, but Germany would do some sort of funding matching, so he'd make money off losses because of it."
		DavidW says, "Unless the bench is something to search/take/etc."
		Roger says, "I feel like we'll be back here before long, but sure, let us try to creep away"
Jacqueline says (to ClubFloyd), "x bench" 		
CF ] Outside Dr Horror's Office 0/4 		
CF | > 		
CF | > X BENCH 		
CF | 		
CF | It looks like someone found an old park bench and dragged it in. You 		
CF | know Arnie Mallet likes to cut costs, but come on. Or maybe it's a 		
CF | message to the people waiting outside his office. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Outside Dr Horror's Office 0/5 		
CF | > 		
CF | > X ME 		
CF | 		
CF | After a long day on the set, your stage makeup, thickly applied, is 		
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and 		
CF | itch in unexpected places, and, to be quite honest, you could do with 		
CF | a good lie down and a cup of tea. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Outside Dr Horror's Office 0/6 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a wooden stake. You are wearing a gold pocketwatch, a 		
CF | grey suit and a jaunty hat. 		
CF | 		
CF | > 		DavidW asks, "Your hat is jaunty and stylish?"
		MoyTravis says, "Let's stab ourself in the heart with the stake."
		Knight_Otu says, "Uwe Boll, that's the guy whose name I was blanking on."
		Jacqueline says (to DW), "yay"
Jacqueline says (to ClubFloyd), "x hat" 		
CF ] Outside Dr Horror's Office 0/7 		
CF | > 		
CF | > X HAT 		
CF | 		
CF | Ever so slightly too small for your head. You dread to think how many 		
CF | other heads have worn this prop over the years. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x suit" 		
CF ] Outside Dr Horror's Office 0/8 		
CF | > 		
CF | > X SUIT 		
CF | 		
CF | A grey old-fashioned suit over a white shirt. Given that it's all from 		
CF | wardrobe, it's deeply uncomfortable to wear, managing to be both too 		
CF | tight and too loose in various places at the same time. 		
CF | 		
CF | > 		MoyTravis says, "Unfortunately not as jaunty and stylish as one might hope."
Jacqueline says (to ClubFloyd), "x watch" 		
CF ] Outside Dr Horror's Office 0/9 		
CF | > 		
CF | > X WATCH 		
CF | 		
CF | This probably used to be a real watch, but now it's just a prop. 		
CF | There's no innards and the hands are glued in place at two thirty. It 		
CF | is closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x stake" 		
CF ] Outside Dr Horror's Office 0/10 		
CF | > 		
CF | > X STAKE 		
CF | 		
CF | Basically a stick sharpened at one end. It looks like it might once 		
CF | have been a chair leg. You're not completely sure why you're still 		
CF | carrying it around. 		
CF | 		
CF | > 		Knight_Otu says, "And it doesn't remind us every turn."
Jacqueline says (to ClubFloyd), "open watch" 		
CF ] Outside Dr Horror's Office 0/11 		
CF | > 		
CF | > OPEN WATCH 		
CF | 		
CF | You open the gold pocketwatch. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x watch" 		
CF ] Outside Dr Horror's Office 0/12 		
CF | > 		
CF | > X WATCH 		
CF | 		
CF | This probably used to be a real watch, but now it's just a prop. 		
CF | There's no innards and the hands are glued in place at two thirty. It 		
CF | is open. 		
CF | 		
CF | > 		Roger says, "now it's time to... raise the stakes"
		MoyTravis says, "ohohoho"
		Jacqueline says (to Roger), "With jokes like that, I'm glad you had kids, dad."
		Jacqueline says, "Wouldn't want you to be a faux pas."
		Roger says, "oww my loins"
		Roger says, "but yeah let's get this show on the road"
		Jacqueline says, "Flip a coin, walk a direction."
		Knight_Otu says, "Or east, first mentioned direction."
		Roger says, "west is best"
		Jacqueline exclaims, "Works for me!"
		DavidW says, "I'd pick the direction that's listed first."
		Roger says, "FINE"
		Jacqueline asks, "West is best? Who are you, Bivotar & Juranda?"
		DavidW says, "Because the author tends to think visiting the rooms in that order."
		MoyTravis says, "Huh."
		Jacqueline says, "Hm. Or maybe that line from the Zork book was, 'Right is right...'"
		MoyTravis says, "Huuuuuuuuh. Clever, that. Though some authors use room listers."
		DavidW says, "well, in my opinion, anyway."
		Jacqueline says, "Deep."
		MoyTravis says, "You've played approximately infinity more of these than I have."
		Jacqueline says, "Sure, let's use psychological profiling of the author to pick which way to go."
		Jacqueline says, "Or discuss it more, we could do that too."
		MoyTravis says, "No, no. Pick something."
		DavidW says, "Anyway, on that basis, I pick east."
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "e" 		
CF ] Executive Offices 0/13 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Executive Offices 		
CF | The corridor ends here in shadow. The darkened glass of doors in the 		
CF | north and south walls reflect you like a pale creeping ghost. The 		
CF | corridor brightens to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doors" 		
CF ] Executive Offices 0/14 		
CF | > 		
CF | > X DOORS 		
CF | 		
CF | All is dark behind the glass of the doors. 		
CF | 		
CF | > 		Jacqueline says, "..."
DavidW says (to ClubFloyd), "n" 		
CF ] Executive Offices 0/15 		
CF | > 		
CF | > N 		
CF | 		
CF | The doors are firmly locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Executive Offices 0/16 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline asks, "East will maybe be a good choice later?"
		DavidW says, "looks like west was the way to go after all"
DavidW says (to ClubFloyd), "w" 		
CF ] Outside Dr Horror's Office 0/17 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Outside Dr Horror's Office 		
CF | The lights of the corridor outside Arnie Mallet's office are dimmed. 		
CF | The only furniture is a hard wooden bench against the wall. Opposite 		
CF | it, to the north, is the door to the office. The corridor stretches 		
CF | into the shadows to the east and west. 		
CF | 		
CF | > 		Roger says, "I'm tangentially reminded of that vampire movie scene where... David Bowie? waits so long he gets old and dies. Cat People? I dunno anyway"
DavidW says (to ClubFloyd), "w" 		
CF ] Top of the Stairs 0/18 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Top of the Stairs 		
CF | Here, the lights of the corridor are even dimmer, brightening towards 		
CF | the east. Stairs lead downward into stygian darkness. 		
CF | 		
CF | From far below, you can hear what sounds like muffled voices, but you 		
CF | can't make out any words. 		
CF | 		
CF | > 		Knight_Otu says, "For a place we were told to go to, this is awfully deserted."
DavidW says (to ClubFloyd), "d" 		
CF ] Dark Stairwell 0/19 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Dark Stairwell 		
CF | It is very dark. Above you, a faint light shines through the entrance 		
CF | to the stairs. Set into the east wall is a door, and the stairs 		
CF | continue down into darkness. No. Not darkness. A faint glimmer of 		
CF | green light shines through the gloom from far below. 		
CF | 		
CF | The voices are louder now. You can almost make out the words - but 		
CF | they are not in any language you know! 		
CF | 		
CF | > 		Knight_Otu says, "And as soon as I say that..."
DavidW says (to ClubFloyd), "listen" 		
CF ] Dark Stairwell 0/20 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | The words and phrases wind around you horribly. They build to a 		
CF | crescendo then die away again. This is no language you have ever 		
CF | heard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Dark Stairwell 0/21 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | Just a blank faced door on the east wall. It is closed. 		
CF | 		
CF | > 		Roger says, "(It's Spanish)"
DavidW says (to ClubFloyd), "e" 		
CF ] Dark Stairwell 0/22 		
CF | > 		
CF | > E 		
CF | 		
CF | The door is firmly locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x green light" 		
CF ] Dark Stairwell 0/23 		
CF | > 		
CF | > X GREEN LIGHT 		
CF | 		
CF | The light seems to flicker and pulsate unpleasantly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Dank Cavern 0/24 		
CF | > 		
CF | > D 		
CF | 		
CF | You slowly creep down the stairs. They seem to go on forever. As you 		
CF | approach the pulsing green light, the chanting grows louder and louder 		
CF | - echoing from the narrow walls of the stairwell. 		
CF | 		
CF | Dank Cavern 		
CF | The stairwell from above opens into a large rocky cavern, lit by a 		
CF | horribly organic green light that seems to emanate from a dip in the 		
CF | cave's floor to the east. Stalactites drip from the ceiling and 		
CF | eldritch things chitter and move amongst them, just out of sight. 		
CF | 		
CF | The sound of chanting is almost unbearable now! It seems to be drawing 		
CF | you in - the words curling horribly through air that feels almost 		
CF | viscous. 		
CF | 		
CF | > 		Knight_Otu says, "Not in any language we know? What are the chances? Pretty good, actually, there are more we don't know than ones we do."
		DavidW asks, "Is the other way to go east?"
DavidW says (to ClubFloyd), "exits" 		
CF ] Dank Cavern 0/24 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		MoyTravis says, "Me, listening to a pair of diners conversing in French: "This is language...but not any language that I know!""
		DavidW says, "er only way"
		Knight_Otu says, "Seems so."
DavidW says (to ClubFloyd), "e" 		
CF ] Above the Temple 0/25 		
CF | > 		
CF | > E 		
CF | 		
CF | You creep to the edge of the dip in the floor, your heart pounding in 		
CF | your chest. 		
CF | 		
CF | Above the Temple 		
CF | The cavern continues to the west and below you, to the east, the floor 		
CF | ramps down to a large open space. It seems to be a Temple of some 		
CF | sort. A circle of standing stones surrounds serried ranks of benches 		
CF | and at the far end, an altar pulses with a hideous green light. 		
CF | 		
CF | The benches are full. A crowd of people, all in hooded robes of deep 		
CF | crimson, sit at them. It is from these robed figures that the chanting 		
CF | is emanating as they sway in time to the rhythms of the chant. Just in 		
CF | front of the altar a single figure stands, its red robe resplendent 		
CF | with a trim of gold, face hidden behind its hood, hands raised. In one 		
CF | hand it holds a knife - wicked and curved. 		
CF | 		
CF | Suddenly, the figure at the front throws up its arms. The chanting 		
CF | stops immediately and the crowd lean forward as one as if in 		
CF | anticipation. Slowly, the lone figure pushes back its hood. You start 		
CF | with shock. It's Dr Horror himself! Arnie Mallet. The Head of the 		
CF | Studio. No! Arnie throws his head back and cackles maniacally. The 		
CF | crowd sigh and whisper. 		
CF | 		
CF | "Brethren," says Arnie, "the Ritual is complete. Tonight, we summon 		
CF | Astaroth and all the minions of hell!" The crowd cheer. "And yet," 		
CF | continues Arnie, his voice lowering, "there is one more task for us to 		
CF | complete. The Sacrifice!" The crowd gives a pleasurable collective 		
CF | groan. Arnie waves his knife. "Even now," he says, "the sacrificial 		
CF | body is waiting outside my office. Brother Higginbotham, will you do 		
CF | us the honor of bringing the lamb to the altar." 		
CF | 		
CF | "I will, Arch-vector," says one of the congregation members, getting 		
CF | to its feet. Wait. That's a voice you recognize. It's Harry, your 		
CF | Director! The shit. Harry scurries up the ramp. Oh no! Fortunately you 		
CF | are well hidden in the shadows and he runs straight past you and up 		
CF | the stairs. 		
CF | 		
CF | > 		MoyTravis says, "Yeah they really should have sent an escort along with us."
		MoyTravis says, "Obvious in hindsight."
		Jacqueline says, "We fell asleep on the bench, and this is a dream."
		Knight_Otu asks, "They're new at this cult thing, aren't they?"
		Roger says, "It seems like we play a lot of games involving sacrificial rituals"
		Knight_Otu is suddenly glad to be separated by the internet.
		MoyTravis asks, "Pfft what kinda ritual you gonna have WITHOUT a sacrifice?"
		DavidW says, "Anyway, Director Wigglebottom will soon find that we're not where we should be."
		Roger says, "Getting to its feet? Odd choice"
		MoyTravis asks, "How you gonna get anything if you don't give anything, huh?"
		Jacqueline says, "Okay, maybe not a dream."
		DavidW asks, "Where do we go?"
		Roger says, "I feel like we should try hiding out here for a while"
		Jacqueline says, "Yeah."
		MoyTravis asks, "z or hide?"
		Jacqueline says, "I agree on the hiding."
DavidW says (to ClubFloyd), "hide" 		
CF ] Above the Temple 0/26 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | There's nothing you really need to hide from. 		
CF | 		
CF | While they are waiting for Harry, the crowd below you seem a little 		
CF | unsure of what to do. There is a kind of awkward silence. Arnie, at 		
CF | the front, coughs. "Shouldn't be long," he says. "I'm sure Brother 		
CF | Higginbotham will be back momentarily." As the minutes tick by, there 		
CF | is a rash of murmuring across the congregation and heads begin to turn 		
CF | towards the stairwell - you shrink back further into the shadows. 		
CF | Arnie looks irritated. "Well," he begins, "perhaps someone could....." 		
CF | 		
CF | Then all at once Harry rushes out of the stairwell, and straight past 		
CF | you - almost within touching distance, his face red and flustered. 		
CF | "There's no-one there," he shouts. "I can't find them anywhere." The 		
CF | crowd's heads snap back towards Arnie who rolls his eyes to the 		
CF | ceiling. 		
CF | 		
CF | Arnie seems to be struggling to control himself. "So," he says, 		
CF | eventually, "you're telling me we don't have a sacrifice." 		
CF | 		
CF | > 		Jacqueline says, "I think there is something to hide from."
		MoyTravis asks, "z more?"
		DavidW says, "Maybe they'll sacrifice Arnie and we can go home."
		Knight_Otu says, "So we would think. The game has a different opinion."
		MoyTravis says, "I think we're in a cutscene."
DavidW says (to ClubFloyd), "x arnie" 		
CF ] Above the Temple 0/27 		
CF | > 		
CF | > X ARNIE 		
CF | 		
CF | With his hood thrown back, the cruel face of Arnie Mallet transfixes 		
CF | the crowd. He is resplendent in his red robes trimmed with gold. 		
CF | 		
CF | "They can't have gone far," says Harry, defensively. "The Studio is 		
CF | locked up as tight as your purse strings, Arnie." 		
CF | 		
CF | "You think this is a joke," yells Arnie, "You'd better find us a 		
CF | sacrifice, Harry, or you'll be going on the block. And that's 		
CF | Arch-vector to you." 		
CF | 		
CF | "No need for that," replies Harry, blanching, "Don't worry. We'll sort 		
CF | it out. I'm sure between us, all the brethren can find them." 		
CF | 		
CF | "Yes," says Arnie, "we'd better. All of you lot get out there and 		
CF | start looking. We need this done and dusted by midnight. Astaroth 		
CF | won't be best pleased if we keep him waiting. Find the Sacrifice and 		
CF | then we will rule this world and the next!" He breaks into his crazy 		
CF | laughter once more but his heart doesn't seem quite in it and he 		
CF | quickly stops. He sighs heavily. "Come on then, let's get on with it. 		
CF | Find our sacrifice." 		
CF | 		
CF | The congregation stands and moves up the ramp towards the stairwell. 		
CF | 		
CF | Oh no! This could spell trouble. You're in peril! 		
CF | 		
CF | (There's only a few things to do in a perilous situation like 		
CF | this. You could try and HIDE, or perhaps RUN 		
CF | AWAY. Or maybe, if you're feeling brave, you could try and 		
CF | ATTACK. Well, there's too many to attack and nowhere 		
CF | to run, so you'd better try to HIDE. Quick!) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] Above the Temple 1/28 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You crouch deeper into the shadows behind a fortuitous little rocky 		
CF | outcrop on the cavern floor. Surely they must see you! The 		
CF | congregation run up the ramp to the stairs, closely followed by Arnie. 		
CF | The last thing you hear as they disappear up the stairwell is Arnie's 		
CF | voice. "Go, Astaroth's flock," he yells, his voice disappearing into 		
CF | the distance "Find our sacrifice for glory and power!" 		
CF | 		
CF | Well, that was a close call. Looks like you are safe. For now! 		
CF | 		
CF | You have survived a perilous situation! Try typing 		
CF | SCORE to keep track. 		
CF | 		
CF | > 		MoyTravis says, "Some slight jank but yeah, hide."
		Roger says, "That's more awkward than it needed to be"
DavidW says (to ClubFloyd), "score" 		
CF ] Above the Temple 1/28 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You have survived one perilous situation! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | 		
CF | > 		MoyTravis says, "It's fine parser is perpetually awkward as a form."
		DavidW asks, "I'm not sure what to do next. Just wait?"
		MoyTravis says, "So...is EVERYBODY gone, or. Like."
		MoyTravis asks, "Look around?"
DavidW says (to ClubFloyd), "look" 		
CF ] Above the Temple 1/29 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Above the Temple 		
CF | The cavern continues to the west and below you, to the east, the floor 		
CF | ramps down to a large open space. It seems to be a Temple of some 		
CF | sort. A circle of standing stones surrounds serried ranks of benches 		
CF | and at the far end, an altar pulses with a hideous green light. 		
CF | 		
CF | The benches are empty, the temple quiet. 		
CF | 		
CF | > 		DavidW says, "oh, so we could go down."
		Knight_Otu says, "It sounded like... yeah, everyone's gone searching."
DavidW says (to ClubFloyd), "d" 		
CF ] Temple of Astaroth 1/30 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Temple of Astaroth 		
CF | In the body of the Temple, in the aisle between the ranks of benches, 		
CF | all is quiet. The cavern ramps up to the west towards the bottom of 		
CF | the stairs. Looming around you are thirteen great black stones and at 		
CF | the heart of the Temple is the balefully glowing altar that fills the 		
CF | place with its pulsing green light. 		
CF | 		
CF | > 		MoyTravis says, "lie on altar"
		MoyTravis says, "stab self with stake"
		MoyTravis says, "obtain ultimate cosmic power, hopefully"
		DavidW asks, "Is it okay if I examine the altar first?"
		Roger says, "green, universal colour of evil"
DavidW says (to ClubFloyd), "x altar" 		
CF ] Temple of Astaroth 1/31 		
CF | > 		
CF | > X ALTAR 		
CF | 		
CF | The square black bulk of the altar glows evilly, emitting a pulsing 		
CF | green light. Along its side is some kind of lettering, but it's no 		
CF | language that you have ever seen before. 		
CF | 		
CF | > 		MoyTravis says, "I mean, you're driving, I'm just peanut gallerying over here."
DavidW says (to ClubFloyd), "x benches" 		
CF ] Temple of Astaroth 1/32 		
CF | > 		
CF | > X BENCHES 		
CF | 		
CF | On closer inspection, these have definitely been sourced from some 		
CF | sort of church yard sale. They were probably cheap. 		
CF | 		
CF | > 		MoyTravis says, "Do as ya like."
DavidW says (to ClubFloyd), "x stones" 		
CF ] Temple of Astaroth 1/33 		
CF | > 		
CF | > X STONES 		
CF | 		
CF | The forbidding stones look like they've been here since the dawn of 		
CF | time. It is as though they are waiting for something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push stones" 		
CF ] Temple of Astaroth 1/34 		
CF | > 		
CF | > PUSH STONES 		
CF | 		
CF | The smooth surface of the stone defeats your efforts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read altar" 		
CF ] Temple of Astaroth 1/35 		
CF | > 		
CF | > READ ALTAR 		
CF | 		
CF | You're not going to go anywhere near that thing! 		
CF | 		
CF | > 		Knight_Otu says, "No self-sacrifice for us, it sounds like."
		DavidW says, "Looks like lying on it is not a thing we want to do."
		DavidW says, "Sorry gang."
		MoyTravis says, "Unfortunate, but understandable."
		Roger says, "and now the hunted has become the hunter"
		DavidW says, "Maybe we'll get radioactive altar powers in another game."
DavidW says (to ClubFloyd), "x ramp" 		
CF ] Temple of Astaroth 1/35 		
CF | > 		
CF | > X RAMP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under benches" 		
CF ] Temple of Astaroth 1/36 		
CF | > 		
CF | > LOOK UNDER BENCHES 		
CF | 		
CF | They look soaked in evil. You don't want to go anywhere near them! 		
CF | 		
CF | > 		Knight_Otu says, "Did I say going in that the stakes aren't as high - or sharp - as they seemed? That hasn't aged well."
DavidW says (to ClubFloyd), "l" 		
CF ] Temple of Astaroth 1/37 		
CF | > 		
CF | > L 		
CF | 		
CF | Temple of Astaroth 		
CF | In the body of the Temple, in the aisle between the ranks of benches, 		
CF | all is quiet. The cavern ramps up to the west towards the bottom of 		
CF | the stairs. Looming around you are thirteen great black stones and at 		
CF | the heart of the Temple is the balefully glowing altar that fills the 		
CF | place with its pulsing green light. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Temple of Astaroth 1/38 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Temple of Astaroth 1/39 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Temple of Astaroth 1/40 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb stones" 		
CF ] Temple of Astaroth 1/41 		
CF | > 		
CF | > CLIMB STONES 		
CF | 		
CF | The smooth surface of the stone defeats your efforts. 		
CF | 		
CF | > 		Roger says, "'in the body of the temple' is an odd turn of phrase, but one I've heard before"
		DavidW says, "I'm not sure what to do here. It seems we have to go back the way we came."
		Roger says, "seems likely"
DavidW says (to ClubFloyd), "w" 		
CF ] Above the Temple 1/42 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Above the Temple 		
CF | The cavern continues to the west and below you, to the east, the floor 		
CF | ramps down to a large open space. It seems to be a Temple of some 		
CF | sort. A circle of standing stones surrounds serried ranks of benches 		
CF | and at the far end, an altar pulses with a hideous green light. 		
CF | 		
CF | The benches are empty, the temple quiet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Above the Temple 1/43 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dank Cavern 1/44 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dank Cavern 		
CF | The stairwell from above opens into a large rocky cavern, lit by a 		
CF | horribly organic green light that seems to emanate from a dip in the 		
CF | cave's floor to the east. Stalactites drip from the ceiling and 		
CF | eldritch things chitter and move amongst them, just out of sight. 		
CF | 		
CF | > 		Knight_Otu asks, "I guess we're supposed to get rid of cultists until we can flee?"
DavidW says (to ClubFloyd), "x stalactites" 		
CF ] Dank Cavern 1/45 		
CF | > 		
CF | > X STALACTITES 		
CF | 		
CF | The stalactites hang like white worms from the ceiling. The green 		
CF | light makes them glow unpleasantly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Dark Stairwell 1/46 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Dark Stairwell 		
CF | It is very dark. Above you, a faint light shines through the entrance 		
CF | to the stairs. Set into the east wall is a door, and the stairs 		
CF | continue down into darkness. No. Not darkness. A faint glimmer of 		
CF | green light shines through the gloom from far below. 		
CF | 		
CF | From above, you can hear bad-tempered voices and stamping feet. 		
CF | 		
CF | The door to the east is slightly ajar! It lets in a sliver of welcome 		
CF | white light through the gap. 		
CF | 		
CF | > 		MoyTravis says, "We're in a sneaking mission I guess."
DavidW says (to ClubFloyd), "e" 		
CF ] Entrance vestibule 2/47 		
CF | > 		
CF | > E 		
CF | 		
CF | You creep through the doorway into the welcoming lights of the 		
CF | entrance vestibule of the building. The door swings closed behind you 		
CF | and you hear the lock click into place. Well - at least they won't be 		
CF | following you through there! 		
CF | 		
CF | Entrance vestibule 		
CF | At last! Somewhere brightly lit. The big square vestibule has double 		
CF | doors opposite one another on both north and south walls. The doors to 		
CF | the south seem to lead outside. To the north, the glass doors are dark 		
CF | and forbidding and lead into the interior of the building. On the east 		
CF | wall, opposite the closed stairwell door to the west and behind an 		
CF | unmanned security desk is a closed smaller door with a small keypad 		
CF | next to it. 		
CF | 		
CF | This is where you had arrived when you auditioned for the part of the 		
CF | Professor in "The Revenge of the Bride of the Vampire". It had seemed 		
CF | so exciting then - the bustle of the studios, the faces welcoming. You 		
CF | never thought your first big film role would end up like this! 		
CF | 		
CF | It's really starting to dawn on you. With a sense of mounting dread, 		
CF | you realise you need to stop the Cult before they summon the 		
CF | end-times, or whatever it is they're up to! Or escape and get someone 		
CF | else to stop them. Preferably both. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "This is definitely set in, like, the 70s or something. Before cell phones at least."
		Knight_Otu says, "Sneak, run, attack, as the situation demands, I guess."
DavidW says (to ClubFloyd), "x keypad" 		
CF ] Entrance vestibule 2/48 		
CF | > 		
CF | > X KEYPAD 		
CF | 		
CF | The keypad has the numbers 0 to 9 in a small square. At the top shines 		
CF | a small red light. You could, perhaps, ENTER a code. If you knew what 		
CF | it was. Which you don't. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x north door" 		
CF ] Entrance vestibule 2/48 		
CF | > 		
CF | > X NORTH DOOR 		
CF | 		
CF | I only understood you as far as wanting to examine north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Entrance vestibule 2/48 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | Which do you mean, the stairwell door, the exterior glass doors, the 		
CF | interior glass doors or the smaller door? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x exterior" 		
CF ] Entrance vestibule 2/49 		
CF | > 		
CF | > X EXTERIOR 		
CF | 		
CF | The large frosted glass doors lead out into the main studio lot. They 		
CF | are closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open exterior" 		
CF ] Entrance vestibule 2/50 		
CF | > 		
CF | > OPEN EXTERIOR 		
CF | 		
CF | You open the exterior glass doors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Entrance vestibule 2/51 		
CF | > 		
CF | > OUT 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot North 2/52 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each 		
CF | door, a sign. The lot continues to the south into shadow. 		
CF | 		
CF | You emerge from the Studio offices into the night air, but something 		
CF | is wrong. It doesn't feel right. There's an oppressiveness about the 		
CF | sky. Pendulous clouds hang above you, eerily lit by a reddening moon. 		
CF | In the distance, you are sure you can hear the low rumblings of 		
CF | nascent thunder. A low mist is creeping across the ground. 		
CF | 		
CF | It feels like a night for dark deeds - where evil lurks in the 		
CF | shadows - a night for Dr Horror! 		
CF | 		
CF | > 		Roger says, "hmmm this game doesn't quite nail its tone, but I'm still trying to figure out how."
DavidW says (to ClubFloyd), "x studio 1" 		
CF ] Studio Lot North 2/52 		
CF | > 		
CF | > X STUDIO 1 		
CF | 		
CF | Which do you mean, Studio 1 door or Studio 1 sign? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sign" 		
CF ] Studio Lot North 2/53 		
CF | > 		
CF | > SIGN 		
CF | 		
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly 		
CF | smaller letters, "Dir: Benny Tibbings". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign 2" 		
CF ] Studio Lot North 2/54 		
CF | > 		
CF | > X SIGN 2 		
CF | 		
CF | The sign reads "The Things That Could Never Die!" and then, "Dir: 		
CF | Herbert Blom". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot North 2/55 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening Studio 1 door) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot North 2/56 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening Studio 2 door) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 2/57 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Oh no! As you walk through the lot, out of the shadows springs a 		
CF | crazed Cultist. His eyes gleam with a mad light in a face that is 		
CF | strained in a rictus of madness! 		
CF | 		
CF | "I have found you," he yells in a hoarse voice. "Now you will be 		
CF | sacrificed for the glory of Astaroth!" 		
CF | 		
CF | He moves towards you slowly, his arms wide, ready to enclose you in a 		
CF | grasping embrace. 		
CF | 		
CF | You are in a perilous situation. 		
CF | 		
CF | The crazed cultist advances on you! 		
CF | 		
CF | > 		Roger exclaims, "stake him! stake him now!!"
		MoyTravis says, "Deffo before cell phones. Which means we murder him."
DavidW says (to ClubFloyd), "kill cultist with stake" 		
CF ] Studio Lot South 3/58 		
CF | > 		
CF | > KILL CULTIST WITH STAKE 		
CF | 		
CF | You brandish the wooden stake at the Cultist, but he just throws back 		
CF | his head and laughs. "I don't fear your weapons," he spits and 		
CF | launches himself at you. You grapple, your arms locked together. He 		
CF | tries to wrest the stake away from you, but you hold onto it tightly. 		
CF | 		
CF | Back and forth you tussle. His strength seems to be demonic! The stake 		
CF | is only inches away from your eyes and he presses ever more strongly. 		
CF | But then an opening. You take a step back and he trips over his long 		
CF | robe. You both go down in a heap, and when you recover your senses you 		
CF | realise that the Cultist has fallen onto the sharp wooden stake 		
CF | impaling his heart! 		
CF | 		
CF | You push the limp body off you and stand. The wooden stake is gone, 		
CF | buried deep in the breast of the cultist. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "We are not good at murder, it seems."
		Knight_Otu says, "The absence of cell phones means it's okay to murder? Onedoes learn something new each day."
DavidW says (to ClubFloyd), "sign 3" 		
CF ] Studio Lot South 3/58 		
CF | > 		
CF | > SIGN 3 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign 3" 		
CF ] Studio Lot South 3/59 		
CF | > 		
CF | > X SIGN 3 		
CF | 		
CF | The title, "The Curse of the Mummy of Death", the director, "Susan 		
CF | McDougal". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign 4" 		
CF ] Studio Lot South 3/60 		
CF | > 		
CF | > X SIGN 4 		
CF | 		
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil 		
CF | DeCrancy". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign 5" 		
CF ] Studio Lot South 3/61 		
CF | > 		
CF | > X SIGN 5 		
CF | 		
CF | The sign reads: "The Revenge of the Bride of the Vampire" and, "Dir. 		
CF | Harry Higginbotham". 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 3/62 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening Studio 5 door) 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | You've spent too much time in this room, trying to make desultory 		
CF | conversation with other actors and extras. Not Blake or Charlotte 		
CF | though, oh no! They're the stars. They seemed to have their own 		
CF | private rest areas and never deigned to spend time with other, lesser 		
CF | actors. 		
CF | 		
CF | Occasionally, someone would be invited into their quarters for drinks 		
CF | and nibbles - but not you. Not that you're bitter. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | You can hear footsteps to the west. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		Roger says, "games, stakes are not one-use items"
		Knight_Otu says, "One use antimatter stakes, or however TvTropes calls those."
		Roger says, "although I guess if the game keeps feeding us a steady supply of interesting new weapons for gruesome new deaths, I could be down with that"
		Knight_Otu says, "I guess we need.... right."
		MoyTravis says, "Seems likely."
DavidW says (to ClubFloyd), "x counter" 		
CF ] Studio Waiting Room 3/63 		
CF | > 		
CF | > X COUNTER 		
CF | 		
CF | It's a plain worktop, really. Not much to be done with it. 		
CF | 		
CF | Your tea caddy sits on top of the counter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x caddy" 		
CF ] Studio Waiting Room 3/64 		
CF | > 		
CF | > X CADDY 		
CF | 		
CF | It's red and green, with pictures of elephants on the side. It is 		
CF | closed. It's also stuck tight! You're going to need someone really 		
CF | strong to help you get this open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take caddy" 		
CF ] Studio Waiting Room 3/65 		
CF | > 		
CF | > TAKE CADDY 		
CF | 		
CF | You pick up the caddy and notice it rattle slightly. 		
CF | 		
CF | > 		DavidW asks, "East or west?"
		MoyTravis says, "Well east was mentioned first."
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot South 3/66 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | A cleared space in the centre of the room is covered with a stained 		
CF | persian rug. 		
CF | 		
CF | A security guard walks in through the door to the south. He sees you 		
CF | immediately. "Hey," he calls. "You're not supposed to be in here!" He 		
CF | chuckles good naturedly and grabs you by the arm. "Come on, you, it's 		
CF | more than my jobs worth to let people wander around in here at night. 		
CF | It's dangerous." 		
CF | 		
CF | You struggle feebly, but it's no use. The Guard shuffles you outside 		
CF | the studio. "You actors," he chuckles. "Always getting into trouble." 		
CF | He gives you a final wave before disappearing back into the Studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		Knight_Otu says, "And has no footsteps..."
		Knight_Otu says, "But a guard. Huh."
		MoyTravis says, "Who doesn't notice the dead cultist lying out on the lot."
		MoyTravis says, "Guards these days."
		Knight_Otu says, "Outside the vision cone, of course."
		Roger says, "he might yet freak out"
		DavidW says, "I wanted to move that rug and find the trapdoor."
		MoyTravis says, "You can probably follow him around his circuit."
		MoyTravis asks, "With the footsteps?"
		Roger asks, "show body to guard ?"
		DavidW says, "I'm gonna find some pills and find that guard's coffee and introduce them to each other."
		MoyTravis asks, "Go back in?"
		Roger says, "we are apprehended"
		DavidW says, "yes. And west this time"
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 3/67 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | You can hear footsteps to the west. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] The Vampire's Dungeon 3/68 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | The Vampire's Dungeon 		
CF | Painted-on slime drips from the faux stone walls, glowing vaguely 		
CF | fluorescent under the dim lights. Dark doorways lead to the east and 		
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper 		
CF | corners of the room and various torture equipment surrounds the set's 		
CF | centrepiece, an enormous shining pendulum axe 		
CF | 		
CF | The axe looks really sharp. You're glad you weren't the actor that had 		
CF | to lie under that take after take! Poor Melissa. It must have been 		
CF | terrifying. Her character, Susan, the Professor's beautiful and 		
CF | intelligent assistant had met her end here, tied onto the floor by the 		
CF | Count while the Countess laughed maniacally as she'd pulled the 		
CF | release handle. 		
CF | 		
CF | You'd got on well with Melissa. It was a shame about her mother 		
CF | falling ill, so she'd had to leave the set straight after this last 		
CF | scene. 		
CF | 		
CF | The axe hangs, sharp and forbidding, straight down from the centre of 		
CF | the room. The slot on the ceiling into which it can be pushed, is 		
CF | empty. 		
CF | 		
CF | On the north wall, half hidden in shadow, is the axe release handle. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		Roger says, "oh guess not"
		MoyTravis says, "He just kicked us out he didn't actually, like, arrest us."
		Roger says, "alright I can get behind this conceit and gameplay, if not necessarily the fine details of execution"
		MoyTravis says, "Yeah, she "left the scene to go care for her ailing mother" right, sure."
		Knight_Otu asks, "Man, we've been pretty gullible, haven't we?"
		Roger asks, "have we?"
		Knight_Otu says, "Melissa's probably dead."
		MoyTravis says, "She's super dead."
DavidW says (to ClubFloyd), "x handle" 		
CF ] The Vampire's Dungeon 3/69 		
CF | > 		
CF | > X HANDLE 		
CF | 		
CF | The handle is a simple wooden lever that, when pulled, releases the 		
CF | axe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take axe" 		
CF ] The Vampire's Dungeon 3/70 		
CF | > 		
CF | > TAKE AXE 		
CF | 		
CF | The axe is firmly attached to the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push axe" 		
CF ] The Vampire's Dungeon 3/71 		
CF | > 		
CF | > PUSH AXE 		
CF | 		
CF | With difficulty, you push the axe into its slot in the ceiling, where 		
CF | something clicks and the axe is held in place, ready to fall. 		
CF | 		
CF | > 		MoyTravis says, "oh no"
		Roger says, "really saves on the sfx budget"
DavidW says (to ClubFloyd), "s" 		Jacqueline says, "eep"
CF ] The Count's Lair 3/72 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Count's Lair 		
CF | Twisted trees made from plywood grow unconvincingly out from plastic 		
CF | grass matting. Dotted amongst them, foam rubber boulders are speckled 		
CF | with green cotton wool that, in the low light, does look a little bit 		
CF | like moss if you squint your eyes. Dark doorways lead north and south 		
CF | and the set continues into the gloom to the east. 		
CF | 		
CF | Unbelievably it was only a few hours ago you were here with the 		
CF | cameras rolling, take after take. How much terror has happened since 		
CF | then! If only you could go back in time and get that line right first 		
CF | time. You wouldn't be here now! I will rid the world of your evil. It 		
CF | shouldn't have been that hard! You're a trained actor for heaven's 		
CF | sake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boulders" 		
CF ] The Count's Lair 3/73 		
CF | > 		
CF | > X BOULDERS 		
CF | 		
CF | The boulders have been carved out of foam rubber and spray painted 		
CF | grey. 		
CF | 		
CF | You can hear footsteps to the north. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation!! 		
CF | 		
CF | > 		Roger asks, "oh did we do anything useful to the cultist body like search it or steal the robes or anything?"
		MoyTravis asks, "Huh if the set continues to the east where does the door to the south go?"
		Knight_Otu says, "I'm sure they'd have found another excuse to have us sacrificed."
DavidW says (to ClubFloyd), "e" 		
CF ] Production Area 3/74 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Production Area 		
CF | Behind the set, a mess of wires trail across the floor, connecting 		
CF | haphazardly to cameras, microphone arrays and lighting rigs. Dark 		
CF | doorways lead north and south into the Studio. 		
CF | 		
CF | The Director's chair sits in front of the two cameras, facing the set, 		
CF | which continues to the west. 		
CF | 		
CF | > 		MoyTravis says, "No, we didn't...we should definitely search the body when we get back there yeah."
DavidW says (to ClubFloyd), "x wires" 		
CF ] Production Area 3/75 		
CF | > 		
CF | > X WIRES 		
CF | 		
CF | The tangle of multi-colored wires is draped all over the floor and up 		
CF | the walls, attached to all the bits of film making stuff in the room 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF ] Production Area 3/76 		
CF | > 		
CF | > X CHAIR 		
CF | 		
CF | It has the word "Director" written across the back in white lettering. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "Sit in the director's chair and when the guard comes by yell at him that you're the director and he should leave you alone."
		Roger says, "oh man, there's film-making stuff"
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Store 3/77 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | A cleared space in the centre of the room is covered with a stained 		
CF | persian rug. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move rug" 		
CF ] Studio Lot South 3/78 		
CF | > 		
CF | > MOVE RUG 		
CF | 		
CF | You manage to roll up the rug, revealing a closed trapdoor in the 		
CF | floor! 		
CF | 		
CF | A security guard walks in through the door to the south. He notices 		
CF | you straight away. "You again!" he says with a grin and a shake of his 		
CF | head. "You're persistent, I'll give you that!" 		
CF | 		
CF | He grabs your arm and before you know it, despite your struggles, 		
CF | you're outside the Studio once again. "See you," smiles the Guard and 		
CF | disappears back into the Studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		MoyTravis asks, "Can we hide or something or do we just have to exit to the lot and let the guard pass to get time to search?"
DavidW says (to ClubFloyd), "search cultist" 		
CF ] Studio Lot South 3/79 		
CF | > 		
CF | > SEARCH CULTIST 		
CF | 		
CF | The cultist sprawls, limbs splayed, on the ground. He wears a blood 		
CF | stained crimson robe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x robe" 		
CF ] Studio Lot South 3/80 		
CF | > 		
CF | > X ROBE 		
CF | 		
CF | The robes, deep crimson, at least partially hide the darker patch 		
CF | around the hole in the chest area. 		
CF | 		
CF | > 		MoyTravis says, "Strip him."
DavidW says (to ClubFloyd), "take robe" 		
CF ] Studio Lot South 3/81 		
CF | > 		
CF | > TAKE ROBE 		
CF | 		
CF | You reluctantly peel the crimson robe away from the body. It has a 		
CF | dark stain and a ragged hole at the breast, but at least it looks like 		
CF | it might fit. 		
CF | 		
CF | > 		Roger says, "and we just found a sewing machine, yay"
		MoyTravis says, "Oh, nice."
		MoyTravis says, "If we can time it."
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 3/82 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | You can hear footsteps to the west. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Store 3/83 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to a closed trapdoor in the floor. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sew robe" 		
CF ] Studio Store 3/84 		
CF | > 		
CF | > SEW ROBE 		
CF | 		
CF | For the life of you, you can't work out how to use the sewing machine. 		
CF | It looks like it came out of the 1800"s. 		
CF | 		
CF | > 		Roger says, "oh come on game"
DavidW says (to ClubFloyd), "open trapdoor" 		
CF ] Studio Store 3/85 		
CF | > 		
CF | > OPEN TRAPDOOR 		
CF | 		
CF | The trapdoor opens with a creak, revealing a square of forbidding 		
CF | darkness! 		
CF | 		
CF | You can hear footsteps to the south. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		Knight_Otu says, "Darnit."
DavidW says (to ClubFloyd), "move rug" 		
CF ] Studio Lot South 3/86 		
CF | > 		
CF | > MOVE RUG 		
CF | 		
CF | But the open trapdoor is in the way. 		
CF | 		
CF | A security guard walks in through the door to the south. He notices 		
CF | you straight away. "You again!" he says with a grin and a shake of his 		
CF | head. "You're persistent, I'll give you that!" 		
CF | 		
CF | He grabs your arm and before you know it, despite your struggles, 		
CF | you're outside the Studio once again. "See you," smiles the Guard and 		
CF | disappears back into the Studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		MoyTravis exclaims, "Quick into the mysterious trapdoor!"
DavidW says (to ClubFloyd), "undo" 		
CF ] Studio Store 3/85 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Studio Store 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Studio Crypt 3/86 		
CF | > 		
CF | > D 		
CF | 		
CF | You nervously grab hold of the sides of the trapdoor and let yourself 		
CF | down into the darkness below. Fortunately, you feel a wooden floor 		
CF | under your feet and you continue down into the unknown! 		
CF | 		
CF | Studio Crypt 		
CF | It is very dark. The only light comes from a square hole in the 		
CF | ceiling. 		
CF | 		
CF | Suddenly, unexpectedly, from the darkness, there's a disembodied 		
CF | voice! "Who's that?" it says. It's a female voice. It sounds annoyed. 		
CF | "Whoever it is, you might want to turn the light on before you trip 		
CF | over something." 		
CF | 		
CF | > 		MoyTravis asks, "turn on...light?"
DavidW says (to ClubFloyd), "turn on light" 		
CF ] Studio Crypt 3/87 		
CF | > 		
CF | > TURN ON LIGHT 		
CF | 		
CF | You run your hands along the walls and find a switch. You press it and 		
CF | the room is bathed in light. 		
CF | 		
CF | Studio Crypt 		
CF | The square windowless room, grimly lit by a bright light from the 		
CF | naked lightbulb on the ceiling, is surrounded on three sides by a 		
CF | large cage made from iron bars that run from ceiling to floor. A 		
CF | barred door into the cage is closed. One one side, next to a 		
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling. 		
CF | The walls are made from grey stone and drip with moisture. The whole 		
CF | room seems to give off a damp earthy smell of decay! 		
CF | 		
CF | In the centre of the room is a large white box that looks like a 		
CF | kitchen refrigerator. 		
CF | 		
CF | The room is full of people! You start with shock, then you realise 		
CF | that, in fact, the cage is full of people. They are all 		
CF | standing or sitting behind the iron bars. 		
CF | 		
CF | Suddenly, you realise who they all are. It's your fellow actors and 		
CF | all the extras from your last scene. They've all been imprisoned down 		
CF | here in this dreadful place in the dark! 		
CF | 		
CF | Charlotte Day, who plays the Countess, leans against the iron bars. 		
CF | Behind her, sat with his back against the wall, is the Count, the 		
CF | famous Blake Lively, the finest vampire actor in the world, and over 		
CF | on the other side huddle the extras who played the vampire's thralls. 		
CF | 		
CF | "What the hell are you doing here," says Charlotte. "We all thought 		
CF | you'd been fired." 		
CF | 		
CF | "Well, darling," says Blake, with a listless wave of his hand, "It 		
CF | appears that standards are slipping even further. Who would have 		
CF | thought it?" 		
CF | 		
CF | (You can interact with other people if they're amenable! For some 		
CF | pointers on different ways try typing HELP. To start, why not try and 		
CF | TALK TO Charlotte.) 		
CF | 		
CF | "Hurry up," yells one of the extras. "Get us out of here." 		
CF | 		
CF | > 		MoyTravis says, "The extras have their priorities in order."
		Roger says, "It's sort of too-straight to be parody, but too ridiculous to be straight"
		Knight_Otu says, "The extras that were invited for "nibbles"."
DavidW says (to ClubFloyd), "talk to charlotte" 		
CF ] Studio Crypt 3/88 		
CF | > 		
CF | > TALK TO CHARLOTTE 		
CF | 		
CF | "So," says Charlotte. "Have you come to rescue us, then?" She is still 		
CF | wearing her stage makeup and the diaphanous white gown from wardrobe. 		
CF | She smiles at you, but there is something unpleasant about it. You 		
CF | notice she still has her prop teeth in - long white fangs that curve 		
CF | down over her lower lip. Strange, that. You think they'd be 		
CF | uncomfortable and she would take them out. 		
CF | 		
CF | (1) - "What are you doing here?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What are you doing here?" you ask. 		
CF | 		
CF | "Isn't it obvious?" replies Charlotte. "We're being imprisoned here by 		
CF | Arnie Mallet and his gang of demon worshipping reprobates." She sighs. 		
CF | "It's a lot cheaper to keep us here in cages than, you know, actually 		
CF | pay real actors." 		
CF | 		
CF | "Yeah," yells across one of the extras. "It's not as though we can 		
CF | form a union, can we boss?" 		
CF | 		
CF | Blake doesn't move, but raises a languid eyebrow. "Ah," he says, 		
CF | sadly. "Heckling from the stalls. Who would have thought it." 		
CF | 		
CF | (1) - "Wait - what? You're not real actors?" 		
CF | (2) - "Why don't you escape?" 		
CF | 		
CF | You say > 		MoyTravis says, "Our main character is either very, very trusting, or kind of slow."
		Knight_Otu says, "Prop teeth these are not."
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Wait," you say, "what are you talking about?" 		
CF | 		
CF | The Countess looks at you oddly. "Really?" she says. "Long teeth? 		
CF | White skin? Unable to go out in daylight? Super strength? Worried 		
CF | about things with crosses in them? You really didn't know. Well," she 		
CF | pauses for a moment, "I suppose you wouldn't. We just assumed everyone 		
CF | was in on it. We're vampires." 		
CF | 		
CF | (1) - "Vampires!?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Vampires!" you whisper, your throat constricted with terror. "No!" 		
CF | 		
CF | "Well, of course," says Charlotte. "I am," and here she draws herself 		
CF | up to her full height, "the Countess! It's a lot cheaper for Mallet to 		
CF | capture real vampires to star in his films than it is to employ 		
CF | actors. He doesn't have to pay us anything, keeps us locked up in 		
CF | here. And we don't need expensive makeup or clothing. We're very cost 		
CF | effective. All he has to do is feed us the occasional extra." 		
CF | 		
CF | So if this is the Countess, then Blake must be the Count! And the 		
CF | extras are really his thralls! 		
CF | 		
CF | Blake Lively sees you looking at him. "Of course, my dear," he says, 		
CF | "one must really live the role. Method acting can only take you so 		
CF | far." 		
CF | 		
CF | (1) - "You could have killed us all!" 		
CF | 		
CF | You say > 		MoyTravis says, "Maybe both."
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "But we've all been working together for weeks!" you gasp. "You could 		
CF | have killed us at any time!" 		
CF | 		
CF | One of the extras, no, you suppose you must now call them the thralls, 		
CF | giggles. "Not till the film's done!" she shouts. There's a burst of 		
CF | laughter from the crowd. 		
CF | 		
CF | "Quiet you," snaps the Countess. She turns to Blake. "Can't you keep 		
CF | these idiots in line?" 		
CF | 		
CF | Blake just shrugs. "I'm afraid, darling," he says, "that you are much 		
CF | better at controlling the mob than I." 		
CF | 		
CF | Charlotte sighs and turns back to you. "No," she says, "we couldn't. 		
CF | Firstly, most of the cast and crew are protected. Secondly, they film 		
CF | during the day. Where would we go? Outside in the sun? And thirdly, it 		
CF | wouldn't be long before Arnie and the rest of his Cult were here with 		
CF | their stakes and demonic hexes and then we'd be screwed." 		
CF | 		
CF | (1) - "You know about the Cult?" 		
CF | (2) - "What did she mean - not till the films done?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "You know about the Cult of Astaroth?" you ask, remembering your own 		
CF | recent close encounter. 		
CF | 		
CF | The Countess hisses between her white fangs. "Don't say that name," 		
CF | she snarls. "That lot are idiots. They think they can control Ast.... 		
CF | the demon. They think it'll give them dominion over this world and the 		
CF | next. Fools! You wait and see. When they eventually get round to 		
CF | summoning it, they're in for an unpleasant surprise." 		
CF | 		
CF | Well, this is awkward. "Bad news," you begin, "I think they're 		
CF | summoning it tonight. I was supposed to be the sacrifice." 		
CF | 		
CF | If possible, the Countess goes even whiter than she already was. The 		
CF | Count breaks the silence. "The life of an actor," he declaims, "is 		
CF | beset by these unfortunate moments. Why, I remember when I starred in 		
CF | The Dreadful Kiss of the Vampire, that..." 		
CF | 		
CF | The Countess interrupts him with a snarl. "If it wasn't for you and 		
CF | your method acting we wouldn't be here. So be quiet." She 		
CF | turns back to you. "This is bad. We can help. You need to get us out 		
CF | of here." 		
CF | 		
CF | (1) - "You'll help?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "You want to help defeat the Cult?" you gasp. 		
CF | 		
CF | "Of course," replies the Countess. "I'm telling you now, if Ast... 		
CF | that thing is summoned, it won't be good for humans. Not at all. With 		
CF | all our vampiric strength, we can help." 		
CF | 		
CF | "So?" shouts one of the thralls. "Why should we care about the humans? 		
CF | They persecute us every chance they get!" There is a mutter of 		
CF | agreement from the other thralls. 		
CF | 		
CF | The Countess sighs heavily. "You see," she says to you, "this is the 		
CF | kind of duncery I have to deal with. He," and here she nods her head 		
CF | at the Count, "doesn't choose his victims for their brains. 		
CF | Do you dear?" 		
CF | 		
CF | The Count just waves a languid hand. 		
CF | 		
CF | She turns to the thralls. "You seem to forget that humans are what we 		
CF | feed on and the reason they persecute us is because we drain them of 		
CF | all their blood. We'd not last long if there were none left. So, yes, 		
CF | we're going to help. All of us. As can the other undead." 		
CF | 		
CF | (1) - "How can I trust you?" 		
CF | (2) - "Other undead?" 		
CF | 		
CF | You say > 		Roger says, "I feel like we need to find and wear a crucifix first, but I could be wrong"
DavidW says (to ClubFloyd), "2" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "What do you mean by other undead?" 		
CF | 		
CF | "Well it's not just us Mallet has got captured," replies the Countess. 		
CF | "There's others locked up in the other studios. I don't know what 		
CF | other films they're making at the minute, but I'm guessing that 		
CF | Arnie's cutting costs by capturing and using the undead in them all. 		
CF | If we've got any chance of defeating the Cult - especially if they've 		
CF | found another sacrifice and summoned you know who and all his minions, 		
CF | we're gonna need an Undead Army. You need to get out there and rescue 		
CF | as many undead as you can and persuade them to join the cause." 		
CF | 		
CF | "But the other studios are all locked up," you blurt out. 		
CF | 		
CF | "Hmmm," says the Countess. She sighs. "Then we're screwed." 		
CF | 		
CF | "Hey," shouts a thrall from the other side of the room. "I know how to 		
CF | get in. I overheard one of the guards talking about it. If you get 		
CF | into the security room in the lobby, there's an override button. And I 		
CF | know the code. Get us out of here and I'll tell you it." 		
CF | 		
CF | "There you go," says the Countess. "Problem solved." 		
CF | 		
CF | (1) - "You want me to gather an Undead Army?" 		
CF | (2) - "How do I get you out of here?" 		
CF | 		
CF | You say > 		Knight_Otu asks, "What could possibly go wrong?"
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "You want to gather an Undead Army?" you ask, almost unable to believe 		
CF | what you are saying. 		
CF | 		
CF | "Unless you can think of a better way to battle against hordes of 		
CF | cultists and the evil they've summoned," shrugs the Countess. 		
CF | 		
CF | (1) - "How do I get you out of here?" 		
CF | 		
CF | You say > 		Knight_Otu says, "(Everything.)"
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "So how do I get you out of here?" It sounds like a terrible plan, but 		
CF | you really can't think of an alternative. 		
CF | 		
CF | The Countess just looks at you for a moment. "Really? A good start 		
CF | might be to find the key to this cage. I know they keep it in the 		
CF | Studio somewhere, but I don't know where. I've got vampiric strength 		
CF | so if it's locked in a key safe or lock-box or anything and you bring 		
CF | it to me, I can probably get it open. Now, get us out of here and we 		
CF | can get going on this. Enough chat." 		
CF | 		
CF | (1) - "Goodbye." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Crypt 3/88 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | The Countess turns away from you. So, you're definitely thinking about 		
CF | trying to help these Vampires escape, creating an Undead Army and then 		
CF | leading it into battle against hordes of demons and occultists. This 		
CF | night is starting to get a little odd. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give caddy to countess" 		
CF ] Studio Crypt 3/89 		
CF | > 		
CF | > GIVE CADDY TO COUNTESS 		
CF | 		
CF | "Really," says the Countess. "A cup of tea, now?" She sighs and grabs 		
CF | the tea caddy from your hands. With a single twist, she uses what 		
CF | seems to be a vampiric strength and the tea caddy pops open. She hands 		
CF | it back to you and sighs. "There you go." 		
CF | 		
CF | The Count gets up, stretches his back lethargically, and sits back 		
CF | against the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in it" 		
CF ] Studio Crypt 3/90 		
CF | > 		
CF | > LOOK IN IT 		
CF | 		
CF | It's red and green, with pictures of elephants on the side. It is 		
CF | open. 		
CF | 		
CF | In the tea caddy is a small brass key. 		
CF | 		
CF | "Are you going to get us out of here?" says the Countess to you. 		
CF | 		
CF | > 		MoyTravis asks, "Wait when did we pick that up?"
		MoyTravis asks, "Did you just...take that up because your Game Sense was tingling?"
		DavidW says, "It was on the kitchen counter."
		Knight_Otu says, "When we first came into the studio."
		DavidW says, "yes, my game sense knew it was important."
		MoyTravis says, "Hahaha! Nice."
DavidW says (to ClubFloyd), "unlock cage with key" 		
CF ] Studio Crypt 3/91 		
CF | > 		
CF | > UNLOCK CAGE WITH KEY 		
CF | 		
CF | (first taking the small brass key) 		
CF | Taken. 		
CF | 		
CF | "Oh my god," says the Countess, with a roll of her eyes. "A tea caddy 		
CF | of all places. How much they value us." 		
CF | 		
CF | Wait a minute, this is your tea caddy. They've been using it to store 		
CF | the key to a vampiric dungeon! You don't recall them asking your 		
CF | permission. 		
CF | 		
CF | "Wait, what are you doing," says the Countess, raising her eyebrows. 		
CF | "You know we're vampires, right?" 		
CF | 		
CF | "What do you mean?" you reply, somewhat taken aback. 		
CF | 		
CF | "Well, you don't have any protection," she says, speaking very slowly, 		
CF | as if to a child. "If you let us out now, without any protection, 		
CF | we'll drain you of all your blood and all that will be left is a dried 		
CF | up husk. And while I'm not dead set against that, we do need you to 		
CF | get an undead army together first." 		
CF | 		
CF | "But I'm trying to help!" you stammer. "Why would you bite me?" 		
CF | 		
CF | The Countess shrugs. "We're vampires. That's what we do. Wouldn't be 		
CF | able to help ourselves. You need something to protect yourself. Like 		
CF | garlic, or a UV lamp, or something else we vampires find, for some 		
CF | narratively convenient reason, unappealing." 		
CF | 		
CF | "Hurry up," yells one of the vampire thralls. "Get us out of here." 		
CF | 		
CF | > 		MoyTravis says, "So they can restrain themselves from eating you to finish a movie, but not to save themselves and the world from demonic cultists."
		MoyTravis says, "Great priorities there, vampires."
		DavidW says, "hmm. I didn't see any vampire protection stuff."
		Roger says, "I think a game like this really needs to succeed on its charms, and I'm just not finding it charming enough"
		Knight_Otu asks, "There was a path south from the Lair that we didn't take yet, right?"
		DavidW says, "yesh, we never went south from there."
DavidW says (to ClubFloyd), "u" 		
CF ] Studio Store 3/92 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Waiting Room 3/93 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | You can hear footsteps to the east. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] The Vampire's Dungeon 3/94 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | The Vampire's Dungeon 		
CF | Painted-on slime drips from the faux stone walls, glowing vaguely 		
CF | fluorescent under the dim lights. Dark doorways lead to the east and 		
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper 		
CF | corners of the room and various torture equipment surrounds the set's 		
CF | centrepiece, an enormous shining pendulum axe. 		
CF | 		
CF | The pendulum axe sits snugly in its slot in the ceiling. 		
CF | 		
CF | On the north wall, half hidden in shadow, is the axe release handle. 		
CF | 		
CF | You can hear footsteps to the east. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] The Vampire's Dungeon 3/95 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the footsteps tap ever 		
CF | closer. 		
CF | 		
CF | A security guard walks in through the door to the east. 		
CF | 		
CF | The Guard shines his torch around the set, playing it into the 		
CF | shadows. Fortunately, it doesn't look like he sees you! 		
CF | 		
CF | He sighs heavily and stretches his back. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull handle" 		
CF ] The Vampire's Dungeon 4/96 		
CF | > 		
CF | > PULL HANDLE 		
CF | 		
CF | You wrestle with yourself for a moment. Can this be the right thing to 		
CF | do? But there's no use - surely you'll be forgiven if you manage to 		
CF | save the world, or, at least stop whatever Mallet and the Cult are up 		
CF | to. 		
CF | 		
CF | You pull the handle. 		
CF | 		
CF | Your sudden movement causes the guard, standing in the centre of the 		
CF | room, to look straight at you. "Hey..." he begins. But the rest of his 		
CF | words are lost. The enormous axe descends from the ceiling with a 		
CF | whickering whuummmm and chops straight through the centre of his body, 		
CF | separating him into two pieces! 		
CF | 		
CF | You look away as the gradually settling blade continues to swing back 		
CF | and forth, cutting the guard up into smaller and smaller parts. It 		
CF | eventually stops directly over the remains of what once was the 		
CF | Security guard. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "hmm."
		Roger says, "dang"
		MoyTravis says, "RIP that guy."
		Jacqueline says (to Roger), "I can see what you mean, but I do think it's doing some clever things plot-wise."
		Knight_Otu says, "Yikes."
DavidW says (to ClubFloyd), "search guard" 		
CF ] The Vampire's Dungeon 4/97 		
CF | > 		
CF | > SEARCH GUARD 		
CF | 		
CF | There's too much blood! You can hardly bear to look at it. You notice 		
CF | a bright glint in the viscera. It looks like something on the end of a 		
CF | chain. 		
CF | 		
CF | > 		MoyTravis says, "He was definitely not a cultist, too."
DavidW says (to ClubFloyd), "take glint" 		
CF ] The Vampire's Dungeon 4/98 		
CF | > 		
CF | > TAKE GLINT 		
CF | 		
CF | You close your eyes and reach into the horrible mass of what was once 		
CF | a security guard. You manage to snag your finger over the chain and 		
CF | pull it out. On the end of the chain is a crucifix! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear crucifix" 		
CF ] The Vampire's Dungeon 4/99 		
CF | > 		
CF | > WEAR CRUCIFIX 		
CF | 		
CF | You put on the crucifix. 		
CF | 		
CF | > 		MoyTravis exclaims, "Score!"
		MoyTravis says, "Also let's check out that door to the south."
		DavidW says, "of course"
DavidW says (to ClubFloyd), "look" 		
CF ] The Vampire's Dungeon 4/100 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | The Vampire's Dungeon 		
CF | Painted-on slime drips from the faux stone walls, glowing vaguely 		
CF | fluorescent under the dim lights. Dark doorways lead to the east and 		
CF | south deeper into the Studio. Nylon cobwebs thickly cover the upper 		
CF | corners of the room and various torture equipment surrounds the set's 		
CF | centrepiece, an enormous shining pendulum axe. 		
CF | 		
CF | The chunky remains of the security guard are scattered horribly across 		
CF | the floor. 		
CF | 		
CF | The axe hangs, sharp and forbidding, straight down from the centre of 		
CF | the room. The slot on the ceiling into which it can be pushed, is 		
CF | empty. 		
CF | 		
CF | On the north wall, half hidden in shadow, is the axe release handle. 		
CF | 		
CF | > 		MoyTravis says, "This character is both very guillible and entirely unconcerned by brutal murders."
		DavidW says, "I don't remember the exact layout."
DavidW says (to ClubFloyd), "s" 		
CF ] The Count's Lair 4/101 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Count's Lair 		
CF | Twisted trees made from plywood grow unconvincingly out from plastic 		
CF | grass matting. Dotted amongst them, foam rubber boulders are speckled 		
CF | with green cotton wool that, in the low light, does look a little bit 		
CF | like moss if you squint your eyes. Dark doorways lead north and south 		
CF | and the set continues into the gloom to the east. 		
CF | 		
CF | > 		Roger says, "I like the design of the game more than its execution, I guess is all I mean. It's not bad per se."
DavidW says (to ClubFloyd), "s" 		
CF ] Bleak and Windswept Moors 4/102 		
CF | > 		
CF | > S 		
CF | 		
CF | As you walk through the doorway into the dimly lit set you stop 		
CF | suddenly in fear, your heart pounding! There's a dark figure in the 		
CF | midst of the moors reaching out towards you with evil grasping hands 		
CF | and sharp fingers. You half-turn, ready to run, but then you realise 		
CF | it's just a prop. It's just a tree that, for a moment, looked like a 		
CF | dreadful creature in the gloom ready to pull you into its deadly 		
CF | embrace. 		
CF | 		
CF | Your heart slows down and you take a deep breath. 		
CF | 		
CF | Bleak and Windswept Moors 		
CF | In front of a backdrop of painted, menacing hills, the room is filled 		
CF | with a nasty-looking dark marsh, dotted with plastic reeds. Forbidding 		
CF | doorways lead north and east deeper into the Studio. This is where Mel 		
CF | Crispin had made his exit from the movie. Playing Alexander, the 		
CF | stocky, slightly comic sidekick to the Professor, he was, for fairly 		
CF | unconvincing narrative reasons, required to run into the bog and then 		
CF | get sucked down into the deep mud. 		
CF | 		
CF | That had been his last scene - he must have left the Studios pretty 		
CF | quick afterwards as you don't recall seeing him to say goodbye. Shame, 		
CF | that. You had liked Mel. 		
CF | 		
CF | A lone plywood tree rears out of the centre of the bog, its twisted 		
CF | arms seemingly reaching out toward the north doorway! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tree" 		
CF ] Bleak and Windswept Moors 4/103 		
CF | > 		
CF | > X TREE 		
CF | 		
CF | Even though it's only made from cheap plywood, the tree looks like a 		
CF | figure out of a nightmare - like a ghoul reaching out with its 		
CF | grasping claws ready to rip and rend! 		
CF | 		
CF | > 		Knight_Otu says, "Come on, protagonist. Surely you must have realized by now."
		MoyTravis says, "...I think you were supposed to visit here before the vampires. The "Shame, that. You had liked Mel." I mean really."
		MoyTravis says, "Yeah."
		DavidW says, "I suppose pushing the tree against someone might work."
DavidW says (to ClubFloyd), "x reeds" 		
CF ] Bleak and Windswept Moors 4/104 		
CF | > 		
CF | > X REEDS 		
CF | 		
CF | The clumps of reeds stick out of the marsh at regular intervals. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Pool of Death 4/105 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Pool of Death 		
CF | The set walls are covered in badly painted-on stonework and the 		
CF | ubiquitous nylon cobwebs sway menacingly in the dim light of the upper 		
CF | corners. In the centre of the room, carved stone-like figures surround 		
CF | a clear pool of what, in the film, was supposed to be acid so strong 		
CF | it could dissolve flesh in mere seconds! Doorways lead north and west 		
CF | into the Studio and a metal ladder climbs up the back wall toward the 		
CF | shadowy ceiling. 		
CF | 		
CF | It was never made entirely clear by the script why the Count would 		
CF | have a pool of acid in his castle or what he did with it, but it was 		
CF | here that Beanie Havell's character, Geoffrey, the love interest, met 		
CF | his untimely end - running to escape the thralls only to fall into the 		
CF | pool and be dissolved in what, Harry assured you all, were extremely 		
CF | expensive special effects. 		
CF | 		
CF | Good old Beanie. Straight after this scene, according to Harry, he'd 		
CF | had to leave the Studios to do a stage production of "If you like it, 		
CF | Missus" in Brazil of all places! Nice work if you can get it. You wish 		
CF | you'd had chance to wish him luck. 		
CF | 		
CF | In the centre of the floor is a sandbag. It is tied to a rope that 		
CF | stretches up into the shadowy recesses of the ceiling. 		
CF | 		
CF | > 		Knight_Otu says, "Then again... when looking at the state of the real world..."
		MoyTravis asks, "Are these all alternate ways of killing the guard?"
		Knight_Otu says, "Okay, no, we're just a naive and gullible actor."
		MoyTravis asks, "Swamp drowning, hit by sandbag into acid, sliced by blade?"
		DavidW says, "or someone, yeah"
		DavidW says, "We don't hava a blade for the rope, though."
DavidW says (to ClubFloyd), "x pool" 		
CF ] The Pool of Death 4/106 		
CF | > 		
CF | > X POOL 		
CF | 		
CF | (the clear pool) 		
CF | The pool looks deep. The liquid inside is opaque and murky and seems 		
CF | to fizz a little at the edges. But surely it's just a set! 		
CF | 		
CF | > 		MoyTravis says, "No, I mean. The pendulum blade was the one we did."
		DavidW says, "I wasn't refering to that."
		MoyTravis asks, "Oh, you mean, to take...the sandbag?"
		DavidW says, "I mean, if we wanted to drop the sandbag onto the guard quickly enough, we'd probably need a blade to cut the rope with."
		Jacqueline says, "There's a very good Vincent Price movie that has a ridiculous vat of acid in the basement of a mansion like this."
		Jacqueline says, "I'm not sure putting the guard in the acid would be great, since we need his crucifix."
		MoyTravis says, "Ah, fair."
		DavidW says, "Perhaps a friendly herring, immune to acid, would fetch the crucifix for us."
		DavidW says, "A pickled herring."
		Roger says, "House on Haunted Hill"
DavidW says (to ClubFloyd), "x rope" 		
CF ] The Pool of Death 4/107 		
CF | > 		
CF | > X ROPE 		
CF | 		
CF | The rope, firmly tied to the top of the sandbag, stretches up to the 		
CF | shadowy ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb rope" 		
CF ] The Pool of Death 4/108 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | Ooof. You pull yourself a little way off the floor, but then you give 		
CF | up. Upper body strength isn't a requisite for acting! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb ladder" 		
CF ] Lighting Gantry 4/109 		
CF | > 		
CF | > CLIMB LADDER 		
CF | 		
CF | 		
CF | Lighting Gantry 		
CF | The gently swaying wooden planks of the gantry stretch across the 		
CF | length of the room. Here, above the set, all is in shadow. Above you, 		
CF | in the ceiling, you can just make out a large hook, tied to which is 		
CF | one end of a long rope. Far below you, the set stretches out, made 		
CF | small by distance. It's a long way down! A metal ladder, set into the 		
CF | wall at the end of the gantry, leads downward. 		
CF | 		
CF | The rope, just within touching distance, stretches down into the set. 		
CF | 		
CF | > 		Knight_Otu says, "Well, there's a hook for acid fishing."
DavidW says (to ClubFloyd), "x hook" 		
CF ] Lighting Gantry 4/110 		
CF | > 		
CF | > X HOOK 		
CF | 		
CF | The hook, scarcely visible in the dim light, is attached to the 		
CF | ceiling. A rope dangles from it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take hook" 		
CF ] Lighting Gantry 4/111 		
CF | > 		
CF | > TAKE HOOK 		
CF | 		
CF | The hook is still far out of reach on the ceiling. 		
CF | 		
CF | > 		Knight_Otu says, "Or just for rope holding."
DavidW says (to ClubFloyd), "climb rope" 		
CF ] Lighting Gantry 4/112 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | That's too dangerous. You'd have to lower yourself over the edge of 		
CF | the gantry. You'd fall!. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push rope" 		
CF ] Lighting Gantry 4/113 		
CF | > 		
CF | > PUSH ROPE 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull rope" 		
CF ] Lighting Gantry 4/114 		
CF | > 		
CF | > PULL ROPE 		
CF | 		
CF | With difficulty, you heave at the long rope until, finally, the 		
CF | sandbag makes an appearance over the side of the gantry. You grab at 		
CF | it gratefully, your muscles shaking. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb rope" 		
CF ] Lighting Gantry 4/115 		
CF | > 		
CF | > CLIMB ROPE 		
CF | 		
CF | Ooof. You pull yourself a little way off the floor, but then you give 		
CF | up. Upper body strength isn't a requisite for acting! 		
CF | 		
CF | > 		MoyTravis says, "Or we just snap his neck with a giant sandbag."
DavidW says (to ClubFloyd), "drop sandbag" 		
CF ] Lighting Gantry 4/116 		
CF | > 		
CF | > DROP SANDBAG 		
CF | 		
CF | You drop the heavy bag of sand. It immediately falls over the edge of 		
CF | the gantry and lands with a resounding thump on the set floor directly 		
CF | below you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Lighting Gantry 4/115 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Lighting Gantry 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "duno" 		
CF ] Lighting Gantry 4/115 		
CF | > 		
CF | > DUNO 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Lighting Gantry 4/115 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Lighting Gantry 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Lighting Gantry 4/114 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Lighting Gantry 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Lighting Gantry 4/113 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Lighting Gantry 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Lighting Gantry 4/112 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Lighting Gantry 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Lighting Gantry 4/113 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a small brass key, a tea caddy and a stained crimson 		
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and 		
CF | a jaunty hat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] The Pool of Death 4/114 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Pool of Death 		
CF | The set walls are covered in badly painted-on stonework and the 		
CF | ubiquitous nylon cobwebs sway menacingly in the dim light of the upper 		
CF | corners. In the centre of the room, carved stone-like figures surround 		
CF | a clear pool of what, in the film, was supposed to be acid so strong 		
CF | it could dissolve flesh in mere seconds! Doorways lead north and west 		
CF | into the Studio and a metal ladder climbs up the back wall toward the 		
CF | shadowy ceiling. 		
CF | 		
CF | In the centre of the floor is a sandbag. It is tied to a rope that 		
CF | stretches up into the shadowy recesses of the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Production Area 4/115 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Production Area 		
CF | Behind the set, a mess of wires trail across the floor, connecting 		
CF | haphazardly to cameras, microphone arrays and lighting rigs. Dark 		
CF | doorways lead north and south into the Studio. 		
CF | 		
CF | The Director's chair sits in front of the two cameras, facing the set, 		
CF | which continues to the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cameras" 		
CF ] Production Area 4/116 		
CF | > 		
CF | > X CAMERAS 		
CF | 		
CF | The two cameras look pretty old fashioned. You're no expert, but you 		
CF | reckon these would be considered antiques ten years ago. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Store 4/117 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clothing" 		
CF ] Studio Store 4/118 		
CF | > 		
CF | > X CLOTHING 		
CF | 		
CF | A thousand old wardrobe items jammed onto the hangers haphazardly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Studio Crypt 4/119 		
CF | > 		
CF | > D 		
CF | 		
CF | Studio Crypt 		
CF | The square windowless room, grimly lit by a bright light from the 		
CF | naked lightbulb on the ceiling, is surrounded on three sides by a 		
CF | large cage made from iron bars that run from ceiling to floor. A 		
CF | barred door into the cage is closed. One one side, next to a 		
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling. 		
CF | The walls are made from grey stone and drip with moisture. The whole 		
CF | room seems to give off a damp earthy smell of decay! 		
CF | 		
CF | In the centre of the room is a large white box that looks like a 		
CF | kitchen refrigerator. 		
CF | 		
CF | On one side of the room, inside the cage, a small group of vampire 		
CF | thralls stand in a little huddle. 		
CF | 		
CF | The Count languishes in the corner of the cage, his back against the 		
CF | wall. 		
CF | 		
CF | The Countess leans against the iron bars, looking bored and annoyed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock cage with key" 		
CF ] Studio Crypt 5/120 		
CF | > 		
CF | > UNLOCK CAGE WITH KEY 		
CF | 		
CF | The key turns in the lock, and you step back, your heart pounding! 		
CF | Surely the vampires will descend on you with their sharp fangs. The 		
CF | Countess pushes the cage door open and the horde of vampires creep 		
CF | into the room. 		
CF | 		
CF | The Countess smiles at you nastily. "Good thing you've got that around 		
CF | your neck," she says. "Remember, you need to protect yourself from the 		
CF | undead if you're thinking about releasing them. Now," and here she 		
CF | turns to the thralls. "Who said they knew the code to open up the rest 		
CF | of the studios?" 		
CF | 		
CF | "Me," says one of the thralls, "I overheard them talking about it. 		
CF | It's 1967. Apparently there's an override in the security room off the 		
CF | lobby that will open everything up." 		
CF | 		
CF | "Finally," declaims the Count, emerging from the cage. "Freedom at 		
CF | last. No longer will we be persecuted for who we are..." 		
CF | 		
CF | "Will you be quiet, you pompous arse," snaps the Countess at him. 		
CF | "Right, you," she turns to you. "That's your job. We'll wait for you 		
CF | outside in the Studio Lot. When you release the other undead, send 		
CF | them to us. We can't come into the other studios. 		
CF | They're.....protected. It's up to you." 		
CF | 		
CF | She turns away as if to go and then pauses. "Oh, and one more thing." 		
CF | She suddenly reaches out and rips the chain from the fridge, snapping 		
CF | it as if it were cotton. "You might want to look in there before you 		
CF | go. It will help you....focus." 		
CF | 		
CF | With a sweep of her diaphanous gown, the Countess stalks from the 		
CF | room, swinging the chain, closely followed by the thralls and the 		
CF | Count. 		
CF | 		
CF | You have survived a perilous situation! You are building an Undead 		
CF | Army! (Try typing SCORE to keep track) 		
CF | 		
CF | > 		
Jacqueline clears the save counter. 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Crypt 5/120 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline says, "It occurs to me that we have not been saving."
		MoyTravis asks, "Hooray. One studio down, of...four?"
		Jacqueline says, "I'm not slightly curious about the death scenes we are missing."
		Knight_Otu says, "Four sounds right."
		Jacqueline says, "Like if we had not worn the crucifix."
		DavidW says, "Five studios"
DavidW says (to ClubFloyd), "open fridge" 		
CF ] Studio Crypt 5/121 		
CF | > 		
CF | > OPEN FRIDGE 		
CF | 		
CF | You open the fridge and immediately turn away in horror! It's full of 		
CF | gruesome body parts! After a moment, you collect yourself and inspect 		
CF | the terrible contents more closely. It seems to be the remains of two 		
CF | people. One of the bodies has been chopped into pieces and all that is 		
CF | left whole are two white legs, with red painted toenails. Wait! You 		
CF | recognize those toenails! The last time you saw them was when Melissa 		
CF | Clumb, playing Susan, was doing the axe scene! No! A terrible truth 		
CF | begins to dawn on you. Maybe her mother wasn't sick after all! 		
CF | 		
CF | Heart in mouth, you look at the other body. All that's left of it is a 		
CF | partially dissolved skeleton, two relatively whole arms and part of a 		
CF | face. A face you recognize. It's Beanie Havell! Not playing Bertie 		
CF | Foppish in 'If you like it, Missus' on a Brazilian stage, but 		
CF | dissolved by acid instead! 		
CF | 		
CF | Surely Arnie Mallet can't have gone this far! But maybe he has - you 		
CF | realise you need to stop his evil forever! 		
CF | 		
CF | > 		Jacqueline says, "Or if we had just continued to wait outside the initial office."
		MoyTravis says, "MC, why are you like this."
		Knight_Otu says, "Glad you could join us, protagonist."
		Jacqueline says, "heh"
		Knight_Otu says, "Pity it took a gruesome display for that though."
DavidW says (to ClubFloyd), "score" 		
CF ] Studio Crypt 5/121 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You are building an undead army! So far, it consists of the Count, the 		
CF | Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You have survived five perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | 		
CF | > 		Jacqueline says, "haha. The security guard one is good."
		Jacqueline says, "'relatively blameless' - so true."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Crypt 5/121 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah. Remind us that we killed an innocent person."
		MoyTravis says, "I'm not sure how we chopped him into little bits, though. I was envisioning, like, two halves, or four parts at most on the backstroke."
		DavidW asks, "I wonder if someone else can drive for a bit?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Studio Crypt 5/122 		
CF | > 		
CF | > L 		
CF | 		
CF | Studio Crypt 		
CF | The square windowless room, grimly lit by a bright light from the 		
CF | naked lightbulb on the ceiling, is surrounded on three sides by a 		
CF | large cage made from iron bars that run from ceiling to floor. A 		
CF | barred door into the cage is open. One one side, next to a 		
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling. 		
CF | The walls are made from grey stone and drip with moisture. The whole 		
CF | room seems to give off a damp earthy smell of decay! 		
CF | 		
CF | In the centre of the room is a large white box that looks like a 		
CF | kitchen refrigerator. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Studio Store 5/123 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		DavidW asks, "The keypad was u. w. n. n. w. u, I think?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Waiting Room 5/124 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Studio Lot South 5/125 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Studio Lot North 5/126 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each 		
CF | door, a sign. The lot continues to the south into shadow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Entrance vestibule 5/127 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Entrance vestibule 		
CF | At last! Somewhere brightly lit. The big square vestibule has double 		
CF | doors opposite one another on both north and south walls. The doors to 		
CF | the south seem to lead outside. To the north, the glass doors are dark 		
CF | and forbidding and lead into the interior of the building. On the east 		
CF | wall, opposite the closed stairwell door to the west and behind an 		
CF | unmanned security desk is a closed smaller door with a small keypad 		
CF | next to it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Entrance vestibule 5/128 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | The plain desk has the logo of Mallet Studios emblazoned across the 		
CF | front of it. Usually, during the day, a bored security guard stands 		
CF | behind it. 		
CF | 		
CF | > 		Jacqueline asks, "Well, we're nearly at 2 hours, and I do have to go, so if you need a new driver, maybe we just pick this up next week?"
Knight_Otu says (to ClubFloyd), "x padlock" 		
CF ] Entrance vestibule 5/128 		
CF | > 		
CF | > X PADLOCK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "We could also do that."
		MoyTravis says, "I have no objection."
		Knight_Otu asks, "Maybe open the door first, then save?"
		Jacqueline says, "Like, I could hang the last 20 minutes, but have to go at the top of the hour, and if you're getting tired..."
Knight_Otu says (to ClubFloyd), "type 1967 on keypad" 		
CF ] Entrance vestibule 5/129 		
CF | > 		
CF | > TYPE 1967 ON KEYPAD 		
CF | 		
CF | There's nothing here to type on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 1967" 		
CF ] Entrance vestibule 5/130 		
CF | > 		
CF | > TYPE 1967 		
CF | 		
CF | There's nothing here to type on. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x keypad" 		
CF ] Entrance vestibule 5/131 		
CF | > 		
CF | > X KEYPAD 		
CF | 		
CF | The keypad has the numbers 0 to 9 in a small square. At the top shines 		
CF | a small red light. You could ENTER the code you've learned. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter 1967" 		
CF ] Entrance vestibule 5/132 		
CF | > 		
CF | > ENTER 1967 		
CF | 		
CF | The light on the keypad turns green and the security door unlocks with 		
CF | a click. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		Jacqueline says, "Ah, that was weird."
Knight_Otu says (to ClubFloyd), "cfhorrorisreal" 		
CF ] Entrance vestibule 5/132 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		Jacqueline says, "Okay, see y'all next week."
		Jacqueline says, "Be safe out there. Avoid cultists."
		DavidW asks, "what, are we stopping?"
		Jacqueline says, "Yes. You said you needed a break, and we only had 20 more minutes, so..."
		DavidW says, "oh, I see."
		DavidW says, "This seems a good stopping point too."
		Jacqueline says, "Yeah"
		Knight_Otu says, "Also, avoid greek letters."
		MoyTravis says, "Ha. Yeah, good luck."
		Jacqueline says (to KO), "heh. So true."
		DavidW says, "I've had to kill two bugs crawling onto my clipboard during this session."
		DavidW says, "The clipboard in my lap."
		DavidW says, "I have my own horror story."
Roger goes home. 		Roger says, "aww that new person didn't come back. Oh well maybe later"
		DavidW says, "See you all next week."
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		Knight_Otu exclaims, "Good night, and stay safe!"
Knight_Otu goes home. 		
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
		
*** SESSION 2 *** 		
		Jacqueline says (to burl), "The other thing you should know is that we're resuming a game we started last week. I was... super tired last week, so I am hoping someone else can recap what has happened thus far."
		MoyTravis says, "Last week we were playing Dr. Horror's House of Horror. Or Dr. Horror's House of Terror. Or Dr. Terror's House of Horror."
		MoyTravis says, "One of those is probably right."
		MoyTravis says, "Anyways, we were an actor, shooting a horror movie, but it turns out the horror staff are a cult and the monsters in the cast are real undead monsters and so now we need to free the monsters to fight the cult."
		MoyTravis says, "Also we murdered a perfectly innocent security guard. Go us."
		Roger says, "That sounds about right"
		Knight_Otu says, "We've freed the vampires and unlocked the door that'll allow us to unlock the other horror sets. Surely everything will be fine."
		MoyTravis says, "Of course everything will be fine it's a puzzley parser game."
		MoyTravis asks, "If it were, like, a Twine game, maybe things wouldn't be fine. But puzzly parser games?"
		Knight_Otu says, "I dunno, I'm sure there are parser games where the protagonist causes the end of the world as we know it."
		Jacqueline says, "There are definitely parser games with not-happy endings."
		Jacqueline says, "Perhaps thousands of them."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Entrance vestibule 5/133 		
CF | > 		
CF | > L 		
CF | 		
CF | Entrance vestibule 		
CF | At last! Somewhere brightly lit. The big square vestibule has double 		
CF | doors opposite one another on both north and south walls. The doors to 		
CF | the south seem to lead outside. To the north, the glass doors are dark 		
CF | and forbidding and lead into the interior of the building. On the east 		
CF | wall, opposite the closed stairwell door to the west and behind an 		
CF | unmanned security desk is a closed smaller door with a small keypad 		
CF | next to it. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we need to go east from here."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Guard room 5/134 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening the smaller door) 		
CF | 		
CF | Guard room 		
CF | Banks of monitors, showing only dark screens, cover one wall of the 		
CF | small dingy room. Underneath them is a desk on which is a keyboard and 		
CF | some sort of control panel. The door in the west wall is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x monitors" 		
CF ] Guard room 5/135 		
CF | > 		
CF | > X MONITORS 		
CF | 		
CF | The monitors, lined up on the wall, all have darkened screens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Guard room 5/136 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | On the functional desk is a keyboard and some sort of control panel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x keyboard" 		
CF ] Guard room 5/137 		
CF | > 		
CF | > X KEYBOARD 		
CF | 		
CF | An old fashioned and blocky keyboard attached to the desk. The 		
CF | lettering on the keys has worn away from years of use. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x panel" 		
CF ] Guard room 5/138 		
CF | > 		
CF | > X PANEL 		
CF | 		
CF | A square thing covered in various knobs and buttons that presumably 		
CF | have something to do with security cameras and alarms. But you have no 		
CF | idea what any of them do. Apart from a big red button that says 		
CF | "Security override". That looks important. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x button" 		
CF ] Guard room 5/139 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | The large red button sticks out of the centre of the control panel. It 		
CF | has the words "Security Override" written on it in small neat white 		
CF | letters. 		
CF | 		
CF | > 		MoyTravis exclaims, "Press button!"
		Knight_Otu says, "Let's unleash some horrors."
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Guard room 5/140 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You poke the button with your finger. It clicks down and then pops 		
CF | back up. Maybe it did something. Who can tell. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Entrance vestibule 5/141 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Entrance vestibule 		
CF | At last! Somewhere brightly lit. The big square vestibule has double 		
CF | doors opposite one another on both north and south walls. The doors to 		
CF | the south seem to lead outside. To the north, the glass doors are dark 		
CF | and forbidding and lead into the interior of the building. On the east 		
CF | wall, opposite the closed stairwell door to the west and behind an 		
CF | unmanned security desk is an open smaller door with a small keypad 		
CF | next to it. 		
CF | 		
CF | > 		Roger says, "haha"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Studio Lot North 5/142 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the closed Studio 2 door. On each 		
CF | door, a sign. The lot continues to the south into shadow. 		
CF | 		
CF | > 		Jacqueline says, "should we have... oh, I guess we had just saved. Never mind."
Knight_Otu says (to ClubFloyd), "x studio 1" 		
CF ] Studio Lot North 5/142 		
CF | > 		
CF | > X STUDIO 1 		
CF | 		
CF | Which do you mean, Studio 1 door or Studio 1 sign? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sign" 		
CF ] Studio Lot North 5/143 		
CF | > 		
CF | > SIGN 		
CF | 		
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly 		
CF | smaller letters, "Dir: Benny Tibbings". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sign 2" 		
CF ] Studio Lot North 5/144 		
CF | > 		
CF | > X SIGN 2 		
CF | 		
CF | The sign reads "The Things That Could Never Die!" and then, "Dir: 		
CF | Herbert Blom". 		
CF | 		
CF | > 		Knight_Otu says, "Werewolf and Zombies, I guess."
		Pinkunz says, "I vote zombies."
		MoyTravis says, "Sure, why not."
		Knight_Otu says, "Then let's get our brain eaten."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Guard's Break Room 5/145 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening Studio 2 door) 		
CF | The studios are unlocked! Who knows what terrors lie in wait for you 		
CF | over the course of this night? You take a deep breath and pluck up 		
CF | your courage. The dreadful undead await! 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | A Security Guard sits in the chair, feet up on the small table, 		
CF | reading a newspaper. 		
CF | 		
CF | The Guard looks up at you over her paper. "Well, hello," she says. "We 		
CF | don't get many visitors at this hour." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to guard" 		
CF ] Guard's Break Room 5/146 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | "How can I help you?" asks the Guard. 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Tell me more about what's in the studio." 		
CF | (3) - "Are you going to stop me going in?" 		
CF | (4) - "You worked here long?" 		
CF | (5) - "Goodbye." 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "So what's going on in the Studio?" you ask, 		
CF | 		
CF | The Guard shivers as if something is frightening her. "Oh," she 		
CF | replies, "don't ask. We all hate working in there. That's why we've 		
CF | made this little room. There's definitely something awful haunting the 		
CF | place. You can feel it as soon as you go in. So whenever we draw this 		
CF | shift, we just sit in here. Nobody's noticed or complained, so.." she 		
CF | shrugs. 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Are you going to stop me going in?" 		
CF | (3) - "You worked here long?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		Knight_Otu says, "Smart. Stay clear of zombies and axe pendulums."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Shouldn't you be patrolling the studio?" you ask. 		
CF | 		
CF | The Guard sighs. "Technically, yes," she says, "but I'm not going in 		
CF | there. There's something not right in that place. It's cold. There's 		
CF | weird unnatural sounds in the dark. They don't pay me enough." 		
CF | 		
CF | (1) - "Tell me more about what's in the studio." 		
CF | (2) - "Are you going to stop me going in?" 		
CF | (3) - "You worked here long?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "So can I go in, then?" you say. "Or are you going to stop me." 		
CF | 		
CF | "If you really want to," says the Guard. "I wouldn't recommend it 		
CF | though. I'm not supposed to let anyone in, but, to be honest, if you 		
CF | went through there, I'm not going to come in after you." 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Tell me more about what's in the studio." 		
CF | (3) - "You worked here long?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		Pinkunz says, "I wonder if we can get this guard killed as well. 2 for 2."
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 3 		
CF | 		
CF | "You worked here for long?" you ask. 		
CF | 		
CF | "Yeah, on and off for a few years. There have been some changes, let 		
CF | me tell you." The Guard frowns. "But, you know, we all just come in 		
CF | and do our jobs and try not to think about it." She goes silent, 		
CF | obviously unwilling to say more. 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Tell me more about what's in the studio." 		
CF | (3) - "Are you going to stop me going in?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		Jacqueline says, ";..Pinkunz hahaha awwww"
		Jacqueline asks, "Does 2 give more or repeat?"
		Knight_Otu says, "I mean, we've killed already, and unleashed creatures that need to kill humans to survive, so..."
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "Like I said, it's definitely haunted in there. We all hate it." 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Are you going to stop me going in?" 		
CF | (3) - "You worked here long?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		Knight_Otu says, "Not really more."
		Pinkunz says, "That well looks dry."
		Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "4" 		
CF ] Guard's Break Room 5/146 		
CF | You say > 		
CF | > 4 		
CF | 		
CF | The Guard smiles at you. "Good luck!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Guard's Break Room 5/147 		
CF | > 		
CF | > L 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | A Security Guard sits in the chair, feet up on the small table, 		
CF | reading a newspaper. 		
CF | 		
CF | > 		Pinkunz asks, "Look at newspaper?"
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Guard's Break Room 5/148 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | The small, beat-up old table looks like it might have been rescued 		
CF | from the trash. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x newspaper" 		
CF ] Guard's Break Room 5/149 		
CF | > 		
CF | > X NEWSPAPER 		
CF | 		
CF | It's a red top. In the low light, you can just make out the headline 		
CF | on the front page - "Actor missing after police search". 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, odd that headline."
		Pinkunz says, "meh."
Knight_Otu says (to ClubFloyd), "x lamp" 		
CF ] Guard's Break Room 5/150 		
CF | > 		
CF | > X LAMP 		
CF | 		
CF | The lamp throws a welcome pool of light into the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gap" 		
CF ] Guard's Break Room 5/151 		
CF | > 		
CF | > X GAP 		
CF | 		
CF | The gap leads into the studio proper. It's pretty gloomy in there. 		
CF | 		
CF | > 		Jacqueline asks, "What does 'red top' mean in that context? Anyone know or should I search the World Wide Web of Internet URLs?"
		Pinkunz says, "Turn off lamp? I don't think the guard would like that."
		Pinkunz says (to jacq), "Not familiar"
Knight_Otu says (to ClubFloyd), "get lamp" 		
CF ] Guard's Break Room 5/152 		
CF | > 		
CF | > GET LAMP 		
CF | 		
CF | "Hey," says the Guard. "I need that to read." 		
CF | 		
CF | > 		Jacqueline says, "Oh. It means it's a tabloid."
		Knight_Otu says, "I suspected as much."
		MoyTravis asks, "That a Britishism?"
		Jacqueline says, "Because those often have big red mastheads on the front page."
		Pinkunz says, "Fairly well implemented."
		Jacqueline says (to Travis), "Yeah, I suspect so."
		burl says, "Batboy Found In Text Adventure"
		Jacqueline exclaims (at burl), "yay!"
		Knight_Otu says, "We may need a light source, but we'll see."
		burl asks, "oh! can i see the inventory?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Guard's Break Room 5/153 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a small brass key, a tea caddy and a stained crimson 		
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and 		
CF | a jaunty hat. 		
CF | 		
CF | > 		burl exclaims, "thank you Knight!"
		Pinkunz says, "Ditto."
		Pinkunz asks, "I'm assuming DW was caretaking the map?"
		Knight_Otu says, "I think so, yes."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Alleway, Rue des Verrièrs 5/154 		
CF | > 		
CF | > E 		
CF | 		
CF | As you walk out of the little break room and into the dimly lit 		
CF | studio, a cold shiver runs down your spine. It feels like there is an 		
CF | evil presence here! Something terrible is waiting and watching in the 		
CF | shadows! 		
CF | 		
CF | It doesn't feel like this during the day. You worked a couple of 		
CF | scenes on this film as an extra, so you've been here a few times. But 		
CF | now, in the gloom of the night, you are sure that a horrific presence 		
CF | haunts this place! 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		Pinkunz asks, "south or east?"
Knight_Otu says (to ClubFloyd), "search buildings" 		
CF ] Alleway, Rue des Verrièrs 5/155 		
CF | > 		
CF | > SEARCH BUILDINGS 		
CF | 		
CF | It's pretty impressive work by the set designer. It really does feel, 		
CF | at least a little, like you are walking along a street in New Orleans. 		
CF | 		
CF | The hairs on your neck stand up as if something awful is behind you! 		
CF | You turn around quickly, but the alleway is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x balconies" 		
CF ] Alleway, Rue des Verrièrs 5/156 		
CF | > 		
CF | > X BALCONIES 		
CF | 		
CF | Cleverly painted plywood does look a little like cast iron! 		
CF | 		
CF | You feel icy breath on your neck and you shiver in terror! 		
CF | 		
CF | > 		Knight_Otu says, "South is mentioned first."
Knight_Otu says (to ClubFloyd), "x vines" 		
CF ] Alleway, Rue des Verrièrs 5/157 		
CF | > 		
CF | > X VINES 		
CF | 		
CF | The vines and assorted plastic plants cascade over the balconies and 		
CF | down the side of the buildings. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb vines" 		
CF ] Alleway, Rue des Verrièrs 5/158 		
CF | > 		
CF | > CLIMB VINES 		
CF | 		
CF | You can't reach them. They are high above you, attached to the 		
CF | balconies. 		
CF | 		
CF | > 		Pinkunz says (to Knight), "Nice try."
Knight_Otu says (to ClubFloyd), "x windows" 		
CF ] Alleway, Rue des Verrièrs 5/159 		
CF | > 		
CF | > X WINDOWS 		
CF | 		
CF | They're not real glass of course, just painted wood with some sort of 		
CF | reflective film over it to make it look like glass. 		
CF | 		
CF | > 		burl says, "i love how the low-interaction responses in this game give you spooky B movie instead of parser sass, and the no-interaction responses still give details"
		Roger says, "yeah, there was some care taken in the details on this"
		Knight_Otu asks, "I think we're ready to move to the next room. Anything I've missed?"
		Pinkunz says, "Agreed. Even an action that is disallowed should at least be acknowledged."
		Pinkunz says, "Not that I can see."
		Jacqueline says, "Next room is fine, yeah"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/160 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | This set, you know for a fact, has been used in various incarnations 		
CF | in at least a dozen Mallet Studios films over the years. Why, even in 		
CF | your own film, The Revenge of the Bride of the Vampire, it had been 		
CF | re-purposed as a magnificent dining room - you had sat down here with 		
CF | Lord Heskley-Smytheson over dinner and had told him (and thus, the 		
CF | audience) about the terrible vampire threat and how you intended to 		
CF | deal with it. 		
CF | 		
CF | "You must find and destroy this terrible evil, Professor," declaimed 		
CF | Crispin Bowdler, playing the Lord and trying to chew the scenery as 		
CF | usual. The ham. "Only then will my daughter be safe." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mirrors" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/161 		
CF | > 		
CF | > X MIRRORS 		
CF | 		
CF | The gilded mirrors reflect your face a dozen times on every wall! 		
CF | 		
CF | > 		Pinkunz asks, "Examine "false" door?"
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/162 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The double doors look pretty realistic, but really it's just a wooden 		
CF | doorframe stuck onto the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/163 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The false door is stuck pretty firmly onto the wall. 		
CF | 		
CF | > 		Pinkunz shrugs.
		Knight_Otu says, "Apparently it is actually false."
Knight_Otu says (to ClubFloyd), "x stage" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/164 		
CF | > 		
CF | > X STAGE 		
CF | 		
CF | The wooden stage is a square area for the band to stand on. 		
CF | 		
CF | > 		
DavidW has arrived. 		Knight_Otu exclaims, "David!"
		Pinkunz says, "Hi DW."
DavidW says, "hi. Sorry I overslept again" 		Jacqueline exclaims, "Hello!"
		MoyTravis says, "Hey David."
		Jacqueline says, "No worries. Thought that might be the case from recapping your channel."
		Pinkunz says (to DavidW), "David, meet Burl."
		Pinkunz says (to Burl), "Burl, meet David."
		burl exclaims, "hi David!"
		DavidW says, "gimme a sec. I can't see much. I have to clean my glasses."
		Jacqueline says, "We've not gotten far, we could give you a second to do that, and to then recap the game."
		Pinkunz says, "Was literally half a second behind typing almost the same thing."
		DavidW says, "ok. hi again"
		DavidW says, "hi burl"
		Pinkunz says, "Sorry to hear your sleep patters are screwy. I know how disorienting that can be."
		DavidW says, "Sleep patterns and more. I haven't eaten in ages."
		Jacqueline says, "That's not good."
		Knight_Otu says, "oh dear."
		Pinkunz asks, "Do you still have those frozen berries stashed away?"
		DavidW says, "All I had yesterday was two breakfast sandwiches and a dozen donuts and some very stale crackers."
		DavidW says, "uh, yes. Some berries remain."
		Jacqueline asks, "A... a dozen donuts?"
		DavidW says, "sorry, half dozen"
		Jacqueline asks, "Did I read that right?"
		Jacqueline says, "Oh. Still."
		MoyTravis says, "hahahahaha"
		Pinkunz says, "Yeah, I was erm... impressed as well."
		DavidW says, "I'm half asleep still, I guess."
		Jacqueline asks, "Do you need to go get a snack, or should we proceed?"
		DavidW says, "I don't have much in the way of snacks but those berries. I just remembered I ate a tin of sardines yesterday as well."
		DavidW asks, "Which game are we playing today?"
		Pinkunz says, "Shame we can't just send you a doordashed lunch."
		Pinkunz says, "House of Horrors, or Terrors, or scary stuff."
		Knight_Otu says, "We're still on that horror movie game."
		DavidW says, "oh Dr Horror. Okay."
		Knight_Otu says, "We're on what we thought was the Zombie Movie set, but it seems something else."
		DavidW says, "okay, found my notes from last time"
		Jacqueline says, "Yeah. Seems haunted."
		Pinkunz says, "Met another security guard. Haven't killed them just yet."
Knight_Otu says (to ClubFloyd), "x chandelier" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/165 		
CF | > 		
CF | > X CHANDELIER 		
CF | 		
CF | The huge chandelier drips with crystals that would sparkle and shine 		
CF | if there was any real light. Which there isn't. 		
CF | 		
CF | The hairs on your neck raise. You swear you are being watched. 		
CF | 		
CF | > 		DavidW says, "We have to round up undead forces from the other four studios."
		Knight_Otu says, "Yeah."
		burl says, "DW it sounds like you are doing a map? is that paper or somehow in this mud"
		DavidW says, "Paper."
		DavidW says, "No map yet."
		Jacqueline says, "David does maps and walkthroughs that he posts for the world eventually, but they start on paper."
		burl says, "ok we have done North Lot -E-> Guard Break Room -E->Alley"
		Pinkunz says, "He sometimes does it digitally and has a link if the game is big enough. I remember you had a digital version for CragneManor."
		Jacqueline says, "Oh, true"
		DavidW says, "I could do it for Cragne Manor because I already had played the game and had the map ready."
		Jacqueline says, "ah"
		Pinkunz says, "Ah... I just thought you were super productive, lol."
		Knight_Otu says, "I mean, playing through Cragne Manor is no simple feat."
		says, "Yeah, I walked into CF halfway through Cragne Manor and it was too late to catch up honestly. That game was a monster."
		Pinkunz asks, "If DW is ready, do we have anything to break one of the mirrors with?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/166 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a small brass key, a tea caddy and a stained crimson 		
CF | robe. You are wearing a crucifix, a gold pocketwatch, a grey suit and 		
CF | a jaunty hat. 		
CF | 		
CF | > 		DavidW says, "I have my mug of frozen berries now."
		Pinkunz exclaims (at David), "Good!"
		Jacqueline says, "Cragne took us 19 sessions."
		Jacqueline says, "Started in December, completed it in May."
		burl asks, "what objects in our inventory do we have at least one known purpose for?"
		MoyTravis says, "Nice on berries, good lord on Cragne taking 19 sessions."
		Pinkunz says, "Thank goodness for the Coffee Grounds."
		Knight_Otu says, "Club Cragne."
		DavidW says, "And I got to cackle all those months."
		Jacqueline says (to KO), "haha yes"
Knight_Otu says (to ClubFloyd), "break mirror" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/167 		
CF | > 		
CF | > BREAK MIRROR 		
CF | 		
CF | The huge mirrors are firmly fixed to the walls. 		
CF | 		
CF | There's a movement in one of the mirrors! You look, quickly, but 		
CF | there's nothing. 		
CF | 		
CF | > 		DavidW asks, "The mirrors are probably there to keep the vampires out,yes?"
		Knight_Otu says, "I think the tea caddy was only hiding the vampire key."
		Jacqueline says, "Well, we know that the crucifix will keep the vampires from eatintg us, but the tothers stuff, I'm not sure we know the uses or if there are uses."
		burl says, "yeah they don't seem like something we want to break"
		Pinkunz says, "I walked in on the session where the player tricked you to climb the shelf to window, which causes you to fall and break a floorboard, revealing a tentacle, which, if eaten, let to a protracted and trippy death scene. It was a bizarre introduction to Club Floyd."
Knight_Otu says (to ClubFloyd), "throw caddy at mirrors" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/168 		
CF | > 		
CF | > THROW CADDY AT MIRRORS 		
CF | 		
CF | Futile. 		
CF | 		
CF | You think you see something in one of the mirrors! You quickly turn 		
CF | your head, but there is nothing. 		
CF | 		
CF | > 		Knight_Otu says, "Oh man, that room. Guided us right where it wanted us."
		burl says, "oh wow Pinkunz that...is an introduction"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/169 		
CF | > 		
CF | > L 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | There's a shadowy face in one of the mirrors! You look, but no! It 		
CF | must just be your imagination. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stairs" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/170 		
CF | > 		
CF | > X STAIRS 		
CF | 		
CF | The stairs look impressive, but, really they're just a plywood prop, 		
CF | ending at a false door on the wall. 		
CF | 		
CF | The hairs on your neck raise. You swear you are being watched. 		
CF | 		
CF | > 		burl says, "raised stage sounds interesting"
		Pinkunz says, "The author took their time with alternate scenery text. I'm impressed."
Knight_Otu says (to ClubFloyd), "stand on stage" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/171 		
CF | > 		
CF | > STAND ON STAGE 		
CF | 		
CF | You get onto the raised stage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/172 		
CF | > 		
CF | > L 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion (on the raised 		
CF | stage) 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		DavidW says, "It's also possible one or more of the mirrors are secret doors or one-way glass."
		burl says, "yes! and half of the time the alt text has clues, so it's not just something to add flavor"
Knight_Otu says (to ClubFloyd), "x doors" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/173 		
CF | > 		
CF | > X DOORS 		
CF | 		
CF | The double doors look pretty realistic, but really it's just a wooden 		
CF | doorframe stuck onto the wall. 		
DavidW says (to ClubFloyd), "x stage" 		
CF | 		
CF | > 		
CF ] The Grand Ballroom at the Governor's Mansion 5/174 		
CF | > 		
CF | > X STAGE 		
CF | 		
CF | The wooden stage is a square area for the band to stand on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x false door" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/175 		
CF | > 		
CF | > X FALSE DOOR 		
CF | 		
CF | The double doors look pretty realistic, but really it's just a wooden 		
CF | doorframe stuck onto the wall. 		
CF | 		
CF | > 		Pinkunz says, "Like a hint generator, but not so obnoxious."
DavidW says (to ClubFloyd), "look under stage" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/176 		
CF | > 		
CF | > LOOK UNDER STAGE 		
CF | 		
CF | The wooden plinth is pretty solidly built.. 		
CF | 		
CF | > 		Knight_Otu says, "I think that's what the room has to offer for now."
		Pinkunz says, "Agreed."
		Jacqueline says, "mmkay"
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/177 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You get off the raised stage. 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | In the corner of your eye, you see a hand reaching out towards you 		
CF | from one of the mirrors! You gasp and back away, but there's nothing 		
CF | there. Just your own reflection. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/178 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | There's a dark shape lying in the confines of the white outline! No - 		
CF | no there isn't. It's just your fevered imagination. 		
CF | 		
CF | > 		Pinkunz asks, "x pipes?"
		Knight_Otu says, "I'm finding this set more evocative than the vampire set."
Knight_Otu says (to ClubFloyd), "x pipes" 		
CF ] Basement 5/179 		
CF | > 		
CF | > X PIPES 		
CF | 		
CF | The pipes, going nowhere in particular, run in a tangled mass across 		
CF | the ceiling. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ducts" 		
CF ] Basement 5/180 		
CF | > 		
CF | > X DUCTS 		
CF | 		
CF | The pipes, going nowhere in particular, run in a tangled mass across 		
CF | the ceiling. 		
CF | 		
CF | > 		Pinkunz says, "Meh"
Knight_Otu says (to ClubFloyd), "x mould" 		
CF ] Basement 5/181 		
CF | > 		
CF | > X MOULD 		
CF | 		
CF | The painted walls do make the set look a little bit like a mouldy, 		
CF | water stained, subterranean room. 		
CF | 		
CF | In the corner of the room, something lurks in the shadows! You stare, 		
CF | but there is only the empty gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x outline" 		
CF ] Basement 5/182 		
CF | > 		
CF | > X OUTLINE 		
CF | 		
CF | It's a series of straight lines roughly in the shape of a person lying 		
CF | on the floor, their legs and arms outstretched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shape" 		
CF ] Basement 5/182 		
CF | > 		
CF | > X SHAPE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz asks, "That's enough missed swings from me. Anyone else have any ideas?"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Basement 5/182 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lie in outline" 		
CF ] Basement 5/182 		
CF | > 		
CF | > LIE IN OUTLINE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline asks, "What's in here with u?"
		DavidW says, "enter outline"
		Jacqueline asks, "What's in here with us?"
Knight_Otu says (to ClubFloyd), "enter outline" 		
CF ] Basement 5/183 		
CF | > 		
CF | > ENTER OUTLINE 		
CF | 		
CF | You stand inside the white outline. 		
CF | 		
CF | There seems to be movement in the dark. Something terrible is lurking. 		
CF | You swiftly turn towards it, but there is nothing there. 		
CF | 		
CF | > 		Pinkunz says, "Possibly imagination."
		burl asks, "i think the thing in here with us might be autogenerated spoooookytext that happens in certain rooms?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Basement 5/184 		
CF | > 		
CF | > L 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | You hear a moaning whispering noise coming from the ducts. You listen, 		
CF | but there is nothing. 		
CF | 		
CF | > 		DavidW says, "yeah, that's atmospheric messages. You can usually ignore those."
		Pinkunz asks, "Only one exit/entrance?"
		Knight_Otu says, "I think we're ready for the next room"
		DavidW says, "They're happening a bit too often to be believable to me."
		Pinkunz asks, "Crying wolf?"
		Jacqueline says, "Well, there was also backstory about this from the guard."
		Jacqueline says, "They don't patrol in here because they're so afraid."
		Pinkunz asks, "How did we murder that other guard, btw?"
		Jacqueline says, "We're supposed to be building an undead army, so I feel like there's maybe a ghost here that we need to make contact with."
		Jacqueline says (to Pinkuz), "With a giant swinging axe"
		Pinkunz grimaces.
		Knight_Otu says, "And that was before we knew that our coworkers had been killed."
		Jacqueline says, "Well... I think *we* knew."
		Jacqueline says, "The PC was clueless, but I think we all know that coworker had not gone to visit their mom."
		Knight_Otu says, "Was about to say that. Our protagonist wasa bit slower on the uptake."
		Pinkunz asks, "Multiple personality disorder? The PC is actually the murderer without currently knowing it themselves?"
		DavidW says, "We're just more 'genre savvy' than the average PC."
		Knight_Otu says, "No, our director is a cult leader."
		Knight_Otu says, "Probably the deaths were needed for a summoning ritual."
		Pinkunz says, "I see."
		burl says, "the unreliable narrator trope fits so well into this movie-style story though"
		MoyTravis says, "Lie down in the outline."
		Pinkunz says, "He already tried."
		Knight_Otu says, "One of our co-actors was dissolved in acid and we accepted "That was just expensive SFX"."
		MoyTravis says, "Oh, RIP."
Knight_Otu says (to ClubFloyd), "lie down" 		
CF ] Basement 5/184 		
CF | > 		
CF | > LIE DOWN 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Pinkunz says, "Not mutually exclusive."
		Knight_Otu says, "Sometimes there might be one-use actions."
		Knight_Otu says (to Pinkunz), "True."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Cemetery of St. Louise de Marillac 5/185 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | Next to the new graves is an old rusty wheelbarrow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x scenery" 		
CF ] The Cemetery of St. Louise de Marillac 5/186 		
CF | > 		
CF | > X SCENERY 		
CF | 		
CF | The set backdrop is a painted city in front of wooded hills. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tombs" 		
CF ] The Cemetery of St. Louise de Marillac 5/187 		
CF | > 		
CF | > X TOMBS 		
CF | 		
CF | The tombs, draped with vines and made from large blocks of painted 		
CF | foam, are of all different shapes and sizes. Some are painted in 		
CF | vibrant greens and reds. Each has a blocked up entrance - every tomb 		
CF | seems to hide forbidden secrets, walled in forever! 		
CF | 		
CF | > 		burl asks, "can we take the wheelbarrow?"
Knight_Otu says (to ClubFloyd), "open tombs" 		
CF ] The Cemetery of St. Louise de Marillac 5/188 		
CF | > 		
CF | > OPEN TOMBS 		
CF | 		
CF | The entrance to each tomb is securely walled up by huge painted blocks 		
CF | of foam. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 5/189 		
CF | > 		
CF | > X WHEELBARROW 		
CF | 		
CF | The old and slightly rusty wheelbarrow wobbles along on its single 		
CF | wheel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] The Cemetery of St. Louise de Marillac 5/190 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		MoyTravis says, "Gotta get a shovel and dig these babies up."
		Knight_Otu says, "I guess in a way."
Knight_Otu says (to ClubFloyd), "x graves" 		
CF ] The Cemetery of St. Louise de Marillac 5/191 		
CF | > 		
CF | > X GRAVES 		
CF | 		
CF | There are at least a dozen piles of, what looks like, real earth. None 		
CF | of them have gravestones. The earth is still moist - they look as if 		
CF | they were dug very recently indeed. 		
CF | 		
CF | > 		MoyTravis says, "Hopefully, like, not literal babies."
		MoyTravis says, "Althought zombie babies attacking cultists is a funny mental image."
Knight_Otu says (to ClubFloyd), "x gravestones" 		
CF ] The Cemetery of St. Louise de Marillac 5/192 		
CF | > 		
CF | > X GRAVESTONES 		
CF | 		
CF | The gravestones, made impressively from painted modelling foam are 		
CF | mainly ornate crosses,. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statues" 		
CF ] The Cemetery of St. Louise de Marillac 5/193 		
CF | > 		
CF | > X STATUES 		
CF | 		
CF | Most of the statues are hooded, their eyes hidden 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig graves" 		
CF ] The Cemetery of St. Louise de Marillac 5/194 		
CF | > 		
CF | > DIG GRAVES 		
CF | 		
CF | You have nothing to dig with. And surely, these are just piles of 		
CF | earth, not real graves. 		
CF | 		
CF | > 		Pinkunz says, "I always thought a postapocalyptic Hollywood movie set was a missed opportunity for Fallout titles set on the west coast."
		burl says, ""surely""
		Knight_Otu says, "Protagonist..."
		Jacqueline says, "hahaha"
		MoyTravis says, "MC is denser than something that is very dense."
Knight_Otu says (to ClubFloyd), "x plants" 		
CF ] The Cemetery of St. Louise de Marillac 5/195 		
CF | > 		
CF | > X PLANTS 		
CF | 		
CF | The plastic vines dangle from the tombs, partially covering the 		
CF | blocked up entrances. 		
CF | 		
CF | > 		Jacqueline says, "yeah. I am thinking they are so totally real graves"
Knight_Otu says (to ClubFloyd), "climb vines" 		
CF ] The Cemetery of St. Louise de Marillac 5/196 		
CF | > 		
CF | > CLIMB VINES 		
CF | 		
CF | The vines are all firmly attached to the set. 		
CF | 		
CF | > 		DavidW asks, "I hope we're not dragging the wheelbarrow before we have any use for it?"
		Knight_Otu says, "Aw."
		Jacqueline says, "We are now on a quest for a shovel."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 5/197 		
CF | > 		
CF | > DROP WHEELBARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | > 		Pinkunz asks, "Fill wheelbarrow with dirt?"
		DavidW says, "Like, the wheelbarrow will likely be used to cart a dead body somewhere."
		Pinkunz says, "Probably not workable."
Knight_Otu says (to ClubFloyd), "fill wheelbarrow with dirt" 		
CF ] The Cemetery of St. Louise de Marillac 5/197 		
CF | > 		
CF | > FILL WHEELBARROW WITH DIRT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Figured."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] The Cemetery of St. Louise de Marillac 5/198 		
CF | > 		
CF | > L 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | You can also see a wheelbarrow (with nothing in it) here. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we should go north to seek a shovel."
		Pinkunz says, "As an aside to that Fallout idea, you could have a hidden locked set that was a moon landing set, lol."
		MoyTravis says, "We can get a set of armor and become Shovel Knight."
		Pinkunz says, "Agreed regarding shovel."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/199 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Lying on the table and exuding an air of palpable menace, is a book, 		
CF | its cover completely black. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | Poking out from underneath the throne, you can see the top of an empty 		
CF | plastic bottle. 		
CF | 		
CF | A hand with sharp fingernails reaches out at you from the shadows! You 		
CF | quickly turn your head, but there is nothing there. 		
CF | 		
CF | > 		burl says, "want to read the scary book, nothing bad will happen"
Knight_Otu says (to ClubFloyd), "x masks" 		
CF ] Voodoo Temple 5/200 		
CF | > 		
CF | > X MASKS 		
CF | 		
CF | The masks line the walls, seeming to leer at you unpleasantly. 		
CF | 		
CF | > 		Pinkunz asks, "Save?"
Knight_Otu says (to ClubFloyd), "x throne" 		
CF ] Voodoo Temple 5/201 		
CF | > 		
CF | > X THRONE 		
CF | 		
CF | The horrible carvings on the throne seem to writhe and change under 		
CF | your gaze! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Voodoo Temple 5/201 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Voodoo Temple 5/202 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | Inscribed onto the top of the table is a five pointed star! 		
CF | 		
CF | On the black table are a black book and the bones of fate. 		
CF | 		
CF | A terrible presence brushes past you, ruffling your hair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x star" 		
CF ] Voodoo Temple 5/203 		
CF | > 		
CF | > X STAR 		
CF | 		
CF | Inscribed onto the top of the table is a five pointed star! 		
CF | 		
CF | On the black table are a black book and the bones of fate. 		
CF | 		
CF | The back of your neck prickles. For a moment, you think someone is 		
CF | sitting in the throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x book" 		
CF ] Voodoo Temple 5/204 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | The black book seems to have something terrible and ancient and evil 		
CF | about it! You would need to take it to get a better look. 		
CF | 		
CF | A terrible presence brushes past you, ruffling your hair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Voodoo Temple 5/205 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | As you pick up the book, you swear you can hear horrific laughter 		
CF | coming from all around you! It's cold in your hands, like ice, and it 		
CF | seems to throb with a powerful malevolence! 		
CF | 		
CF | The back of your neck prickles. For a moment, you think someone is 		
CF | sitting in the throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read it" 		
CF ] Voodoo Temple 5/206 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | You cautiously open the cover of the book. The pages inside are 		
CF | yellowed and ancient and marked with mould. It seems to be a book of 		
CF | black magic! According to the title page, the book is called "Malleus 		
CF | Malum Habentis Mortem" - whatever that means. You can't understand 		
CF | most of it, and much of it is so faded and stained that you can't read 		
CF | it, but flicking through, there are a few pages you can make out. 		
CF | 		
CF | One page is titled "Summon," another "Raise Dead" and a third is 		
CF | "Banish". You could probably READ each of these pages. Read Summon, 		
CF | for example. 		
CF | 		
CF | > 		Jacqueline says, "I feel like the ghostly brushes are getting more intense here."
		burl says, "agreed. also i wonder if you put the bones in the bottle to throw them"
Knight_Otu says (to ClubFloyd), "read banish" 		
CF ] Voodoo Temple 5/207 		
CF | > 		
CF | > READ BANISH 		
CF | 		
CF | The page is titled "For the Banishing of thee most Persistent of 		
CF | Spirits and Entrapping them in a Thing of Power". The lengthy text 		
CF | begins "To banish a spirit it must be named, for it is the truth that 		
CF | a name is a thing of power, and an object of satanic power may be 		
CF | entrusted to hold a dreadful spirit and the most powerful of these 		
CF | things to hold many...." and then it goes on for the rest of the page 		
CF | with a whole bunch of terrible warnings which you can't be bothered to 		
CF | read. 		
CF | 		
CF | According to the instructions at the end, you make a complicated 		
CF | gesture with your fingers, then you're supposed to repeat "Spiritus 		
CF | replebatur!" and yell the spirit's name three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this banish 		
CF | spell if you had a mind to. (To cast a spell, just CAST the spell 		
CF | by name. CAST BANISH for example.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read summon" 		
CF ] Voodoo Temple 5/208 		
CF | > 		
CF | > READ SUMMON 		
CF | 		
CF | The page is titled "For the Summoning of thee most evil Spirits in 		
CF | Darkness and Power". The lengthy text begins "Although in this life 		
CF | thee may have strength in thy limbs and heart, only in the presence of 		
CF | an object of satanic power can thee summon the most dreadful of 		
CF | spirits...." and then it goes on for ages. Just a bunch of dire 		
CF | warnings which you can't be bothered to read. 		
CF | 		
CF | According to the instructions at the end, you make three "sinistrus" 		
CF | turns around the room, wave your hands about in three complicated 		
CF | gestures, then you're supposed to say a whole passage of latin 		
CF | mumbo-jumbo, ending with "exspiravit, esto subjecto voluntati meae!" 		
CF | repeated three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this summon 		
CF | spell if you had a mind to. 		
CF | 		
CF | The drapes seem to bulge and ripple with an unseen wind, but you look 		
CF | closely and they are still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read raise dead" 		
CF ] Voodoo Temple 5/209 		
CF | > 		
CF | > READ RAISE DEAD 		
CF | 		
CF | The page is titled "For thee Raising of most real Bodies of the Dead 		
CF | from their dreadful Eternal Sleep under goode Earth". The dense text 		
CF | begins "And only by the power of blood upon the soil under which these 		
CF | bodies are interred, can this spell be successful, for without the 		
CF | blood of a human in thee earth there shall be no link to this life to 		
CF | which the dead can make their own..." and then it's just warning after 		
CF | dire warning and you lose interest. 		
CF | 		
CF | According to the instructions at the end, you simply say "Mortuos 		
CF | surgere et e sepulcris!" really loudly three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this raise 		
CF | dead spell if you had a mind to. 		
CF | 		
CF | > 		DavidW says, "I think you found your 'shovel' there."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "x bones" 		
CF ] Voodoo Temple 5/210 		
CF | > 		
CF | > X BONES 		
CF | 		
CF | There are about twelve of the small bone fragments, of all different 		
CF | shapes and sizes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get them" 		
CF ] Voodoo Temple 5/210 		
CF | > 		
CF | > GET THEM 		
CF | 		
CF | I'm not sure what 'them' refers to. 		
CF | 		
CF | > 		Pinkunz says, "The title of the book is Latin for "Evil Hammer.""
		DavidW says, "Roll or throw the bones."
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Voodoo Temple 5/211 		
CF | > 		
CF | > GET BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | A terrible presence brushes past you, ruffling your hair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bottle" 		
CF ] Voodoo Temple 5/212 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle looks like it used to contain strawberry milk. At least 		
CF | that's what the label says. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Voodoo Temple 5/213 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You snag the bottle from underneath the throne. According to the 		
CF | label, it used to contain strawberry milk. But now it's empty, which 		
CF | is a shame. You bet this was Gemma's drink! She loved this stuff - she 		
CF | was always getting told off for bringing drinks and food onto set. 		
CF | 		
CF | > 		burl says, "the book title translates to "the hammer of an apple that has a dead body" i don't fully trust this translation tool"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Voodoo Temple 5/214 		
CF | > 		
CF | > L 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | You swear one of the carved figures in the alcoves turns its head to 		
CF | look at you, but no, surely not! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drapes" 		
CF ] Voodoo Temple 5/215 		
CF | > 		
CF | > X DRAPES 		
CF | 		
CF | Clashing a little with the rest of the scenery, the drapes are 		
CF | brightly colored and woven with attractive patterns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x skulls" 		
CF ] Voodoo Temple 5/216 		
CF | > 		
CF | > X SKULLS 		
CF | 		
CF | They're obviously not real skulls. They look like they've been bought 		
CF | wholesale from some novelty store. 		
CF | 		
CF | > 		Jacqueline says (to Pinkunz), "I think it's more like Evil Hammer of the One Who Brings Death or something along those lines"
		Knight_Otu asks, "Obviously? You sure, protagonist?"
		Jacqueline says, "Obviously"
Knight_Otu says (to ClubFloyd), "x alcoves" 		
CF ] Voodoo Temple 5/217 		
CF | > 		
CF | > X ALCOVES 		
CF | 		
CF | Crudely carved, but with an air of real menace, the figurines seem to 		
CF | guard the room. 		
CF | 		
CF | A hand with sharp fingernails reaches out at you from the shadows! You 		
CF | quickly turn your head, but there is nothing there. 		
CF | 		
CF | > 		Jacqueline says, "More like 'bought wholesale off the black market'"
		Pinkunz says (to jacq), "Fair. I used Google Translate. Latin isn't taught in secondary anymore."
		Jacqueline exclaims, "You got the first part right!"
Knight_Otu says (to ClubFloyd), "x candles" 		
CF ] Voodoo Temple 5/218 		
CF | > 		
CF | > X CANDLES 		
CF | 		
CF | Glued in place, the candles aren't even real! You think they might be 		
CF | made out of plastic. 		
CF | 		
CF | You think you hear terrible hollow cackling laughter, but it must just 		
CF | be your imagination. 		
CF | 		
CF | > 		burl says, "still better than translate dot com"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/219 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | In the centre of the Bayou, emerging from a small grassy knoll and 		
CF | giving off an aura of evil power, is a sacred voodoo stone! 		
CF | 		
CF | You were an extra on this set! 		
CF | 		
CF | They had needed a crowd of worshippers while they filmed the ritual 		
CF | scene. There had been some chanting and you were supposed to wave your 		
CF | arms about a bit. You hadn't really paid much attention to what was 		
CF | going on. After all, you are a lead actor. It's a bit rich asking you 		
CF | to do extra work! Everyone else had gotten pretty into it, though - 		
CF | swaying and chanting, their eyes fixed on the stone. Great commitment 		
CF | to their roles, you suppose. 		
CF | 		
CF | You had been standing next to Gemma Bellerton, your friend who was 		
CF | playing one of the Voodoo priestesses in the film. Gemma hadn't been 		
CF | happy. She was supposed to be filming the possession sequence later in 		
CF | the day, but there had been delays. "They told me it was something 		
CF | technical," she had said. "But I can't imagine what." 		
CF | 		
CF | Something awful and dark hovers for a moment above the stone! No. 		
CF | There's nothing there. Just your own fears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stone" 		
CF ] Deep in the Bayou 5/220 		
CF | > 		
CF | > X STONE 		
CF | 		
CF | The stone, carved with horrible organic figures, seems to be 		
CF | surrounded by an aura of pure evil power! 		
CF | 		
CF | > 		Jacqueline says, "'great commitment to their roles'"
		Knight_Otu says, "Our protagonist is still rather naive."
		Pinkunz says, "Same could be said for acid boy mentioned earlier."
		Jacqueline says, "I suspect the protagonist will remain so... but it would be interesting if they evolved to become less gullible."
		MoyTravis says, "Look it took, like, dozens of takes to get him to say his line in the intro."
		MoyTravis says, "Maybe he's just not super bright."
		DavidW says, "Make a note of Gemma's name. Banishing by name is important."
		Pinkunz says, "It's like the actually fed Quint to a shark for the realism and production value."
		burl says, "it makes me think of scary movies where you yell at the protagonist not to go into the basement alone"
		Pinkunz asks, "Get stone?"
Knight_Otu says (to ClubFloyd), "get stone" 		
CF ] Deep in the Bayou 5/221 		
CF | > 		
CF | > GET STONE 		
CF | 		
CF | You just about manage to pick the stone up, but it's far too heavy to 		
CF | carry about, so you drop it onto the floor again! 		
CF | 		
CF | > 		DavidW says, "oh. Wheelbarrow *that* somewhere."
		Pinkunz says, "Hmm"
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/222 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | You swear one of the carved figures in the alcoves turns its head to 		
CF | look at you, but no, surely not! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 5/223 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | You can also see a wheelbarrow (with nothing in it) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 5/224 		
CF | > 		
CF | > GET WHEELBARROW 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/225 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/226 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | In the centre of the Bayou, emerging from a small grassy knoll and 		
CF | giving off an aura of evil power, is a sacred voodoo stone! 		
CF | 		
CF | > 		DavidW says, "WE . DONT . KNOW . WHERE . TO . MOVE . IT . TO . YET."
		burl asks, "DW you're not excited about lugging a wheelbarrow from room to room?"
		Knight_Otu says, "Not too many places to put it. I rather suspect the graveyard."
		Pinkunz asks, "Obviously. We're sort of like Homer just blindly pressing buttons in the Nuclear Control room at this point, no?"
		DavidW says, "I don't want my hands full of wheelbarrow when the monster attacks, no."
Knight_Otu says (to ClubFloyd), "put stone in wheelbarrow" 		
CF ] Deep in the Bayou 5/227 		
CF | > 		
CF | > PUT STONE IN WHEELBARROW 		
CF | 		
CF | (first taking the sacred voodoo stone) 		
CF | It's too heavy to carry, but fortunately you have a wheelbarrow! With 		
CF | a grunt of effort, you manage to get the stone into the barrow. 		
CF | 		
CF | > 		burl says, "haha including the literal big red button (which may or may not have done anything)"
		Pinkunz asks, "Leave the wheelbarrow in the Bayou for now?"
		DavidW says, "sure"
Knight_Otu says (to ClubFloyd), "drop wheelbarrow" 		
CF ] Deep in the Bayou 5/228 		
CF | > 		
CF | > DROP WHEELBARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | Ice creeps down your spine as you see a shadowy figure amongst the 		
CF | roots of a tree trunk! You look closely, but there is nothing there. 		
CF | Just the shadows. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x plants" 		
CF ] Deep in the Bayou 5/229 		
CF | > 		
CF | > X PLANTS 		
CF | 		
CF | The plants are obviously designed to float when the bayou is filled 		
CF | with water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trees" 		
CF ] Deep in the Bayou 5/230 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | Quite literally, just the trunks of enormous trees. Each painted tree 		
CF | trunk, carved from blocks of foam, has thick roots coming out of the 		
CF | Bayou, extends from the floor for about three metres, and then ends 		
CF | suddenly. They're only built for close-ups. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dip" 		
CF ] Deep in the Bayou 5/231 		
CF | > 		
CF | > X DIP 		
CF | 		
CF | The dip is only about six inches deep. When it's filled with water and 		
CF | has a few plastic plants floating in it, you suppose iit does look a 		
CF | bit like a swampy bayou. 		
CF | 		
CF | > 		Pinkunz says, "Take Plants? If they float, they might not be attached. Then again, the author might not have thought about that."
Knight_Otu says (to ClubFloyd), "take plants" 		
CF ] Deep in the Bayou 5/232 		
CF | > 		
CF | > TAKE PLANTS 		
CF | 		
CF | They are firmly fixed to the floor. 		
CF | 		
CF | A whispering in your ears! You turn around in shock, but there's 		
CF | nothing behind you. 		
CF | 		
CF | > 		Pinkunz says, "Meh."
		burl says, "i wonder if that text is a subtle hint about an eventual water-filling puzzle"
		Knight_Otu says, "It could be."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/233 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Deep in the Bayou 5/234 		
CF | > 		
CF | > L 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/235 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | You're sure you can hear a low moaning, as if someone is in pain, but 		
CF | you listen and all you can hear is the quiet of the studio. 		
CF | 		
CF | > 		Pinkunz asks, "Have we gone south from here?"
		Knight_Otu says, "Text mentions the wrong direction."
		Knight_Otu says, "Yeah, we've looped."
		Pinkunz says, "Yeah, mentions east, then disallows east from bayou."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/236 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | There's a movement in one of the mirrors! You look, quickly, but 		
CF | there's nothing. 		
CF | 		
CF | > 		Pinkunz says, "Nvm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/237 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | There's something moving in one of the windows! You turn your head, 		
CF | but there's nothing there. 		
CF | 		
CF | > 		DavidW says, "I never saw the guard room"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Guard's Break Room 5/238 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | A Security Guard sits in the chair, feet up on the small table, 		
CF | reading a newspaper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to guard" 		
CF ] Guard's Break Room 5/239 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | "What's up?" says the Guard. 		
CF | 		
CF | (1) - "Aren't you supposed to be on patrol?" 		
CF | (2) - "Tell me more about what's in the studio." 		
CF | (3) - "Are you going to stop me going in?" 		
CF | (4) - "You worked here long?" 		
CF | (5) - "Goodbye." 		
CF | 		
CF | You say > 		Knight_Otu says, "Nothing new here."
		DavidW says, "Guard might stop us from taking things from the set."
		Pinkunz says (to David), "The dialogue options don't branch. That's it."
		Pinkunz says, "He certainly stops you from taking the lamp."
		Knight_Otu says, "Or be a snack for whatever undead we bring from here."
Knight_Otu says (to ClubFloyd), "5" 		
CF ] Guard's Break Room 5/239 		
CF | You say > 		
CF | > 5 		
CF | 		
CF | The Guard smiles at you. "Good luck!" 		
CF | 		
CF | > 		DavidW asks, "no GET LAMP?"
		Pinkunz says, "Nope."
		Knight_Otu says, "No GET LAMP, sadly."
		Pinkunz says, "I wonder if the guard would react to us wheeling the stone statue in."
		Knight_Otu says, "She needs it to read."
DavidW says (to ClubFloyd), "x newspaper" 		
CF ] Guard's Break Room 5/240 		
CF | > 		
CF | > X NEWSPAPER 		
CF | 		
CF | It's a red top. In the low light, you can just make out the headline 		
CF | on the front page - "Actor missing after police search". 		
CF | 		
CF | > 		burl says, "there's got to be an eventual way to get guard to go elsewhere though, lamps are never not goals"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Alleway, Rue des Verrièrs 5/241 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/242 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here. 		
CF | 		
CF | You feel a terrible presence focussing all its hate and anger on you! 		
CF | 		
CF | > 		Knight_Otu says, "I suspect there are no monsters here to attack us until we summon/raise them. Just an evil presence tormenting us."
		DavidW says, "I suppose we could try to cast raise dead at the graves."
		MoyTravis says, "It's a very tame manner of tormenting, really."
		Jacqueline says, "When are we gonna raise-- yeah. Let's do it."
		MoyTravis asks, "Banish Gemma?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/243 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | You think you hear terrible hollow cackling laughter, but it must just 		
CF | be your imagination. 		
CF | 		
CF | > 		Pinkunz asks, "I get turned around easily. Have we gone south from the bayou yet?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 5/244 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		burl says, "yes! time to wake the very special effects"
		Knight_Otu says, "Yeah, we did come from the south."
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 5/245 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation, but the raise dead spell does nothing. 		
CF | There seems to be something missing. 		
CF | 		
CF | > 		DavidW says, "There's just the 6 rooms plus the guard room."
		DavidW says, "ok, bring the damn voodoo stone here."
		Pinkunz says (to David), "Thank you."
		burl asks, "maybe we need to plop the dead that are already found into the graves?"
		Knight_Otu says, "To be fair, people can get turned around in mich smaller spaces."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/246 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/247 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | You can see a wheelbarrow (which contains a sacred voodoo stone) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get wheelbarrow" 		
CF ] Deep in the Bayou 5/248 		
CF | > 		
CF | > GET WHEELBARROW 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/249 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | The back of your neck prickles. For a moment, you think someone is 		
CF | sitting in the throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 5/250 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 5/251 		
CF | > 		
CF | > DROP WHEELBARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | > 		Pinkunz says, "I usually draw a map, but I didn't bother because I knew the game was already in progress."
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 5/252 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation, but the raise dead spell does nothing. 		
CF | There seems to be something missing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 5/253 		
CF | > 		
CF | > READ RAISE DEAD 		
CF | 		
CF | The page is titled "For thee Raising of most real Bodies of the Dead 		
CF | from their dreadful Eternal Sleep under goode Earth". The dense text 		
CF | begins "And only by the power of blood upon the soil under which these 		
CF | bodies are interred, can this spell be successful, for without the 		
CF | blood of a human in thee earth there shall be no link to this life to 		
CF | which the dead can make their own..." and then it's just warning after 		
CF | dire warning and you lose interest. 		
CF | 		
CF | According to the instructions at the end, you simply say "Mortuos 		
CF | surgere et e sepulcris!" really loudly three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this raise 		
CF | dead spell if you had a mind to. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bottle" 		
CF ] The Cemetery of St. Louise de Marillac 5/254 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | The bottle looks like it used to contain strawberry milk. At least 		
CF | that's what the label says. 		
CF | 		
CF | > 		Jacqueline asks, "We have a stained robe, right?"
		Jacqueline says, "It's stained with blood."
Knight_Otu says (to ClubFloyd), "remove robe" 		
CF ] The Cemetery of St. Louise de Marillac 5/255 		
CF | > 		
CF | > REMOVE ROBE 		
CF | 		
CF | You aren't wearing the stained crimson robe. 		
CF | 		
CF | > 		Jacqueline says, "Oh, gotta spill it on the soil, though."
Knight_Otu says (to ClubFloyd), "put robe on graves" 		
CF ] The Cemetery of St. Louise de Marillac 5/256 		
CF | > 		
CF | > PUT ROBE ON GRAVES 		
CF | 		
CF | Putting things on the freshly dug graves would achieve nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wring robe" 		
CF ] The Cemetery of St. Louise de Marillac 5/256 		
CF | > 		
CF | > WRING ROBE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Pinkunz asks, "anything to cut ourselves with?"
		Jacqueline says, "Our vampire friends probably have some blood on hand."
		Pinkunz asks, "Crucifix maybe?"
Knight_Otu says (to ClubFloyd), "cut me" 		
CF ] The Cemetery of St. Louise de Marillac 5/257 		
CF | > 		
CF | > CUT ME 		
CF | 		
CF | Cutting you up would achieve little. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Cemetery of St. Louise de Marillac 5/257 		
CF | > SAVEOk. 		
CF | 		
CF | > 		burl says, "do we know if the graves are empty or full"
		Pinkunz shrugs.
		DavidW asks, "Cutting ourselves this early?"
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Cemetery of St. Louise de Marillac 5/258 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You go through the incantation, but the summon spell does nothing. You 		
CF | feel the power of the stone flow through you, but there are no unquiet 		
CF | spirits here to summon. 		
CF | 		
CF | > 		Roger says, "maybe we can wheelbarrow over that dead guard we kilt"
Knight_Otu says (to ClubFloyd), "get wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 5/259 		
CF | > 		
CF | > GET WHEELBARROW 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		burl says, "or acid boy"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/260 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | The drapes seem to bulge and ripple with an unseen wind, but you look 		
CF | closely and they are still. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Voodoo Temple 5/261 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You nervously follow the instructions in the black magic book. As soon 		
CF | as you finish, the sacred stone pulses with a terrible power and the 		
CF | air seems to tingle. Gradually, a shape coalesces in the centre of the 		
CF | set. It's a ghost! It's the ghost of a old woman wearing ragged black 		
CF | clothing! Wait. Hang on a moment. That's not an old woman. That's 		
CF | Gemma Bellerton in her Voodoo priestess costume and make-up! 		
CF | 		
CF | Gemma sits in the wooden throne with a sigh of satisfaction. 		
CF | 		
CF | > 		DavidW says, "it's possible that we need things from other sets."
		Jacqueline says (to DW), "Yeah, I was surprised how quickly Pinkunz went to 'let us slice ourselves open and bleed on the soil ourselves' haha"
Knight_Otu says (to ClubFloyd), "talk to gemma" 		
CF ] Voodoo Temple 5/262 		
CF | > 		
CF | > TALK TO GEMMA 		
CF | 		
CF | "Gemma?" you say. "Is that you?" 		
CF | 		
CF | "Ah ain't no Gemma," begins the spirit with a harsh cackle. But then 		
CF | she stops as if confused and shakes her head. "Or maybe I am." It's 		
CF | Gemma's voice! "I'm not sure anymore," she continues, "she's trying to 		
CF | get in. I don't have long." 		
CF | 		
CF | (1) - "Who's trying to get in? 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/262 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Oh no!" you say. "Who's trying to get in, Gemma?" 		
CF | 		
CF | "It's her spirit," replies Gemma. "The old one. She's got a story to 		
CF | finish and she won't stop till it's done. I can't hold her off for 		
CF | long. She's stronger than me." 		
CF | 		
CF | "I sure am," says Gemma, and her voice has changed into a hoarse 		
CF | croak. "You ain't never gonna...." Gemma shakes her head once more. 		
CF | "Give me a few minutes," she says plaintively in her normal voice 		
CF | again, "it's not as though we're going anywhere." 		
CF | 		
CF | "Well hurry it up girl," she says croakily once more, "I got things to 		
CF | be doing." 		
CF | 		
CF | (1) - "Is there anything I can do to help?" 		
CF | (2) - "What happened to you?" 		
CF | (3) - "What story?" 		
CF | 		
CF | You say > 		Pinkunz says, "I'm nothing if not pragmatic."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/262 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Is there anything I can do to help?" you ask. 		
CF | 		
CF | "Help them," replies Gemma, earnestly. "They're stuck. She's stuck. 		
CF | They can't get out. They were brought here with the job lot of scenery 		
CF | stuff Mallet Studios bought cheap from an estate sale. If you help 		
CF | them, you can free them." 		
CF | 		
CF | She seems to be struggling to stay in control. 		
CF | 		
CF | (1) - "What happened to you?" 		
CF | (2) - "How can I help them?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/262 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What happened to you?" you ask. 		
CF | 		
CF | "Huh," says Gemma. "Remember that ritual scene I was in where my 		
CF | character's soul was sucked into the very depths of hell? Turns out it 		
CF | wasn't just a made up thing. As soon as I'd got done, my soul was 		
CF | sucked into the very depths of hell. Fortunately, I met the old one 		
CF | and she brought me back so I could finish her story. Good job, too. 		
CF | Astaroth was waiting down there and he was not in a good mood." 		
CF | 		
CF | She shakes her head. She seems to be struggling to stay in control. 		
CF | 		
CF | (1) - "What story?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/262 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What's all this about a story and helping them?" you ask. 		
CF | 		
CF | "I just know that she's stuck," replies Gemma. "She needs you to 		
CF | finish their story, but time's not the same for them. They don't 		
CF | always go through it in order like we do. If they're not at the same 		
CF | point in time, then they can't see each other. The bones can help. 		
CF | Throw the bones. That's all she'll let me say." 		
CF | 		
CF | Gemma's face changes suddenly. It seems to become much older. "That's 		
CF | enough of that," she says, her voice as old and dusty as a desert. 		
CF | "You know what you need to do. I know what you need. You finish mah 		
CF | story and there will be a reward in this world for you." 		
CF | 		
CF | She cackles long and loud until she subsides in a fit of coughing. 		
CF | 		
CF | (1) - "Goodbye" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/262 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | The Priestess seems to lose interest in you, as if you are not there. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bones" 		
CF ] Voodoo Temple 5/263 		
CF | > 		
CF | > X BONES 		
CF | 		
CF | There are about twelve of the small bone fragments, of all different 		
CF | shapes and sizes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/264 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. A woman 		
CF | dances with her husband. A soldier strides into a ballroom. A young 		
CF | woman in the shadows watches a child play. A child greets his mother 		
CF | in a shadowy alleyway. 		
CF | 		
CF | > 		Pinkunz asks, "As an actor, do you have to act your way out of this?"
		Pinkunz asks, "Bit on the nose?"
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Voodoo Temple 5/265 		
CF | > 		
CF | > GET BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/266 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Deep in the Bayou 5/267 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You follow the instructions in the black magic book as closely as you 		
CF | can. As soon as you finish, the sacred stone pulses with a terrible 		
CF | power and the air seems to tingle. Gradually, a shape coalesces on the 		
CF | grassy knoll. It's a ghost! It's the ghost of a middle aged man 		
CF | wearing an old-style army uniform! 		
CF | 		
CF | The ghostly spirit stands in the centre of the grass, one hand on the 		
CF | cutlass at his side. He stares off into the distance, as if unsure 		
CF | where to go. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to man" 		
CF ] Deep in the Bayou 5/268 		
CF | > 		
CF | > TALK TO MAN 		
CF | 		
CF | "Pleased to make your acquaintance," says the ghost in clipped 		
CF | military tones. "Colonel Phillipe Meribeaux at your service. Ah am not 		
CF | sure why you would want to be in this forsaken place, but as for 		
CF | myself, ah am just passing through. If you would excuse me, ah must 		
CF | get to the governor's mansion where my wife awaits at the Centenary 		
CF | ball. But it has been so many years since I was home that ah am quite 		
CF | unsure of my bearings." 		
CF | 		
CF | He nods sharply in your direction, as if dismissing you, then it's 		
CF | like you aren't there, and he continues to stare off into the 		
CF | distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/269 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | The hairs on your neck stand up as if something awful is behind you! 		
CF | You turn around quickly, but the alleway is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/270 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You carry out the instructions in the black magic book to a tee. As 		
CF | soon as you finish, the sacred stone pulses with a terrible power and 		
CF | the air seems to tingle. Gradually, a shape coalesces in the centre of 		
CF | the set. It's a ghost! It's the ghost of a dark haired child wearing 		
CF | an old fashioned short trousered suit! 		
CF | 		
CF | The ghostly child seems to be playing a game on his own, skipping 		
CF | around in a circle in front of the houses, and counting under his 		
CF | breath. Occasionally, he glances along the alleyway anxiously, as if 		
CF | he is waiting for someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/271 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | The hairs on your neck raise. You swear you are being watched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/272 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You carry out the instructions in the black magic book to the letter. 		
CF | As soon as you finish, the sacred stone pulses with a terrible power 		
CF | and the air seems to tingle. Gradually, a shape coalesces in the 		
CF | centre of the set. It's a ghost! It's the ghost of a middle aged 		
CF | woman wearing a huge pink dress! 		
CF | 		
CF | The ghostly woman paces elegantly back and forth in the centre of the 		
CF | ballroom, fanning herself with a brightly coloured fan. She seems to 		
CF | be looking for something or someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to woman" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/273 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | "Well now, if you ain't the cutest little thing ah evah did see," says 		
CF | the spirit, absently. "Clarissa Meribeaux. Pleased to make your 		
CF | acquaintance, I am sure." 		
CF | 		
CF | She seems agitated in some way, wringing her hands together and 		
CF | glancing nervously out of the set. "Ah, simply cannot converse with 		
CF | you now, sugar," she continues. "Ah need to meet mah husband, just 		
CF | home from the war, here at the ball. Ah'm sure I cannot say where he 		
CF | has got to. That man is gonna be the death of me." 		
CF | 		
CF | She turns away from you, and continues to look around the set as if 		
CF | searching for something or someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/274 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/275 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You follow the instructions in the black magic book as closely as you 		
CF | can. As soon as you finish, the sacred stone pulses with a terrible 		
CF | power and the air seems to tingle. Gradually, a shape coalesces in the 		
CF | shadows of the set. It's a ghost! It's the ghost of a young woman 		
CF | wearing a long white dress! 		
CF | 		
CF | There's something else! Behind the young woman something dark and 		
CF | viscous is dripping down the wall of the set. You look closely. It 		
CF | seems to be blood! The walls of the basement are weeping blood! 		
CF | 		
CF | The spirit steps back further into the shadows, her pale face hidden 		
CF | behind a curtain of dark hair. 		
CF | 		
CF | > 		Jacqueline says, "Yay blood"
		Jacqueline says, "We need some"
		Jacqueline says, "Get it"
		MoyTravis exclaims, "blood!"
Knight_Otu says (to ClubFloyd), "put blood in bottle" 		
CF ] Basement 5/276 		
CF | > 		
CF | > PUT BLOOD IN BOTTLE 		
CF | 		
CF | (the dripping blood in the strawberry milk bottle) 		
CF | Distastefully, you manage to fill the milk bottle with blood. 		
CF | 		
CF | > 		Jacqueline says, "woo"
Knight_Otu says (to ClubFloyd), "talk to woman" 		
CF ] Basement 5/277 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | "They done me wrong," she whispers, although it's hard to make out the 		
CF | words. "They done me wrong and poor Evangeline ain't seen her boy for 		
CF | too long. Ah need to see mah boy. They won't let me see him and ah 		
CF | done everything they said." 		
CF | 		
CF | She retreats back into the shadows, hiding behind her curtain of hair. 		
CF | 		
CF | > 		DavidW says, "Moving a bit fast for decent note-taking."
		Knight_Otu says, "Sorry."
		Pinkunz says, "I know it won't advance the plot, but the morbid bit of me wonders if drinking the blood was implemented."
		DavidW says, "I think before doing anything with the blood, we need to renact the scenes from the bone vision."
		Pinkunz says (to David), "Agreed."
		DavidW says, "er re-enact"
		Knight_Otu nods.
		Pinkunz says, "Re-agreed."
		DavidW asks, "so, can we take Philippe or ask him to follow us?"
Knight_Otu says (to ClubFloyd), "woman, follow me" 		
CF ] Basement 5/278 		
CF | > 		
CF | > WOMAN, FOLLOW ME 		
CF | 		
CF | The spirit is as insubstantial as air. She ignores you completely as 		
CF | if you are not there. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "spirit, n" 		
CF ] Basement 5/279 		
CF | > 		
CF | > SPIRIT, N 		
CF | 		
CF | Evangeline, a wronged young woman has better things to do. 		
CF | 		
CF | > 		DavidW says, "He's in the bayou, not here."
		Pinkunz says, "Soldier dude to flirty ballroom lady."
		Knight_Otu says, "Yeah, but Evangeline needs to go north to her child."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/280 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | In the centre of the ballroom, Clarissa Meribeaux paces elegantly back 		
CF | and forth, fanning herself with a brightly coloured fan. She seems to 		
CF | be looking for something or someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/281 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips the ghostly child. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/282 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | Standing on the grassy knoll is Colonel Phillipe Meribeaux, staring 		
CF | off into the distance. 		
CF | 		
CF | > 		Pinkunz says, "Or the child needs to go south to his momma."
Knight_Otu says (to ClubFloyd), "take phillipe" 		
CF ] Deep in the Bayou 5/283 		
CF | > 		
CF | > TAKE PHILLIPE 		
CF | 		
CF | His spirit is as insubstantial as air. He ignores you completely as if 		
CF | you are not there. 		
CF | 		
CF | > 		Knight_Otu asks, "The vision was the mother watching the child in the alleys, wasit not?"
		Pinkunz says, "Yeah, the basement wasn't mentioned."
		Pinkunz says, "My bad."
		DavidW says, "A woman, not necessarily the mother, I think. We were going too fast."
DavidW says (to ClubFloyd), "roll bones" 		
CF ] Deep in the Bayou 5/284 		
CF | > 		
CF | > ROLL BONES 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw bones" 		
CF ] Deep in the Bayou 5/285 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bones" 		
CF ] Deep in the Bayou 5/286 		
CF | > 		
CF | > TAKE BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "philippe, follow me" 		
CF ] Deep in the Bayou 5/286 		
CF | > 		
CF | > PHILIPPE, FOLLOW ME 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Deep in the Bayou 5/287 		
CF | > 		
CF | > L 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | Standing on the grassy knoll is Colonel Phillipe Meribeaux, staring 		
CF | off into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phillipe, follow me" 		
CF ] Deep in the Bayou 5/288 		
CF | > 		
CF | > PHILLIPE, FOLLOW ME 		
CF | 		
CF | His spirit is as insubstantial as air. He ignores you completely as if 		
CF | you are not there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to him" 		
CF ] Deep in the Bayou 5/289 		
CF | > 		
CF | > TALK TO HIM 		
CF | 		
CF | "Ah must meet mah wife at the ball," snaps the Colonel. "I got no time 		
CF | to tarry." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phillipe, west" 		
CF ] Deep in the Bayou 5/290 		
CF | > 		
CF | > PHILLIPE, WEST 		
CF | 		
CF | Colonel Phillipe Meribeaux, the spirit of an army officer has better 		
CF | things to do. 		
CF | 		
CF | > 		Pinkunz says, "Suddenly, in the shapes they make, you can see strange images. A woman dances with her husband. A soldier strides into a ballroom. A young woman in the shadows watches a child play. A child greets his mother in a shadowy alleyway."
Knight_Otu says (to ClubFloyd), "read banish" 		
CF ] Deep in the Bayou 5/291 		
CF | > 		
CF | > READ BANISH 		
CF | 		
CF | The page is titled "For the Banishing of thee most Persistent of 		
CF | Spirits and Entrapping them in a Thing of Power". The lengthy text 		
CF | begins "To banish a spirit it must be named, for it is the truth that 		
CF | a name is a thing of power, and an object of satanic power may be 		
CF | entrusted to hold a dreadful spirit and the most powerful of these 		
CF | things to hold many...." and then it goes on for the rest of the page 		
CF | with a whole bunch of terrible warnings which you can't be bothered to 		
CF | read. 		
CF | 		
CF | According to the instructions at the end, you make a complicated 		
CF | gesture with your fingers, then you're supposed to repeat "Spiritus 		
CF | replebatur!" and yell the spirit's name three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this banish 		
CF | spell if you had a mind to. 		
CF | 		
CF | > 		burl says, "sounds like the spell for Astaroth"
		DavidW asks, "If we banish him, can we summon him by name elsewhere?"
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Deep in the Bayou 5/291 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Pinkunz asks, "The soldier and the husband appear to be the same person. Is the young woman and the mother the same person as well?"
		burl asks, "i wonder if we resurrect one of a pair, will the other follow?"
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Deep in the Bayou 5/292 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/293 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips the ghostly child. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/294 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | In the centre of the ballroom, Clarissa Meribeaux paces elegantly back 		
CF | and forth, fanning herself with a brightly coloured fan. She seems to 		
CF | be looking for something or someone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/295 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | "Clarissa, mah dear," says the Colonel, and opens his arms. 		
CF | 		
CF | "Darling," yells Clarissa, and runs over to her husband, her arms 		
CF | wide. "Why, ah thought you were nevah coming back to me!" 		
CF | 		
CF | The Colonel swings her around in his arms. "Ain't nuthin gonna stop me 		
CF | coming home to you," he says and kisses her passionately. She leans 		
CF | back and raises one foot off the floor. 		
CF | 		
CF | "Why," she says, when she eventually comes up for air, "ah am quite 		
CF | overcome." She glances around, fanning herself rapidly. "But mah deah, 		
CF | not in front of all these people." She straightens up and pats her 		
CF | dress down. "You look tired, honey," she continues. "You need feeding 		
CF | up. I will ask Elizabeth to make a casserole tonight. Then later..." 		
CF | and here she taps him on the chest with her fan and smiles 		
CF | coquettishly, "well, mayhap it's time we started on that family. Ah 		
CF | got a good feeling about it now." 		
CF | 		
CF | The Colonel, surprisingly, grimaces. "Now don't you start already, 		
CF | Clarissa," he says. "Sometimes these things take time. Ain't no use 		
CF | fretting none. We're still young." 		
CF | 		
CF | Clarissa just laughs and takes up the Colonel's arms in her own. 		
CF | "Dance with me, dear," she says. "Ah missed you so much." The couple 		
CF | dance to unheard music. Round and round they go, eyes locked together. 		
CF | 		
CF | But then they suddenly stop. The light goes out of the ghost's eyes 		
CF | and they part. It's like they can't see each other anymore! 		
CF | 		
CF | > 		DavidW says, "oooo. The banish spell puts the spirit into the stone."
		burl says, "that's a really nice mechanic"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/296 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/297 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/298 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/299 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips the ghostly child. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/300 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jacqueline says, "I feel like this subgame could be a whole game in and of itself."
		Pinkunz says, "Agreed."
		MoyTravis says, "Yeah it's pretty nifty."
		Pinkunz says, "It mechanically isn't any different that moving things around with a wheel barrow."
		MoyTravis says, "Framing matters."
		Pinkunz says, "Fair."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/301 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - a dark-haired child wearing an old fashioned short-trousered 		
CF | suit 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Alleway, Rue des Verrièrs 5/301 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/302 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/302 		
CF | > 		
CF | > SUMMON 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/303 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | She seems suddenly terrified. "I ain't supposed to be here," she says. 		
CF | "This ain't right. I need to meet mah boy." 		
CF | 		
CF | She turns and fades out of the room straight through the wall! 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/304 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips the ghostly child. 		
CF | 		
CF | > 		Pinkunz asks, "Do we have any rooms that we could potentially summon a new ghost from? Also, how would the guard react to a ghost being summoned in the same room as them?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/305 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/306 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Cemetery of St. Louise de Marillac 5/307 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Cemetery of St. Louise de Marillac 5/308 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You go through the incantation, but the summon spell does nothing. You 		
CF | feel the power of the stone flow through you, but there are no unquiet 		
CF | spirits here to summon. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Basement 5/309 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/310 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/311 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/312 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips the ghostly child. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/313 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to woman" 		
CF ] Alleway, Rue des Verrièrs 5/314 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | "Ah need to see mah child," whispers Evangeline. 		
CF | 		
CF | > 		Pinkunz asks, "Where did the first guard die? Can we summon him, or acid boy?"
Knight_Otu says (to ClubFloyd), "talk to child" 		
CF ] Alleway, Rue des Verrièrs 5/315 		
CF | > 		
CF | > TALK TO CHILD 		
CF | 		
CF | "Mah Momma told me not to talk to no strangers," says the young boy, 		
CF | stopping his game. "Why, I might be kidnapped away and no-one would 		
CF | know where ah was." He thinks for a moment. "Well I guess it can't do 		
CF | no harm. I'm Jacques Meribeaux. Mighty pleased to meet you." He holds 		
CF | out a small grimy hand, which you try and take, but it's as 		
CF | insubstantial as smoke. 		
CF | 		
CF | "Ah'm supposed to be meeting mah Momma here," continues Jacques, 		
CF | anxiously looking around. "But she's real late." Then, seeming to 		
CF | forget about you, he continues his game, skipping around the fronts of 		
CF | the houses. 		
CF | 		
CF | > 		DavidW says, "You tried this combo already."
		DavidW says, "You assumed Eva was the mom."
		Knight_Otu says, "Yeah, maybe we do need to do a bit more"
Knight_Otu says (to ClubFloyd), "talk to woman" 		
CF ] Alleway, Rue des Verrièrs 5/316 		
CF | > 		
CF | > TALK TO WOMAN 		
CF | 		
CF | "Ah need to see mah child," whispers Evangeline. 		
CF | 		
CF | > 		Pinkunz says, "Also, ballroom lady mentions Starting a family, thus can't be a mother either."
		DavidW says, "Eva's child could be Phillipe for all I know."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/317 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/318 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Voodoo Temple 5/319 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | The Priestess cackles horribly. "I got power," she says. "There ain't 		
CF | nothing you can do to me with that little old stone and those dusty 		
CF | old spells. Ah'll hold in this this place till mah story is done." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/320 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/321 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips Jacques Meribeaux. 		
CF | 		
CF | > 		burl says, "curious if re-rolling the bones gives a reduced list of ghosts"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/322 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/323 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/324 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. A young 		
CF | woman in the shadows watches a child play. A soldier strides into a 		
CF | darkened basement. A woman and a child embrace in a dark alley. A 		
CF | child greets his mother in a shadowy alleyway. 		
CF | 		
CF | > 		Pinkunz says, "It did change..."
		Knight_Otu says, "Huh."
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Voodoo Temple 5/325 		
CF | > 		
CF | > GET BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/326 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/327 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "banish" 		
CF ] Alleway, Rue des Verrièrs 5/327 		
CF | > 		
CF | > BANISH 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/328 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Alleway, Rue des Verrièrs 5/328 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/329 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/330 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/331 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/332 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Alleway, Rue des Verrièrs 5/332 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | > 		DavidW says, "I wonder if having two spirits in the stone at once is okay."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/333 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | In the centre of the ballroom, Clarissa paces worriedly back and 		
CF | forth. She seems to be getting ready to go somewhere. 		
CF | 		
CF | > 		Knight_Otu says, "Seems so."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/334 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/334 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/335 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | along the alleyway, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/336 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Alleway, Rue des Verrièrs 5/336 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/337 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | "Dahling," shouts Clarissa, waving one elegant hand. "Over here!" 		
CF | 		
CF | The boy turns and for a moment, you swear there is a grimace of 		
CF | dislike on his face, but it quickly smooths. "Hi Momma," he says. 		
CF | "Where's Poppa? I thought we were going to catch some crawfish in the 		
CF | Bayou today." 		
CF | 		
CF | Clarissa ruffles the child's hair and straightens his collar and 		
CF | bowtie. "Poppa's busy," she says. "He's got important work to do. You 		
CF | know that, Jacques. Don't you want to spend some time with your Momma? 		
CF | We can go into town and do some shopping. Why, ah'm sure you'd like to 		
CF | see the new guns Mr Delacroix has just gotten into his shop. They come 		
CF | all the way from Texas." 		
CF | 		
CF | "Sure Momma," says Jacques, but you can hear the reluctance in his 		
CF | voice. "But Poppa's always busy these days. I don't think he likes me 		
CF | no more." 		
CF | 		
CF | "Why that's a terrible thing to say," scolds Clarissa. "Your Poppa 		
CF | loves you very much. He's just so busy. Now ah do not want to hear you 		
CF | say that again. Especially in front of Poppa." 		
CF | 		
CF | Jacques does not look convinced, you notice. His mother takes his hand 		
CF | and leads him along the alleyway. "Now don't dawdle," she says. "If 		
CF | you're a good boy, maybe we'll get us some taffy." 		
CF | 		
CF | But then, a strange thing happens. The light goes out of the ghost's 		
CF | eyes and they drift apart. It's like they can't see each other 		
CF | anymore! 		
CF | 		
CF | > 		burl exclaims, "yeah!!"
		MoyTravis exclaims, "Go into town. See the guns. All the way from Texas!"
		MoyTravis says, "Fun day out for the family! I joke but you know, that does sound kinda fun."
		Pinkunz says, "Huh... Time is all screwy. Clarissa just mentioned starting a family minutes ago. Now she has a boy."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/338 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/339 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/340 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/341 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/342 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/343 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Clarissa paces up and down. She looks both nervous and determined. 		
CF | Also, a little scared. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/344 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Evangeline, a wronged young woman 		
CF | (3) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Alleway, Rue des Verrièrs 5/344 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/345 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/346 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/347 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/348 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/349 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Clarissa paces up and down. She looks both nervous and determined. 		
CF | Also, a little scared. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		DavidW asks, "talk to clarissa?"
		Pinkunz nods.
		burl says, "i'd like to know where she fits too"
DavidW says (to ClubFloyd), "talk to clarissa" 		
CF ] Alleway, Rue des Verrièrs 5/350 		
CF | > 		
CF | > TALK TO CLARISSA 		
CF | 		
CF | Clarissa glances nervously about. She seems to have aged since the 		
CF | last time you saw her. But not in years. 		
CF | 		
CF | "I got to get to mah meeting," she says. "She ain't gonna be happy if 		
CF | I keep her waiting." 		
CF | 		
CF | > 		Pinkunz says, "Her."
		burl asks, "what do the bones have to say?"
		Knight_Otu says, "Sorry, took a look at the visions."
		DavidW says, "I think the bones only work in the temple"
		burl says, "ah oops ok"
		Pinkunz says, "Agreed."
DavidW says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/351 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/352 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/353 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. A woman 		
CF | speaks to an old priestess. A child plays in an alley while being 		
CF | watched. A soldier strides into a darkened basement. A young woman in 		
CF | the shadows watches a child play. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, the temple."
		burl says, "so it's the old priestess clarissa needs"
		Pinkunz says, "Clarissa to Gemma."
		DavidW says, "oh. We need to bring Clarissa here."
DavidW says (to ClubFloyd), "take bones" 		
CF ] Voodoo Temple 5/354 		
CF | > 		
CF | > TAKE BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/355 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/356 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Clarissa paces up and down. She looks both nervous and determined. 		
CF | Also, a little scared. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/357 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Banish ? 		
DavidW says (to ClubFloyd), "1" 		
CF ] Alleway, Rue des Verrièrs 5/357 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/358 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/359 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cast summon" 		
CF ] Voodoo Temple 5/360 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | Clarissa looks nervous. She cautiously approaches the throne where the 		
CF | old Priestess sits like a malevolent spider. "Ah was told to come 		
CF | here," she says, her voice quavering. "They said you was the only one 		
CF | could help me with mah husband's little problem." 		
CF | 		
CF | The Priestess gives an evil cackle. "So you finally decided to pay me 		
CF | a visit," she wheezes. "Well, girl, ah can help you with your little 		
CF | problem, but you gonna have to pay..." then she stops talking and her 		
CF | face changes. 		
CF | 		
CF | "Don't listen to her," says the Priestess and suddenly it's Gemma's 		
CF | voice! "You don't need to have a kid. You should just leave him. He's 		
CF | an asshole. You've got money - you can live without him and all his 		
CF | bulsh..." then she stops and it's as if the Priestess is undergoing a 		
CF | titanic internal struggle. Clarissa just looks confused. 		
CF | 		
CF | "You be quiet," says the Priestess to herself. Then she turns to 		
CF | Clarissa "Ignore her," she says, looking a little embarrassed, "she 		
CF | don't know what she's talking about. As ah was saying, ah can help 		
CF | you, but you gotta pay." 		
CF | 		
CF | "Ah will pay anything!" replies Clarissa. 		
CF | 		
CF | "Will you now," cackles the Priestess. "Will you indeed?" 		
CF | 		
CF | Then a strange thing happens. The light goes out of the ghost's eyes 		
CF | and they drift apart. It's like they can't see each other anymore! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/361 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. A young 		
CF | woman in the shadows watches a child play. A child plays in an alley 		
CF | while being watched. Two women and a child converse in a huge room. A 		
CF | soldier strides into a darkened basement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bones" 		
CF ] Voodoo Temple 5/362 		
CF | > 		
CF | > TAKE BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Pinkunz asks, "Both female ghosts and the kid in the Ballroom?"
		Knight_Otu says, "Maybe."
		DavidW asks, "I suppose?"
		Pinkunz says, "Can't move Gemma."
		DavidW says, "Eva and Clar"
		Pinkunz nods.
DavidW says (to ClubFloyd), "cast banish" 		
CF ] Voodoo Temple 5/363 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess 		
CF | 		
CF | Banish ? 		
DavidW says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/363 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/364 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/365 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/366 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/367 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Basement 5/368 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Pacing impatiently around the set is Colonel Meribeaux. He looks 		
CF | anxious, as if he needs to be somewhere. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/369 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | 		
CF | Banish ? 		
DavidW says (to ClubFloyd), "2" 		
CF ] Basement 5/369 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		burl says, "helping the ghosts move through their storyline in time is a cute narrative puzzle"
DavidW says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/370 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | 		
CF | Summon ? 		
DavidW says (to ClubFloyd), "1" 		
CF ] Basement 5/370 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | She looks wildly around. "She'll take mah boy if ah don't hurry," she 		
CF | gasps. "She's after mah boy." 		
CF | 		
CF | She floats straight through the set wall and out of the room! 		
CF | 		
CF | > 		Pinkunz says, "I feel bad for the ghosts. They're wailing every time you banish them. It must be pretty unpleasant."
DavidW says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/371 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Jacques Meribeaux, a ghostly young boy 		
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | 		
CF | Summon ? 		
DavidW says (to ClubFloyd), "1" 		
CF ] Basement 5/371 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | "Ah simply cannot be here, I need to be home." says the boy, his face 		
CF | screwed up in puzzlement. 		
CF | 		
CF | He turns away from you and runs straight through the wall of the set! 		
CF | 		
CF | > 		DavidW says, "yeah, we weren't ready for that scene yet."
		burl says, "not to mention how cramped the stone must be Pinkuz, having to share a room with two other tormented spirits"
		Jacqueline says, "I'm going to have to step away soon (we've been going over two hours, I have a phone call planned), but I'm fine with y'all continuing. I can read to catch up later. I'm enjoying this."
		Pinkunz says, "It's like horror Pokemon, with the stone being the pokeball."
		Pinkunz exclaims, "Gotta catch them all!"
		Knight_Otu says (to Pinkunz), "So, like regular Pokemon ;)"
		burl exclaims, "bye Jacqueline thanks for helping me on my first day here!"
		Pinkunz lolz.
		Pinkunz says (to Jacq), "Thanks. Hope you feel better."
		burl says, "also that's beautiful, now im imagining the pokemon theme song but with big pipe organs"
		MoyTravis asks, "So we calling it now?"
		Pinkunz asks, "Pokemon: The Horde Unsealed?"
		DavidW says, "I'm unclear who to match up where now. I'll like to talk to everyone to get a better clue."
		Jacqueline exclaims (at burl), "You're welcome!"
		Pinkunz says, "Jacq seemed fine with continuing."
		Pinkunz says, "It's up to you guys. I'm game if you are."
		Knight_Otu says, "I think we wanted the two women and the child in the ballroom."
		Jacqueline says (to Pinkunz), "Thanks - yeah, I'm feeling better this week. :)"
		DavidW asks, "oh, in the ballroom?"
		Knight_Otu says, "I do need to take a quick break at least."
		Knight_Otu says (to David), "That was my understanding."
		Pinkunz says, "They said "big room""
		burl says, "i could play another hour more but not more than 2. definitely could use a food break"
		Pinkunz asks, "15 minute break?"
		DavidW says, "I will need to quit soon-ish to get real food."
		Jacqueline says, "And yeah, you all seem to be in the middle of a big thing and if you all keep going without me that's fine - I'll just read through it before the next session."
		burl asks, "how do games usually get paused and restarted?"
		DavidW says, "I'm a bit confused what I should do now."
		Pinkunz says (to David), "Why don't we call it then. You need to make some real food for yourself and not TWELVE donuts."
		burl says, "i feel like if you need food DavidW yeah we should call it"
		DavidW says, "I got real food from the Korean restaurant. I don't make much myself."
		burl says, "haha yeah twelve is more than six but not real food"
		DavidW says, "er I get real food"
		Pinkunz says, "Besides, even those of us who'd continue still need a break, so why don't we just continue next week."
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cfdrhorrorvoodoo" 		
CF ] Basement 5/371 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Pinkunz says (to burl), "I hope you enjoyed your first Club Floyd."
		Pinkunz says, "You definitely came more prepared than I did for my first time."
		burl says, "thank you Pinkunz this is a lot of fun! i've played a lot of text adventures i just never thought about doing it collaboratively, this is amazing <3"
		Pinkunz says, "I reccomend reading some of the old ClubFloyd transcripts up on Jacq's site."
		Pinkunz says, "There are some gems in there."
		Pinkunz says, "If that is your jam, that is."
		DavidW says, "Twelve donuts isn't as bad as forty cakes. That's as many as four tens. And that's terrible."
		burl says, "ok i will go look at some old transcripts and see if there are transcripts from some games i liked"
		Pinkunz gives a thumbs up.
		burl says, "heading out for now, but if holiday things do not pre-empt i will see you next week :)"
		Pinkunz says (to David), "I can't fault the logic there."
		Pinkunz exclaims (at Burl), "Goodnight and Happy Holidays!"
		MoyTravis says, "Cya'll round. Happy holidays and all."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
burl goes home. 		Pinkunz says (to Moy), "Ditto."
Pinkunz disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Pinkunz has arrived. 		Knight_Otu exclaims, "I see we decided to end for the day. Good night, everyone, and take care!"
Knight_Otu goes home. 		DavidW says, "bye all"
		Pinkunz exclaims, "Thanks for a great game today. Hopefully see everyone next week!"
		
*** SESSION 3 *** 		
		Krumar asks, "Is there a game today?"
		Jacqueline says, "I'm guessing we'll pick up the Dr Horror thing again"
		Jacqueline asks, "Week... 3? I think?"
		Jacqueline says, "Hrm. So, it is now The Time, but DW will likely not appear for 20+ minutes (or longer, but last week I think he woke up about half an hour in)..."
		Jacqueline asks, "KO, you were driving but have no map, is that right?"
		Knight_Otu says, "I don't have a map,but I think I can manage."
		Jacqueline says, "woo"
		Knight_Otu says, "The game is pretty compartmentalized right now."
		Jacqueline says, "True"
		Jacqueline says, "So, we were in the zombie/voodoo place? (I am setting aside my complaints about the representation of voodoo for now.)"
		Knight_Otu says, "So as I recall, we were herding ghosts with a voodoo stone."
		MoyTravis says, "yep"
		Jacqueline says, "OH RIGHT"
		Krumar says, "Interesting thing to come in on."
		Jacqueline says (to Krumar), "Yeah, this part of the game is actually kind of interesting enough to be the whole game. I'd forgotten that."
		Knight_Otu says, "And yeah, I guess we'll get zombies for our undead army from this film studio."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Basement 5/372 		
CF | > 		
CF | > L 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		Roger says, "how do you do that voodoo that you do so well"
		Knight_Otu says, "Also, the protagonist is rather naive about what's happening until they can no longer deny the obvious."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Basement 5/373 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying the bones of fate, a milk bottle full of blood, an 		
CF | evil book of black magic, a small brass key, a tea caddy and a stained 		
CF | crimson robe. You are wearing a crucifix, a gold pocketwatch, a grey 		
CF | suit and a jaunty hat. 		
CF | 		
CF | You are pushing a wheelbarrow along. It contains a sacred voodoo 		
CF | stone. 		
CF | 		
CF | > 		Knight_Otu says, "My recollection is that we wanted to bring certain ghosts to the ballroom."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/374 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/375 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/376 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		Roger says, "that was easy"
Knight_Otu says (to ClubFloyd), "banish" 		
CF ] Alleway, Rue des Verrièrs 5/376 		
CF | > 		
CF | > BANISH 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/377 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/378 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/379 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Voodoo Temple 5/380 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/380 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		Knight_Otu says, "We can't banish Gemma."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 5/381 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Basement 5/382 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/383 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/384 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Evangeline, a wronged young woman 		
CF | (3) - Jacques Meribeaux, a ghostly young boy 		
CF | (4) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		Knight_Otu says, "Oh, we already had the colonel in the stone."
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/384 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | She seems suddenly terrified. "I ain't supposed to be here," she says. 		
CF | "This ain't right. I need to meet mah boy." 		
CF | 		
CF | She turns and fades out of the room straight through the wall! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/385 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/385 		
CF | Summon ? 		
CF | > 3 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/386 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/386 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | "Ah simply cannot be here, I need to be home." says the boy, his face 		
CF | screwed up in puzzlement. 		
CF | 		
CF | He turns away from you and runs straight through the wall of the set! 		
CF | 		
CF | > 		Knight_Otu says, "Hm, not like this."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/387 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Wearing a simple white dress, Evangeline stands head-down in the 		
CF | shadows. Her long dark hair covers her face. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/388 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/389 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/390 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Around the front of the buildings, occasionally glancing anxiously 		
CF | around the set, skips Jacques Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/391 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Evangeline, a wronged young woman 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Alleway, Rue des Verrièrs 5/391 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | Evangeline sinks deeper into the shadows of the alleyway so she is 		
CF | almost entirely hidden. "Jacques, mah boy" she whispers so quietly you 		
CF | can only just hear her. 		
CF | 		
CF | The young boy, seemingly unable to see her, continues to skip around 		
CF | the front of the houses. It's difficult to tell what Evangeline is 		
CF | thinking or feeling because you can hardly see her, and the bits you 		
CF | can see are covered in lank dark hair, but she reaches out one small 		
CF | hand slowly towards the child and you swear you hear her whisper "my 		
CF | baby" before she drops her hand again and turns away. 		
CF | 		
CF | You can't help but wonder why she doesn't talk to the child. The plot 		
CF | thickens! There's definitely something odd going on here! 		
CF | 		
CF | > 		Jacqueline says, "I am (pleasantly) surprised that the stone can contain multiple souls."
		Jacqueline says, "Seems like a thing where an author might decide inventory management is a 'feature'."
		Jacqueline says, "Thank you for not doing that, author."
		Knight_Otu says, "Yeah. I suppose they could have allowed BANISH X or SUMMON x too, but this is already more convenient than some people might have written it."
		Jacqueline says, "Okay, so what is up with her and the kid."
		Roger says, "something odd! apparently"
Jacqueline says (to ClubFloyd), "x evangeline" 		
CF ] Alleway, Rue des Verrièrs 5/392 		
CF | > 		
CF | > X EVANGELINE 		
CF | 		
CF | It's difficult to make out her features because her long dark hair 		
CF | straggles over her face. She is wearing a simple white dress that, on 		
CF | closer inspection, seems to be covered in blood! Her arms hang loosely 		
CF | by her side and she stands, head down, in the shadows. 		
CF | 		
CF | > 		Jacqueline says, "Oh."
		Krumar asks, "can you examine the boy?"
		Jacqueline says, "Oh, I don't think that's her boy."
		Jacqueline says, "I'm guessing she died in childbirth."
Jacqueline says (to ClubFloyd), "x boy" 		
CF ] Alleway, Rue des Verrièrs 5/393 		
CF | > 		
CF | > X BOY 		
CF | 		
CF | The boy looks about 8 years old, or so. He has floppy dark hair that 		
CF | falls over his brown eyes. He is wearing an old fashioned suit with a 		
CF | bowtie and short trousers. You look a little closer - his skin seems 		
CF | odd - it looks more green than skin should. 		
CF | 		
CF | > 		Jacqueline says, "I would say, 'Green skin? Yikes..."
		Krumar asks, "Are we trying to figure out how they died?"
		Jacqueline says, "But we already know that he's dead, so."
		MoyTravis says, "To be honest I have no idea why we're doing any of this ghost stuff."
		Jacqueline says (to Krumar), "I don't think we need to figure that out for the puzzle..."
		MoyTravis says, "Other than, like. That it's a puzzle, and you go to the places to do the puzzles."
		Jacqueline says, "Oh, Krumar: Ultimately we are trying to raise an undead army."
		Knight_Otu says, "I have some suspicions, but we'll see."
		Krumar says, "Got it."
		Jacqueline says, "Because we are an actor in B-rate horror films, and it has recently come to light that one of the ways the producers have saved money is by using actual vampires, actual zombies, etc."
		Krumar says, "Hahaha, OK."
		Knight_Otu says, "The framing is that the voodoo priestess has a story she wants to tell, I believe."
		Knight_Otu says, "For this particular studio."
		Jacqueline says, "And so we are... kind of... for some reason... the person who will gather all of these undead to rise up against the studio."
		Jacqueline says, "At the end of the day, it's a union story."
		Jacqueline says, "(Not really)"
		Roger says, "but maybe"
		Knight_Otu says, "We were supposed to be sacrificed to ...Astaroth, I think? So it's kind of a do or die thing."
		Jacqueline says, "Oh, right. Good point."
		Jacqueline says, "Yeah, the producers are part of an Astaroth cult, and they were gonna sacrifice us, so that's part of why we want them to go."
		Knight_Otu says, "We were lucky they were inept at this cult thing."
		MoyTravis says, "I mean. We could leave."
		Knight_Otu says, "I think we may be locked into the studio lot."
Knight_Otu says (to ClubFloyd), "cast banish boy" 		
CF ] Alleway, Rue des Verrièrs 5/393 		
CF | > 		
CF | > CAST BANISH BOY 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/394 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Alleway, Rue des Verrièrs 5/394 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/395 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/396 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/397 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/398 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. Two 		
CF | women and a child converse in a huge room. A soldier strides into a 		
CF | darkened basement. A young woman sits in a basement, waiting. A child 		
CF | weeps in a ballroom. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, it looks like the father is going to be one of the killers."
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Voodoo Temple 5/399 		
CF | > 		
CF | > GET BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/400 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/401 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/402 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/403 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Evangeline, a wronged young woman 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/403 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/404 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Evangeline, a wronged young woman 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/404 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | "Ah need to meet mah man," whispers Evangeline. "This ain't right." 		
CF | 		
CF | She turns and fades out of the room straight through the wall! 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/405 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/406 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Jacques Meribeaux skips around the set, occasionally glancing 		
CF | anxiously around. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/407 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | In a corner of the set stands Evangeline, her face hidden behind a 		
CF | curtain of hair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/408 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/409 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Jacques Meribeaux skips around the set, occasionally glancing 		
CF | anxiously around. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/410 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "summon" 		
CF ] Basement 5/410 		
CF | > 		
CF | > SUMMON 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/411 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Evangeline, a wronged young woman 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Basement 5/411 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/412 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | "Don't you do this, Phillipe," says the young woman in a low voice. 		
CF | "Don't you dare take mah baby! It's all ah got." 		
CF | 		
CF | The colonel stamps angrily away from her. "Don't be foolish, 		
CF | Evangeline," he snaps. "What do you think is gonna happen. You ain't 		
CF | got nothing. You want that poor boy to be growing up poor? He's mah 		
CF | son too, and ah sure as hell don't. We can take care of him. He'll 		
CF | grow up with good clothes and food and a good name. Ah'll make sure 		
CF | you get to see him. Clarissa just wants a baby. She don't care where 		
CF | it come from." 		
CF | 		
CF | Evangeline runs forward and grabs desperately at the Colonel's arm. 		
CF | "It don't have to be that way," she says. "Let's leave, me and you and 		
CF | Jacques. We can go south. Over into Mexico. We can have a life 		
CF | together." 		
CF | 		
CF | The Colonel just snorts with derision and pulls his arm out from her 		
CF | grasp. "With what," he says, coldly. "It's all Clarissa's family 		
CF | money. I leave, I lose everything. And don't tell me we don't need 		
CF | money. This is the real world." 		
CF | 		
CF | "I will tell her about us," says Evangeline, desperately. "I'll tell 		
CF | her who you been with all these years." 		
CF | 		
CF | Colonel Meribeaux just gives a cruel laugh. "You think she don't know? 		
CF | Why if she ain't the one who's been encouraging it given our problems 		
CF | procreating and all. Now ah'm gonna take that baby, Evangeline or I 		
CF | swear ah will have him into the poor house." 		
CF | 		
CF | Evangeline turns away weeping. Then, a strange thing happens. The 		
CF | light goes out of the ghost's eyes and they drift apart. It's like 		
CF | they can't see each other anymore. Well, that's a plot twist you 		
CF | didn't see coming. Turns out the Colonel is an awful person. And, by 		
CF | the sounds of it, so is Clarissa! 		
CF | 		
CF | > 		MoyTravis says, "ghost drama"
		Knight_Otu asks, "You really didn't see this coming, protagonist?"
		Jacqueline says, "haha. 'Turns out the Colonel is an awful person.' Yes."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/413 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Basement 5/413 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/414 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Jacques Meribeaux skips around the set, occasionally glancing 		
CF | anxiously around. 		
CF | 		
CF | Clarissa wanders around the set. She is wringing her hands, fretfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/415 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | "You can't have him," yells Clarissa at Evangeline. "He's mah boy. 		
CF | Bought and paid for." 		
CF | 		
CF | Evangeline grabs hold of the boy's arm. "Ah'm taking him away," she 		
CF | says, her voice suddenly steely. "He don't love you. He needs his 		
CF | Momma. We're going far away from here and ain't nevah coming back. 		
CF | He's just another thing to you like your dresses or your house or your 		
CF | fancy silverware." 		
CF | 		
CF | "Momma?" wails Jacques. "Who's she? Why's she pulling me so?" 		
CF | 		
CF | "Don't you worry, honey," snaps Clarissa, grabbing the boy's other 		
CF | arm. "She's just a lonely mad woman who don't understand the ways of 		
CF | this world." She turns to Evangeline. "Why if ah evah see you again, 		
CF | or you evah come near mah boy, ah will have you in the asylum before 		
CF | you can say jack-rabbit," hisses Clarissa, her voice hard and cold. 		
CF | "Do you understand me? The Governor is a personal acquaintance of mine 		
CF | and you got nothing to bargain with. You got no hand to play with. You 		
CF | think this boy wants to live dirt-poor like you? Get outa here before 		
CF | ah summon mah husband." 		
CF | 		
CF | With a sob, Evangeline releases the boy's arm. 		
CF | 		
CF | Then, a strange thing happens. The light goes out of the ghost's eyes 		
CF | and they drift apart. It's like they can't see each other anymore!! 		
CF | 		
CF | > 		Jacqueline asks, "So... how do they *die*?"
		Jacqueline says, "That's what I would like to know."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/416 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Banish ? 		Knight_Otu says, "Horribly, I'm sure."
		Krumar says, "I'm guessing she got shot tryingto get to her boy."
Knight_Otu says (to ClubFloyd), "1" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/416 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		Knight_Otu says, "Horribly, I'm sure."
		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/417 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Jacques Meribeaux, a ghostly young boy 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Banish ? 		Jacqueline says, "This is still just wild how much of a game-within-a-very-different-game this is."
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/417 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/418 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/419 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/420 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/421 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface forming a loose pattern. 		
CF | 		
CF | Suddenly, in the shapes they make, you can see strange images. A boy 		
CF | hovers behind his mother. A woman and a soldier argue in an alleyway. 		
CF | An old priestess gives a young woman something. In front of a row of 		
CF | houses, a soldier furiously stalks away from a blond woman. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Voodoo Temple 5/422 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/422 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | "Ah need help," whispers Evangeline, kneeling at the feet of the old 		
CF | Priestess. "They done me wrong and ah need them to pay." 		
CF | 		
CF | The Priestess leans forward and puts a gnarled hand on the girl's 		
CF | shoulder. "How far you willing to go, girl?" she says, her voice a 		
CF | sharp whisper. "What you willing to do?" 		
CF | 		
CF | "Anything," replies the girl, with steely resolve. "Ah'll do anything 		
CF | to make them pay for what they done." 		
CF | 		
CF | "Well, then, here's what ah need you to do...." begins the Priestess, 		
CF | but then shakes her head in confusion. 		
CF | 		
CF | "Don't listen to her," continues the Priestess, in Gemma's voice, her 		
CF | face suddenly looking younger. "She's going to tell you to do 		
CF | something horrible. It won't end well. You should just..." 		
CF | 		
CF | The Priestess's face changes once more, becoming older in a heartbeat. 		
CF | "Why don't you just mind your business," she snaps to herself. "This 		
CF | ain't no concern of yours." 		
CF | 		
CF | "Well," she says sharply, in Gemma's voice once more. "Perhaps if you 		
CF | weren't so blatantly plotting to kill everyone in this story for no 		
CF | reason at all that I can see, then maybe I'd just let you get on with 		
CF | it." 		
CF | 		
CF | "Don't you tell me what to do," hisses the Priestess. "Why, you don't 		
CF | know jack. You only just dead. When you been dead these one hundred 		
CF | years, then you can have a say in these matters." 		
CF | 		
CF | Gemma sighs. "Well I can't stop you," she says. "But what's your 		
CF | character's motivation? You should re-consider your choices 		
CF | in my opinion." 		
CF | 		
CF | Then Gemma is gone and the Priestess flexes her shoulders. "Now as ah 		
CF | was saying before ah was so rudely interrupted, what you willing to 		
CF | do, girl?" 		
CF | 		
CF | Evangeline has been watching the exchange, looking utterly bewildered, 		
CF | her mouth gaping like a fish. "Anything," she eventually says. "Ah'll 		
CF | do anything for mah revenge." 		
CF | 		
CF | Then, a strange thing happens. The light goes out of the ghost's eyes 		
CF | and they drift apart. It's like they can't see each other anymore! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Voodoo Temple 5/423 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/423 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Voodoo Temple 5/424 		
CF | > 		
CF | > GET BONES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/425 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/426 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "summon" 		
CF ] Alleway, Rue des Verrièrs 5/426 		
CF | > 		
CF | > SUMMON 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/427 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Evangeline, a wronged young woman 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Alleway, Rue des Verrièrs 5/427 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/428 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | Jacques Meribeaux stands, expressionless, near the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/429 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/430 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Colonel Meribeaux paces angrily up and down the set. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/431 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		Knight_Otu says, "Easier to herd cats."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/432 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/433 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | Clarissa stands, looking dejected, in the centre of the set. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Alleway, Rue des Verrièrs 5/434 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "3" 		
CF ] Alleway, Rue des Verrièrs 5/434 		
CF | Summon ? 		
CF | > 3 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | "Ah can't bear it," sobs Clarissa. "He's changed, Phillipe. He's not 		
CF | the same boy. There's something...evil...about him. He means us harm, 		
CF | ah am sure of it." 		
CF | 		
CF | "Don't be foolish, Clarissa," says the Colonel, his face red with 		
CF | anger. "You got what you wanted. I got you a child. Now you're telling 		
CF | me he ain't what you thought. He's just a young boy. Ain't nothing 		
CF | evil about him." 		
CF | 		
CF | "You seen it," wails Clarissa. "You seen it in his eyes when he looks 		
CF | at you. That's why you don't spend no time with him. That's why you're 		
CF | always out of the house, working. Don't tell me that's not the 		
CF | reason." 		
CF | 		
CF | "You know what ah think?" replies the Colonel, turning away. "Ah think 		
CF | you're bored of him like you get bored of every possession you evah 		
CF | had. You wanted a child, you got a child. Clarissa Meribeaux gets 		
CF | everything she wants, don't she. From her Daddy and now from me." 		
CF | 		
CF | "Don't you say that," yells Clarissa. "I know my mind. I know what I 		
CF | seen. Why, with that cat. It was horrible what he done, Phillipe. Ah 		
CF | sometimes see him looking at me the same way he looks at those 		
CF | animals." 		
CF | 		
CF | The Colonel snorts with derision. "You're seeing things you want to 		
CF | see," he says. "He's just a boy, doing what boy's do." 		
CF | 		
CF | "Ah know what ah seen," weeps Clarissa. "Ah know what he is." 		
CF | 		
CF | Then, a strange thing happens. The light goes out of the ghost's eyes 		
CF | and they drift apart. It's like they can't see each other anymore. Oh, 		
CF | dear. This doesn't sound good! 		
CF | 		
CF | > 		Jacqueline says, "oh no. Not the cat."
		MoyTravis says, "RIP random cat."
		Jacqueline presses F.
		Knight_Otu says, "Just about everything they said didn't sound good, protagonist. Granted it keeps getting worse."
Knight_Otu says (to ClubFloyd), "banish" 		
CF ] Alleway, Rue des Verrièrs 5/434 		
CF | > 		
CF | > BANISH 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "I guess we now know why the boy is green."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/435 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Colonel Phillipe Meribeaux, the spirit of an army officer 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Alleway, Rue des Verrièrs 5/435 		
CF | Banish ? 		
CF | > 2 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		Jacqueline says, "And also, I was very wrong about the childbirth thing. My bad."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/436 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		Knight_Otu says, "It was a hypothesis that didn't grow into a theory. It happens."
		Jacqueline asks, "So, is the technique (sorry, trying to follow) that you roll the bones to get a hint as to where the next scene occurs, then summon the right people in that scene?"
		Krumar says, "that's whatit sounds like to me."
		Knight_Otu says, "Yes, that's what I'm doing. Sometimes two sentences form a single scene. Also, it seems the order of scenes matters."
		Roger says, "hmmm sounds about right"
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/437 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | (3) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/437 		
CF | Summon ? 		
CF | > 2 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/438 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Clarissa Meribeaux, a faded southern belle 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/438 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | "Ah'm gonna save him," she says. "He ain't evil. He needs his Momma." 		
CF | 		
CF | She turns and fades out of the room straight through the wall! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/439 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | "Come along, Jacques," says Clarissa and, at least to you, her voice 		
CF | sounds forced and full of fear. "We gonna go for a walk in the Bayou." 		
CF | 		
CF | "I hear you been talking about me," replies Jacques, with a dry 		
CF | chuckle. "I hear you been telling Poppa stories." 		
CF | 		
CF | "Why, that's a strange thing to say," quavers Clarissa. "I'm sure that 		
CF | it's nothing. Now, let's go. Poppa will be home tonight and we ain't 		
CF | got long for our walk." 		
CF | 		
CF | "Why, Momma, ah would be happy to escort you on your walk," says the 		
CF | boy, but the way he says it makes the hair stand up on the back of 		
CF | your neck. There's something wrong with his eyes! 		
CF | 		
CF | It obviously frightens Clarissa also. She draws back. "What are you?" 		
CF | she whispers. "Where's mah boy gone?" 		
CF | 		
CF | "What do you mean, Momma?" says Jacques, innocently. "It's just me. 		
CF | Your boy." He grabs her wrist, and you see Clarissa wince with pain. 		
CF | "Now maybe it's time for our walk. Ah been looking forward to it for a 		
CF | long time." 		
CF | 		
CF | Then, a strange thing happens. The light goes out of the ghost's eyes 		
CF | and they drift apart. It's like they can't see each other anymore! You 		
CF | shudder. That's one creepy kid! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/440 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/440 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Clarissa Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		Knight_Otu asks, "She's gonna try and drown him in the bayou, isn't she? And it'll come otherwise, isn't it?"
		Jacqueline says, "Gosh. Yes."
		Jacqueline says, "eep"
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/441 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Jacques Meribeaux into 		
CF | the stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Alleway, Rue des Verrièrs 5/442 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | The Colonel stands in the centre of the set, his face set in a scowl. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/443 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Deep in the Bayou 5/444 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | There are many spirits inside the stone! Who do you wish to summon? 		
CF | 		
CF | (1) - Clarissa Meribeaux, a faded southern belle 		
CF | (2) - Jacques Meribeaux, a ghostly young boy 		
CF | 		
CF | Summon ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Deep in the Bayou 5/444 		
CF | Summon ? 		
CF | > 1 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Clarissa Meribeaux. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Deep in the Bayou 5/445 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Jacques Meribeaux. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/446 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | The Colonel stands in the centre of the set, his face set in a scowl. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Alleway, Rue des Verrièrs 5/447 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 5/448 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half 		
CF | covered in shadow. 		
CF | 		
CF | Clarissa runs back and forth across the set, her hair in disarray. She 		
CF | looks terrified. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Deep in the Bayou 5/449 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | The ghosts in the room continue to drift around, as if they are 		
CF | oblivious of one another! 		
CF | 		
CF | > 		Jacqueline asks, "We need the boy?"
		Knight_Otu asks, "Final showdown time with everyone?"
		Jacqueline says, "I think so, yeah"
		Knight_Otu says, "He should be here."
		Jacqueline says, "well, I'm not sure everyone"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Deep in the Bayou 5/450 		
CF | > 		
CF | > L 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | The Colonel stands in the centre of the set, his face set in a scowl. 		
CF | 		
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half 		
CF | covered in shadow. 		
CF | 		
CF | Clarissa runs back and forth across the set, her hair in disarray. She 		
CF | looks terrified. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 5/451 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		Jacqueline asks, "Is this scene just Clarissa and the boy?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Grand Ballroom at the Governor's Mansion 5/452 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Grand Ballroom at the Governor's Mansion 		
CF | An ostentatious staircase, ending at the top at a false door on the 		
CF | Studio wall, sweeps down into a large grand ballroom set dominated by 		
CF | a huge chandelier that hangs in crystalline profusion from the 		
CF | ceiling. On the side of the set opposite the stairs is a small raised 		
CF | stage for the band. The rest of the floor is clear for the dancers. 		
CF | The walls are lined with gilded baroque mirrors, reflecting you 		
CF | endlessly! 		
CF | 		
CF | Gaps in the set walls lead north and south, deeper into the Studio. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Basement 5/453 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		Knight_Otu says, "They didn't interact when they were alone."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Cemetery of St. Louise de Marillac 5/454 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		Jacqueline says, "Oh"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/455 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Evangeline stands half hidden in the shadows, hair hiding her face. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Voodoo Temple 5/456 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | There are many spirits here! Who do you wish to banish and entrap in 		
CF | the sacred stone? 		
CF | 		
CF | (1) - Evangeline, a wronged young woman 		
CF | (2) - Gemma Bellerton, in costume as a voodoo priestess 		
CF | 		
CF | Banish ? 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Voodoo Temple 5/456 		
CF | Banish ? 		
CF | > 1 		
CF | 		
CF | You mumble the words of the spell and banish Evangeline into the 		
CF | stone. The spirit is sucked wailing into its depths, there to be 		
CF | trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 5/457 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | The Colonel stands in the centre of the set, his face set in a scowl. 		
CF | 		
CF | In the corner of the set, Jacques Meribeaux stands malevolently, half 		
CF | covered in shadow. 		
CF | 		
CF | Clarissa runs back and forth across the set, her hair in disarray. She 		
CF | looks terrified. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Deep in the Bayou 5/458 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Evangeline. 		
CF | 		
CF | Something odd is happening! As you release the last of the four 		
CF | ghosts, the scenery comes alive. The bayou fills with ghostly water 		
CF | and a warm breeze blows across your face. The set is full of the 		
CF | chittering of insects, the sounds of birds and the smell of brackish 		
CF | swamp water. Branches and leaves grow out of the set walls, casting 		
CF | their moving shadows over everything. 		
CF | 		
CF | "Why you brought me here, Momma?" asks Jacques, standing on the edge 		
CF | of the Bayou, his voice a low snarl. "Poppa's gonna come looking. What 		
CF | you planning? What you gonna tell him?" 		
CF | 		
CF | Clarissa stands behind him, a rock clenched in her fist. "Don't call 		
CF | me Momma," she suddenly yells, raising the rock high. "You ain't mah 		
CF | boy!" 		
CF | 		
CF | She brings the rock down and it connects with the boy's head with a 		
CF | sharp crack. He falls into the ghostly water, face down. Clarissa 		
CF | drops to her knees gasping and weeping and still holding the rock 		
CF | cradled to her breast. 		
CF | 		
CF | Suddenly, out of the shadows dashes Evangeline, a wickedly sharp 		
CF | kitchen knife in her hand. She darts forward and slices Clarissa's 		
CF | throat from ear to ear! You turn away in horror! Clarissa falls, blood 		
CF | soaking the front of her dress. "He was mah boy," snarls Evangeline at 		
CF | Clarissa's lifeless body. "You had no right." Then, seeming to hear 		
CF | something in the distance, she turns and runs out of the set, straight 		
CF | through the wall! 		
CF | 		
CF | The Colonel runs up to Clarissa's body and lifts it in his arms. "What 		
CF | have ah done," he yells and hugs the body close to his chest. "Ah 		
CF | should have listened to you." 		
CF | 		
CF | He stands up and releases Clarissa. "She did this," he snarls. "There 		
CF | needs to be a reckoning." 		
CF | 		
CF | Then, as you watch, a strange thing happens. The bodies of Jacques and 		
CF | Clarissa become even more transparent and gradually they fade away 		
CF | into nothing along with the ghostly scenery. Their story must be done! 		
CF | 		
CF | > 		Jacqueline says, "ah"
		Krumar exclaims, "Exciting!"
		Jacqueline says, "I did not see all four of them coming 'together' like that"
		Jacqueline says, "So now it's Evangeline and the Colonel."
		Knight_Otu says, "Well, I guess I was partially wrong here. Of course, I should have seen it coming that the last showdown is in the bloodied basement."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Deep in the Bayou 5/459 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish Colonel Phillipe 		
CF | Meribeaux into the stone. The spirit is sucked wailing into its 		
CF | depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 5/460 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 5/461 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Basement 5/462 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement 		
CF | Ventilation ducts and pipes cover the ceiling of this small set. The 		
CF | three walls have been painted with splashes of green and brown that 		
CF | you suppose is meant to represent mould and water staining. Gaps in 		
CF | the set walls lead north and east into the studio gloom. 		
CF | 		
CF | Near the middle of the set is the white outline of a person painted 		
CF | onto the grimy floor. 		
CF | 		
CF | Evangeline stands quietly in the shadows, hair hiding her face. 		
CF | 		
CF | Dripping down one of the set walls and pooling on the floor is a 		
CF | horrific dark substance! It looks like blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Basement 5/463 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | You undertake the strange actions and declaim all the words of the 		
CF | summon spell. The spirit emerges from the stone like smoke and 		
CF | coalesces into Colonel Phillipe Meribeaux. 		
CF | 		
CF | "You!" yells the Colonel. "You done this! You took mah family away 		
CF | from me!" 		
CF | 		
CF | "No ah did not," says Evangeline, calmly. "It was you done this. You 		
CF | with your thoughtless arrogance and your greed. You took mah boy away 		
CF | from me. Did you think ah was just gonna lie down? Did you think ah 		
CF | was just gonna accept what you done? Nevah. You know you done wrong 		
CF | and you will not never rest until you accept what you done. This is 		
CF | mah curse on you, Phillipe Meribeaux. Now, you do what you come here 		
CF | to do and be damned." 		
CF | 		
CF | With a howl of rage, the Colonel draws his cutlass and runs it 		
CF | straight through Evangeline's breast! You turn away in horror! "No!" 		
CF | he screams at her, as she slides to the floor, her body enclosed by 		
CF | the white outline. "Ah will nevah forgive you no matter how long ah 		
CF | live. You did this, not me!" 		
CF | 		
CF | He stands over Evangeline's body, swaying back and forth. "You did 		
CF | this, not me," he whispers. 		
CF | 		
CF | But then a strange thing happens! Evangeline becomes more and more 		
CF | transparent until her body completely disappears. Her story must be 		
CF | over! You watch the Colonel expectantly but he doesn't disappear! His 		
CF | body expands into a thing of darkness and shadows. He becomes a 		
CF | terrible malevolent spirit, howling back and forth across the set! 		
CF | 		
CF | > 		MoyTravis says, "So, like. Are we gonna recruit the ghosts or."
		Knight_Otu says, "Someone's mad."
		Roger says, "not sure"
		Knight_Otu says, "I have the suspicion that we're recruiting theirzombie bodies."
Knight_Otu says (to ClubFloyd), "cast banish" 		
CF ] Basement 5/464 		
CF | > 		
CF | > CAST BANISH 		
CF | 		
CF | You mumble the words of the spell and banish the terrible malevolent 		
CF | ghost of the Colonel into the stone. The spirit is sucked wailing into 		
CF | its depths, there to be trapped till it is once again summoned! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Cemetery of St. Louise de Marillac 5/465 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		Jacqueline says, "Honestly, I have no idea how this ties to the Dr Horrow plot. I think the author is just trying for a Xyzzy for best puzzle."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 5/466 		
CF | > 		
CF | > N 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | Gemma Bellerton, probably possessed by an ancient Voodoo Priestess, 		
CF | sits on the wooden throne. 		
CF | 		
CF | The Priestess turns and looks at you. "You done well," she croaks. 		
CF | "Now you fetch that boy to me and we'll end this once and for all." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast bones" 		
CF ] Voodoo Temple 5/466 		
CF | > 		
CF | > CAST BONES 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw bones" 		
CF ] Voodoo Temple 5/467 		
CF | > 		
CF | > THROW BONES 		
CF | 		
CF | You throw the bones onto the black table. They click and skitter 		
CF | across its dark surface. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast summon" 		
CF ] Voodoo Temple 5/468 		
CF | > 		
CF | > CAST SUMMON 		
CF | 		
CF | The spirit of the Colonel howls out of the stone and rages around the 		
CF | set. The Priestess seems unconcerned. "Now you listen to me, boy," she 		
CF | says, raising her voice to be heard over the ghost's din. "It's time 		
CF | to break Evangeline's curse. It's time you accepted what you done and 		
CF | took your share of the blame. You been raging round these parts for 		
CF | more'n a hundred years. And we all been stuck here with you. Now I 		
CF | command you to let us go. Accept what you done, Phillipe Meribeaux and 		
CF | be saved." She holds out her arms towards the ghost as if to embrace 		
CF | it. 		
CF | 		
CF | "Nevah," moans the spirit of the Colonel. "Ah will nevah accept it. Ah 		
CF | will walk this place for eternity if that's what it takes." 		
CF | 		
CF | The old Priestess seems a little surprised by this response, to be 		
CF | honest. As if she wasn't expecting it. "Don't you want to be finally 		
CF | free?" she says, hopefully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Voodoo Temple 5/469 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The ghost seems to get even angrier if that's possible. It swirls 		
CF | around the Priestess, making her hair fly around her face and 		
CF | billowing her dress. "Free?" he says. "How can ah be free when it was 		
CF | Evangeline what done wrong. Ah am not to blame." 		
CF | 		
CF | The Priestess is silent for a moment. "Well, then. Ah got no choice," 		
CF | she says and thrusts out a hand towards the spirit. "With the power of 		
CF | the ancient ones, ah command thee to leave this plane and be damned 		
CF | for eternity. By mah ancient blood, ah have the right to do so." 		
CF | 		
CF | There is an instant of silence as the ghost digests this. "No," it 		
CF | says, "ah don't think ah will, old woman." 		
CF | 		
CF | This seems to completely surprise the old Priestess, leaving her 		
CF | nonplussed. "Well....." she begins, but then her face 		
CF | changes. 		
CF | 		
CF | "Leave this to me, Élise," she says, determinedly, and it's Gemma's 		
CF | voice coming out of the Priestess's mouth! "I've dealt with his sort 		
CF | before." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Voodoo Temple 5/470 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | "Who in tarnation are you?" asks the ghost, seemingly a little put 		
CF | out. "This ain't your business." 		
CF | 		
CF | "Never you mind about that," snaps Gemma. "What the hell do you think 		
CF | you're doing? I know your type. You're a thick headed, weak willed, 		
CF | foolish and vain little man. Well, Élise is gone now. They're all 		
CF | gone, anyone who might have been bothered by your little act. It's 		
CF | just me. And I'll make eternity seem like forever to you, just you 		
CF | wait and see." 		
CF | 		
CF | Wow. Go, Gemma. The ghost triples its efforts. It roars around Gemma, 		
CF | buffeting all the props, and the whole set shakes with its rage. "You 		
CF | can't speak to me like that," it screams. "Ah am Colonel Phillipe 		
CF | Meribeaux, formerly of...." 		
CF | 		
CF | But Gemma doesn't let him finish. "Formerly of an idiot!" she yells 		
CF | right back and advances on him, poking her finger at his chest. 		
CF | "Formerly of a weak man who stole his lover's baby because he was so 		
CF | ashamed of his little problem! Formerly of a man who was so 		
CF | afraid of his own child that he let his wife kill him while he hid in 		
CF | the shadows and watched. You think I don't know?" 		
CF | 		
CF | Ouch. That's got to sting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Voodoo Temple 6/471 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The ghost stops completely and the air is still. "Even so," it says, 		
CF | and there is desperation in the Colonel's voice. "Ah cannot rest. Ah 		
CF | cannot. They're waiting for me in the place beyond. Ah cannot face 		
CF | them." 		
CF | 		
CF | "Yes you can," says Gemma, and her voice is gentler now. "Let it go. 		
CF | Leave this place. You can face them. All you need to do to lift 		
CF | Evangeline's curse is to accept what you did. It's either that, or," 		
CF | and here she shrugs and looks at the ghost directly, her eyes flinty, 		
CF | "spend an eternity here. With me." 		
CF | 		
CF | "Well," says the ghost, reluctantly, "Ah suppose ah could accept some 		
CF | of the blame for the proceedi...." But he doesn't get chance to 		
CF | finish. His dark spirit becomes transparent and then winks out 		
CF | completely. 		
CF | 		
CF | You look at Gemma. "Hmm," she says to you "I suppose that's the best 		
CF | we're going to get. Well, bye then." But you don't get a chance to 		
CF | respond. Gemma's spirit becomes insubstantial and then disappears. The 		
CF | last thing you hear before she's gone completely is the old 		
CF | Priestess's croaky voice. "Not bad," she says. "We'll make a witch of 		
CF | you yet." 		
CF | 		
CF | Suddenly, a hidden compartment in the black table pops open with a 		
CF | click. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "to be honest, that wasn't very perilous"
		MoyTravis says, "more, uh, trucking-y."
		MoyTravis says, "I guess trucking can be perilous. If they gave us a ghost truck that'd be pretty fun."
		Knight_Otu says, "And to be more honest, that pretty much was agame of its own, lengthwise."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow" 		
CF ] Voodoo Temple 6/472 		
CF | > 		
CF | > DROP WHEELBARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | > 		Krumar says, "That was pretty cool."
		Jacqueline asks, "What is 'trucking'?"
Knight_Otu says (to ClubFloyd), "x compartment" 		
CF ] Voodoo Temple 6/473 		
CF | > 		
CF | > X COMPARTMENT 		
CF | 		
CF | The compartment is a small space in the table that had been cleverly 		
CF | hidden as part of the design. 		
CF | 		
CF | In the small compartment is a wicked little voodoo doll. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get doll" 		
CF ] Voodoo Temple 6/474 		
CF | > 		
CF | > GET DOLL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline asks, "Is that like being 'on rails' but with more twists and turns?"
		MoyTravis says, "Oh, I just meant that, like. We were mostly picking things up and putting them down."
		Jacqueline says, "True, but with a method to the madness."
		MoyTravis says, "Mechanically, it's "take objects A, B into Some Room, dump them on the floor, take objects A, C into Some Room""
Jacqueline says (to ClubFloyd), "x doll" 		
CF ] Voodoo Temple 6/475 		
CF | > 		
CF | > X DOLL 		
CF | 		
CF | The featureless little doll is made from coarse sacking and roughly 		
CF | stitched into the shape of a person. Out from its breast sticks a bone 		
CF | needle! 		
CF | 		
CF | > 		MoyTravis says, "very, you know, now we're delivering the red and blue ghosts to the Safeway now."
		Jacqueline asks, "Do we pull the needle out?"
		MoyTravis asks, "Prolly?"
Knight_Otu says (to ClubFloyd), "x needle" 		
CF ] Voodoo Temple 6/476 		
CF | > 		
CF | > X NEEDLE 		
CF | 		
CF | The sharp needle has been carved from white bone! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Voodoo Temple 6/477 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You pull the needle out of the doll. 		
CF | 		
CF | > 		Knight_Otu says, "Well, we don't insta-lose for doing so."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Voodoo Temple 6/478 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a bone needle, a wicked little voodoo doll, a milk 		
CF | bottle full of blood, an evil book of black magic, a small brass key, 		
CF | a tea caddy and a stained crimson robe. You are wearing a crucifix, a 		
CF | gold pocketwatch, a grey suit and a jaunty hat. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read book" 		
CF ] Voodoo Temple 6/479 		
CF | > 		
CF | > READ BOOK 		
CF | 		
CF | You cautiously open the cover of the book. The pages inside are 		
CF | yellowed and ancient and marked with mould. It seems to be a book of 		
CF | black magic! According to the title page, the book is called "Malleus 		
CF | Malum Habentis Mortem" - whatever that means. You can't understand 		
CF | most of it, and much of it is so faded and stained that you can't read 		
CF | it, but flicking through, there are a few pages you can make out. 		
CF | 		
CF | One page is titled "Summon," another "Raise Dead" and a third is 		
CF | "Banish". You could probably READ each of these pages. Read Summon, 		
CF | for example. 		
CF | 		
CF | > 		Jacqueline says, "huh. I... expected something to happen when you pulled the needle out."
Knight_Otu says (to ClubFloyd), "read raise dead" 		
CF ] Voodoo Temple 6/480 		
CF | > 		
CF | > READ RAISE DEAD 		
CF | 		
CF | The page is titled "For thee Raising of most real Bodies of the Dead 		
CF | from their dreadful Eternal Sleep under goode Earth". The dense text 		
CF | begins "And only by the power of blood upon the soil under which these 		
CF | bodies are interred, can this spell be successful, for without the 		
CF | blood of a human in thee earth there shall be no link to this life to 		
CF | which the dead can make their own..." and then it's just warning after 		
CF | dire warning and you lose interest. 		
CF | 		
CF | According to the instructions at the end, you simply say "Mortuos 		
CF | surgere et e sepulcris!" really loudly three times. 		
CF | 		
CF | It seems straightforward enough. You could probably cast this raise 		
CF | dead spell if you had a mind to. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe something did, maybe it didn't."
		Jacqueline says, "true"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 6/481 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		Jacqueline says, "It's a little weird that the PC's description of the book has not changed after all we've just been though."
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 6/482 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation, but the raise dead spell does nothing. 		
CF | There seems to be something missing. 		
CF | 		
CF | > 		MoyTravis asks, "Wait can we talk to Gemma?"
		Knight_Otu says, "I think she's gone."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 6/483 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | You can also see a wheelbarrow (which contains a sacred voodoo stone) 		
CF | here. 		
CF | 		
CF | > 		Krumar asks, "Do you need to put the blood on the ground for it to work?"
		Jacqueline says, "Yeah, I think Gemma is gone."
		MoyTravis asks, "Err. Wait. Was Gemma the actress or the spirit?"
		Jacqueline says, "Both"
		Knight_Otu says, "Yes."
Knight_Otu says (to ClubFloyd), "get wheelbarrow" 		
CF ] Voodoo Temple 6/484 		
CF | > 		
CF | > GET WHEELBARROW 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 6/485 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		
DavidW has arrived. 		
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 6/486 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation, but the raise dead spell does nothing. 		
CF | There seems to be something missing. 		
CF | 		
CF | > 		Knight_Otu exclaims, "David!"
		Jacqueline says, "Hello, David."
		MoyTravis asks, "Oh did Gemma die?"
		MoyTravis says, "Oh, hey David."
		DavidW says, "hi. Sorry, I overslept"
		Jacqueline asks, "Gemma was cut up by an axe, right?"
		Krumar says, "Hello David."
		Jacqueline says, "And then 'went to visit her aunt' or something."
		Knight_Otu says, "Yeah, pretty much all our mortal co-actors have died."
		Krumar asks, "Can we raise those co-actors?"
		DavidW says, "Gemma was not axed, iirc."
		MoyTravis says, "Oh, for some reason I thought she just got possessed and didn't die."
		Jacqueline says, "Right, like our other actor buddy who 'went on to pursue other opportunities' but really died in a vat of acid."
		Knight_Otu says, "I think the axe victim was someone else. Gemma I think was the victim of a ritual."
		Jacqueline says, "Oh. Okay."
		Jacqueline says, "Yeah, that makes sense."
Knight_Otu says (to ClubFloyd), "put blood on graves" 		
CF ] The Cemetery of St. Louise de Marillac 6/487 		
CF | > 		
CF | > PUT BLOOD ON GRAVES 		
CF | 		
CF | You pour the blood onto the graves. It glistens horribly for a moment 		
CF | then sinks into the soil. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Cemetery of St. Louise de Marillac 7/488 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation. At first, you think nothing is going 		
CF | to happen, but then a hand rises through the earth of a grave! A 		
CF | horrific green hand! 		
CF | 		
CF | More hands come through the soil and you step back in terror as a 		
CF | horde of zombies slowly emerge from the graves, clawing their way out! 		
CF | One by one, they lurch to their feet. They are dressed in tattered 		
CF | clothing, and their flaking green skin hangs from their bones. 		
CF | 		
CF | Wait a moment. You recognise some of these zombies! They were extras 		
CF | on the set of the movie being filmed here. You were in scenes with 		
CF | them! But now they are the horrifying undead! 		
CF | 		
CF | Oh no! They see you and begin to move towards you in a shambling mass, 		
CF | holding out their decaying hands towards you and groaning! 		
CF | 		
CF | You are in a perilous situation. 		
CF | 		
CF | The zombies see the voodoo doll! As one, they begin to moan and sway. 		
CF | "The power," they moan in unison, their voices like gravel. "The power 		
CF | of the Priestess!" They put their arms down and continue to shamble 		
CF | around the graveyard. That was close! 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		DavidW says, "I think the axe victim was Melissa, maybe? I replayed everything after we ended our session last week, but my notes are on the other machine."
		Knight_Otu says, "Yeah, that sounds right."
		DavidW says, "You can revisit the fridge in the crypt to find out again."
		Jacqueline says, "So, this voodoo doll is like the crucifix."
		DavidW says, "yes"
		Knight_Otu says, "(You're in danger! Oh, you're out of danger, well done!)"
		Jacqueline says, "It is the tool to keep these things in check, and we are gifted it before we actually need it."
		Jacqueline says (to KO), "Yeah"
		DavidW says, "I played up to the end of this studio, so I haven't missed the plot, at least."
		Krumar asks, "Do you think manipulating the doll would affect them, like with the needle?"
		DavidW says, "oh! That reminds me! I found that we missed an item in studio 5."
		Knight_Otu asks, "So I guess we're mostly done in this studio. David, do you want to pick things upfrom here, or should I continue?"
		DavidW says, "You're almost done here."
		Knight_Otu says, "A thing we missed? Could be important."
Knight_Otu says (to ClubFloyd), "drop wheelbarrow" 		
CF ] The Cemetery of St. Louise de Marillac 7/489 		
CF | > 		
CF | > DROP WHEELBARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | > 		DavidW says, "if the zombies are risen and you have the doll, you just have to leave the studio. Events will happen."
		Knight_Otu says, "Let me guess, the zombies will eat the security guard."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 7/490 		
CF | > 		
CF | > N 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | The zombie horde shambles up behind you, holding their arms out 		
CF | towards the wicked little voodoo doll you are carrying! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 7/491 		
CF | > 		
CF | > N 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | The zombie horde shambles up behind you, holding their arms out 		
CF | towards the wicked little voodoo doll you are carrying! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 7/492 		
CF | > 		
CF | > W 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | The zombie horde shambles up behind you, holding their arms out 		
CF | towards the wicked little voodoo doll you are carrying! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Guard's Break Room 8/493 		
CF | > 		
CF | > W 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | A Security Guard sits in the chair, feet up on the small table, 		
CF | reading a newspaper. 		
CF | 		
CF | The zombie horde shambles up behind you, holding their arms out 		
CF | towards the wicked little voodoo doll you are carrying! 		
CF | 		
CF | Oh no! The zombies see the poor Security Guard sitting in her comfy 		
CF | chair and begin to move towards her! She leaps up and screams but she 		
CF | has no time to escape. The zombies are on her! They fasten on to her 		
CF | exposed flesh and bite. It isn't long before she goes down under the 		
CF | mass of decaying bodies. 		
CF | 		
CF | The zombies back away, their grisly work done. But then, the Security 		
CF | Guard opens her eyes and sits up! No! She's been infected! She's 		
CF | turned into a zombie! She stands unsteadily, her skin already an 		
CF | unpleasant green. 		
CF | 		
CF | She looks down at herself, and then back up at you. "Well," she says, 		
CF | bitterly, "thanks a lot." With a sigh of resignation, she joins the 		
CF | zombie horde. "Right, you lot," she says, "You're with me now. No more 		
CF | of your nonsense. And," and here she turns to you, "while I might not 		
CF | be able to eat you because of that doll thing for some reason, don't 		
CF | think we're just going to be your puppets. We're still our own people, 		
CF | even though we're zombies now." She glances at the other zombies, 		
CF | stumbling around mindlessly, "OK," she concedes, "some of us." 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		DavidW says, "Talk to the guard now."
Knight_Otu says (to ClubFloyd), "talk to guard" 		
CF ] Guard's Break Room 8/494 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | This is a little awkward. "Sorry?" you venture. 		
CF | 		
CF | "So you should be," snaps back the Security Guard. "Fifteen years I've 		
CF | worked here and I've always managed to avoid these things. Then you 		
CF | come along. Still, I suppose there's no use crying over spilled milk. 		
CF | I'll have to make the best of it I suppose." 		
CF | 		
CF | (1) - "What's it like, being a zombie?" 		
CF | (2) - "So you knew about the zombies then?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "So you all knew about the zombies then?" you ask. 		
CF | 		
CF | "Sort of," says the Security Guard. "Most of us knew, But it was just 		
CF | actors, you know? They never bothered us. Most of the time, depending 		
CF | on what studio you're in, they give you something to keep you safe." 		
CF | 		
CF | She sighs heavily. "We did all feel pretty bad about it to tell the 		
CF | truth." 		
CF | 		
CF | (1) - "Why didn't you tell anyone?" 		
CF | (2) - "Didn't you think you should do something about it?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "Don't you think you should have told someone or done something about 		
CF | it?" you say. 		
CF | 		
CF | "Yeah, right," says the Security Guard. "And what would we have done? 		
CF | We're just security. Someone did say something once. Lost his job you 		
CF | might say. And when I say job, I mean life. From what I heard, he 		
CF | ended up as one of these things. And even if they don't kill us, some 		
CF | of us still need these jobs." 		
CF | 		
CF | She shakes her head and looks suddenly angry and sad. "I do feel bad, 		
CF | though," she says. "I feel like all these years I've been ignoring the 		
CF | truth and pretending it wasn't happening. Just to keep my job. There's 		
CF | something about being dead. It strips away all the layers of 		
CF | self-deception you seem to think you need when you're alive." 		
CF | 		
CF | (1) - "There's a way you can make it right!" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "How about I offer you a way to make it right," you say. 		
CF | 		
CF | "Oh yeah," she replies, scornfully, "and how are you going to do that? 		
CF | Make me magically alive again? Send me back in time to undo some of 		
CF | the poorer decisions I made in life?" She snorts with derision. "Don't 		
CF | tell me you're going to go to the police and call me, an undead 		
CF | zombie, as a witness." 		
CF | 		
CF | (1) - "Arnie is summoning a demonic army." 		
CF | (2) - "I'm building an undead army to stop Arnie Mallet. You in?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Arnie Mallet and his Cult are about to summon a terrible demon and 		
CF | all his minions," you say. 		
CF | 		
CF | "Oh dear," says the Security Guard. "So? Sounds a bit like a living 		
CF | person's problem to me. I'm dead. I don't think I can be of much 		
CF | help." 		
CF | 		
CF | (1) - "I'm building an undead army to stop him. You in?" 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I'm building an undead army," you say. "Join up. We can defeat Arnie 		
CF | and his Cult and all the demons they're summoning!" 		
CF | 		
CF | "What, you've persuaded all the undead to join you in defeating 		
CF | Arnie's Cult?" says the Security Guard, then she breaks into gales of 		
CF | what, you feel, is unfair laughter. "Oh, that's a good one," she 		
CF | eventually says. "That's done me good, that has." Then she looks 		
CF | closely at you. "Oh, you're being serious?" 		
CF | 		
CF | You nod. 		
CF | 		
CF | The Guard thinks for a moment. "And you've already got some of the 		
CF | undead to join up?" 		
CF | 		
CF | You nod again. 		
CF | 		
CF | The Guard glances at the horde of shambling zombies milling around her 		
CF | as if to assess them. "Hmm," she says, and you cross your fingers 		
CF | behind your back, "I've heard worse ideas I suppose. It would be nice 		
CF | to do something positive about all the years we all spent ignoring 		
CF | what was going on." She pauses and thinks for a long time, and you 		
CF | hold your breath. "Right," she says, eventually, "Let's do it. I've 		
CF | got a horde of zombies here. Where do you need us?" 		
CF | 		
CF | "In the southern end of the studio lot," you say, unable to hide the 		
CF | delight in your voice. 		
CF | 		
CF | The guard nods brusquely and turns to leave. "Oh," she says. And, by 		
CF | the way, don't think I've forgotten about who's fault it is that I'm a 		
CF | zombie now." 		
CF | 		
CF | (1) - "Goodbye." 		
CF | 		
CF | You say > 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] Guard's Break Room 8/494 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Goodbye," you say, "and thank you!" 		
CF | 		
CF | The Security Guard turns way from you. "Come on, you lot," she says 		
CF | with a resigned sigh and leads them shambling out of the studio. 		
CF | 		
CF | You have grown your Undead Army! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "score" 		
CF ] Guard's Break Room 8/494 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You are building an undead army! So far, it consists of, a horde of 		
CF | shambling zombies led by an understandably annoyed Security Guard, the 		
CF | Count, the Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You have survived eight perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | 		
CF | > 		Knight_Otu says, "Oopsies."
		MoyTravis says, "I agree that the tone's all over the place in, like, a way that doesn't quite mesh."
		Knight_Otu says, "I kind of liked the atmosphere in this studio. Better than the campy vampire studio."
		DavidW says, "btw, I found out that with the guard in studio 5, you can kill him by dropping the sandbag on him and he falls into the acid. The crucifix is in his hand at the edge of the pool in that case."
		Jacqueline asks, "So. Which studio do we go to next in order to inadvertently kill another security guard?"
		Krumar says, "I like how it is tied together by different studios."
		DavidW says, "Please return to studio 5 briefly."
		Knight_Otu says, "I think if there's an item in studio 5 we may .. right."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Lot North 8/495 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door, 		
CF | a sign. The lot continues to the south into shadow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Studio Lot South 8/496 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess wanders over to you when you enter the lot. "Nice work," 		
CF | she says, gesturing with one thumb at the zombies. "Me and Chloe are 		
CF | getting on well at least. And the rest of them, despite the lack of 		
CF | speed or any independent thought, will be great cannon fodder." 		
CF | 		
CF | The Countess grins at you. "Now get out there and find us more undead 		
CF | recruits!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 8/497 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		DavidW says, "That's how we learn the zombie guard is Chloe."
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Store 8/498 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machine" 		
CF ] Studio Store 8/499 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | The sewing machine looks old and heavy. A small compartment on the top 		
CF | is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Studio Store 8/500 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the sewing machine, revealing a reel of strong cotton. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cotton" 		
CF ] Studio Store 8/501 		
CF | > 		
CF | > TAKE COTTON 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Studio Store 8/502 		
CF | > 		
CF | > X IT 		
CF | 		
CF | Strong black cotton wound onto a reel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x doll" 		
CF ] Studio Store 8/503 		
CF | > 		
CF | > X DOLL 		
CF | 		
CF | The featureless little doll is made from coarse sacking and roughly 		
CF | stitched into the shape of a person. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x needle" 		
CF ] Studio Store 8/504 		
CF | > 		
CF | > X NEEDLE 		
CF | 		
CF | The sharp needle has been carved from white bone! 		
CF | 		
CF | > 		DavidW says, "We have a needle and thread now."
		Knight_Otu says, "And likely no sewing talent."
DavidW says (to ClubFloyd), "sew robe" 		
CF ] Studio Store 8/505 		
CF | > 		
CF | > SEW ROBE 		
CF | 		
CF | Usually, you would sew a thing TO another thing. 		
CF | 		
CF | > 		Roger says, "So what? Sew buttons"
		DavidW says, "I don't know what to sew."
		DavidW says, "So I suggest visiting a new studio now."
		DavidW says, "And I haven't visited any of the other three."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Waiting Room 8/506 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "ITYM 'Sew what?'"
		Jacqueline smiles.
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Studio Lot South 8/507 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess shoots you a troubled glance. "It's getting late." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sign 4" 		
CF ] Studio Lot South 8/508 		
CF | > 		
CF | > X SIGN 4 		
CF | 		
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil 		
CF | DeCrancy". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sign 3" 		
CF ] Studio Lot South 8/509 		
CF | > 		
CF | > X SIGN 3 		
CF | 		
CF | The title, "The Curse of the Mummy of Death", the director, "Susan 		
CF | McDougal". 		
CF | 		
CF | > 		Knight_Otu says, "So, Frankenstein's monster, the mummy, or the werewolf."
		Jacqueline wonders if this was a two hour game for *anyone* who voted in the comp.
		Knight_Otu says, "Any preferences on who to free first"
		Jacqueline asks, "Hm. Mummy?"
		MoyTravis says, "Yeah this ain't a 2-hour game."
		MoyTravis asks, "Mummy?"
		DavidW says, "I dunno. We'll need all three I think. I like mummy next, sure."
		DavidW says, "We might get a scarab as an anti-mummy token."
		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Studio Menagerie 8/510 		
CF | > 		
CF | > E 		
CF | 		
CF | (first opening Studio 3 door) 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Ew. Spiders. You have a thing about spiders. And snakes. Scorpions, 		
CF | you really don't like. And you hate a cockroach. First and only time 		
CF | you came here, your friend Billy Ambler, who was an extra on the 		
CF | movie, had forced you to hold a snake. 		
CF | 		
CF | "They're pretty tame," he had said, "but be careful, or they get awful 		
CF | mad." 		
CF | 		
CF | You had been very careful to be careful, and had handed the snake back 		
CF | to Billy as soon as you could. Come to think of it, you've not seen 		
CF | him for a while. He was only an extra, playing a robed Badari 		
CF | tribesman, but still, he could have asked you to come and watch his 		
CF | one scene. 		
CF | 		
CF | Leaning against one of the cages is a leather whip. 		
CF | 		
CF | Hanging on the wall is the Menagerie keeper's worn stetson hat. 		
CF | 		
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A 		
CF | lead trails from a collar around her neck. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		DavidW says, "Silver might repel the werewolf. But I have no idea what would repel a Frankie."
		MoyTravis says, "Is this a pet puzzle."
		Krumar says, "Fire probably."
		Knight_Otu says, "Our protagonist is doing it again. Billy is dead, my friend."
Knight_Otu says (to ClubFloyd), "x cages" 		
CF ] Studio Menagerie 8/511 		
CF | > 		
CF | > X CAGES 		
CF | 		
CF | The empty cages fill most of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x whip" 		
CF ] Studio Menagerie 8/512 		
CF | > 		
CF | > X WHIP 		
CF | 		
CF | A long thin piece of leather. You thank your lucky stars that you were 		
CF | taught how to crack a whip at stageschool. 		
CF | 		
CF | > 		Jacqueline says, "Also, I'm glad they're totally avoiding the Indiana Jones tropes (not)."
		DavidW says, "See if the croc has a large tummy lump."
Knight_Otu says (to ClubFloyd), "get whip" 		
CF ] Studio Menagerie 8/513 		
CF | > 		
CF | > GET WHIP 		
CF | 		
CF | Buster's whip! You've been longing to have a go with this, but Buster 		
CF | would never let anyone touch it. It was one of the first things they 		
CF | taught you in stageschool - how to CRACK a WHIP. They said it was 		
CF | going to come in useful for all sorts of movies and that no good actor 		
CF | could go into the business without at least having the basics of 		
CF | on-screen whip cracking down. 		
CF | 		
CF | > 		Roger says, "we're on a whipping streak"
DavidW says (to ClubFloyd), "exits" 		
CF ] Studio Menagerie 8/513 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hat" 		
CF ] Studio Menagerie 8/514 		
CF | > 		
CF | > X HAT 		
CF | 		
CF | (the jaunty hat) 		
CF | Ever so slightly too small for your head. You dread to think how many 		
CF | other heads have worn this prop over the years. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crocodile" 		
CF ] Studio Menagerie 8/515 		
CF | > 		
CF | > X CROCODILE 		
CF | 		
CF | The huge crocodile just stares back at you with heavy lidded eyes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stetson" 		
CF ] Studio Menagerie 8/516 		
CF | > 		
CF | > X STETSON 		
CF | 		
CF | The old hat is worn and stained through many years service of animal 		
CF | husbandry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear it" 		
CF ] Studio Menagerie 8/517 		
CF | > 		
CF | > WEAR IT 		
CF | 		
CF | (first taking Buster's Stetson) 		
CF | You'd have to take the jaunty hat off first. 		
CF | 		
CF | > 		Knight_Otu asks, "What? No two hats?"
Knight_Otu says (to ClubFloyd), "x sheep" 		
CF ] Studio Menagerie 8/518 		
CF | > 		
CF | > X SHEEP 		
CF | 		
CF | Wilma is a small sheep. She's kind of the studio pet. She must getting 		
CF | quite old now and her temperament isn't great, to be honest. Around 		
CF | her neck is a collar, and, attached to it, a lead. 		
CF | 		
CF | > 		DavidW says, "I guess if we get to be Zaphod we can wear two hats."
		Knight_Otu says, "With how learning-resistant as we are, surely our skull is thick enough for two hats."
Knight_Otu says (to ClubFloyd), "x rats" 		
CF ] Studio Menagerie 8/519 		
CF | > 		
CF | > X RATS 		
CF | 		
CF | The rats scurry around the cage and bare their fangs at you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x snakes" 		
CF ] Studio Menagerie 8/520 		
CF | > 		
CF | > X SNAKES 		
CF | 		
CF | The snakes are a boiling hissing mass of scales. Their forked tongues 		
CF | flick out like they are trying to taste you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x roaches" 		
CF ] Studio Menagerie 8/521 		
CF | > 		
CF | > X ROACHES 		
CF | 		
CF | The roaches are huge! They're almost the size of small dinner plates. 		
CF | They wave their antennae at you threateningly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pet roach" 		
CF ] Studio Menagerie 8/522 		
CF | > 		
CF | > PET ROACH 		
CF | 		
CF | You doubt that would help here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x scorpions" 		
CF ] Studio Menagerie 8/523 		
CF | > 		
CF | > X SCORPIONS 		
CF | 		
CF | The scorpions rear their stingers at you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x spiders" 		
CF ] Studio Menagerie 8/524 		
CF | > 		
CF | > X SPIDERS 		
CF | 		
CF | The black spiders, each with a little red hourglass on their back, 		
CF | raise their front legs at you. 		
CF | 		
CF | > 		DavidW says, "I do hope no one opens all these cages."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Studio Menagerie 8/525 		
CF | > 		
CF | > L 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A 		
CF | lead trails from a collar around her neck. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		DavidW says, "oh, black widows"
Knight_Otu says (to ClubFloyd), "x lead" 		
CF ] Studio Menagerie 8/526 		
CF | > 		
CF | > X LEAD 		
CF | 		
CF | The long lead is attached to Wilma's collar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x collar" 		
CF ] Studio Menagerie 8/527 		
CF | > 		
CF | > X COLLAR 		
CF | 		
CF | The collar round Wilma's neck is attached to a long lead. 		
CF | 		
CF | > 		Knight_Otu says, "I'm thinking we don#t do anything with the cages unless we absolutely have to."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Menagerie 8/527 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "agreed"
		Jacqueline says, "Good idea"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/528 		
CF | > 		
CF | > E 		
CF | 		
CF | It's always a surprise, this, even though you've been on set a few 		
CF | times. Compared to the smaller sets of the other Studios, the openness 		
CF | of this one is unexpected. It's a desert scene that covers most of the 		
CF | hanger like Studio. You can see all across it, even though the lights 		
CF | way up on the ceiling are slightly dimmed for the night. 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Oh no! There seems to be someone else here on set. The light from a 		
CF | flickering torch plays fitfully around the tents to the southeast. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		DavidW says, "But I can't help but think they'll block our exit later."
		Krumar asks, "Do you tend to get stuck in the studios until you solve their puzzles?"
		Jacqueline asks, "So, we don't actually see another person, but we see a tent and a torch?"
		DavidW says (to Krumar), "no"
		Jacqueline says (to Krumar), "I'm not sure we are trapped in teh set, but we've tended to solve the sets one by one."
		Krumar says, "Thank you."
		Knight_Otu says, "I think the torch is that ofa security guard."
		DavidW says, "sofa, so good"
		Knight_Otu says, "Who apparently we need to kill to get their protective charm."
Knight_Otu says (to ClubFloyd), "x leg" 		
CF ] The Shrine of the Sphinx 8/528 		
CF | > 		
CF | > X LEG 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sphinx" 		
CF ] The Shrine of the Sphinx 8/528 		
CF | > 		
CF | > X SPHINX 		
CF | 		
CF | Which do you mean, the sphinx's front legs, the matte backdrop or The 		
CF | Shrine of the Sphinx? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "front" 		
CF ] The Shrine of the Sphinx 8/529 		
CF | > 		
CF | > FRONT 		
CF | 		
CF | The Sphinx's legs, made from blocks of sandy painted foam and ending 		
CF | in something akin to lion's feet and claws, extend out into the set 		
CF | from the Studio wall. A tightly focussed shot, and you suppose these 		
CF | could represent the whole thing. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x backdrop" 		
CF ] The Shrine of the Sphinx 8/530 		
CF | > 		
CF | > X BACKDROP 		
CF | 		
CF | It's a painting of the Sphinx set against a sea of dunes. It's quite 		
CF | well done. 		
CF | 		
CF | > 		Jacqueline says, "Okay, so the torch is moving. Got it."
Knight_Otu says (to ClubFloyd), "x shrine" 		
CF ] The Shrine of the Sphinx 8/531 		
CF | > 		
CF | > X SHRINE 		
CF | 		
CF | (the Mummy's shrine) 		
CF | The shrine, a tall block carved with vaguely egyptian looking figures 		
CF | and made from construction foam, sits between the two front legs of 		
CF | the Sphinx. 		
CF | 		
CF | The torchlight moves northwest to play around the dunes. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/532 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A 		
CF | lead trails from a collar around her neck. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/533 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/534 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/535 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		DavidW says, "shoulda gone southeast, I think"
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/536 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/537 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | This must be the entrance to the tomb of the ancient pharaoh 		
CF | Nefer-Kare! According to the script to The Curse of the Mummy of 		
CF | Death, which you'd manage to get a glimpse of while Billy had been 		
CF | trying to commit his line to memory, he had been "the most evil of all 		
CF | the rulers of ancient Egypt." 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | The torchlight moves northeast to glimmer around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ladder" 		
CF ] Archaeological Dig Site 8/538 		
CF | > 		
CF | > X LADDER 		
CF | 		
CF | The ladder leads down into darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x buildings" 		
CF ] Archaeological Dig Site 8/539 		
CF | > 		
CF | > X BUILDINGS 		
CF | 		
CF | Constructed from what seems like plywood, and propped up with wooden 		
CF | scaffolding, the ancient building frontages surround the entrance to 		
CF | the Mummy's tomb. 		
CF | 		
CF | The torchlight moves southeast to play around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] The Tomb of Nefer-Kare 8/540 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Tomb of Nefer-Kare 		
CF | Above you, the square hole in the ceiling lets in just enough light to 		
CF | see the whole of this small, stone lined room. The air is oppressive, 		
CF | and dust, in a thick layer, covers the floor, stirring up with each of 		
CF | your footsteps. A wooden ladder stretches up into the studio. 		
CF | 		
CF | Against the walls of three sides of the tomb are ranks of closed 		
CF | ornate sarcophagi! 		
CF | 		
CF | On the north wall, all by itself, rests one huge closed golden 		
CF | sarcophagus. 		
CF | 		
CF | In the centre of the room, eerily lit by the light from the studio 		
CF | above, is a single stone pedestal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sarcophagi" 		
CF ] The Tomb of Nefer-Kare 8/540 		
CF | > 		
CF | > X SARCOPHAGI 		
CF | 		
CF | Which do you mean, the ornate sarcophagi or the golden sarcophagus? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ornate" 		
CF ] The Tomb of Nefer-Kare 8/541 		
CF | > 		
CF | > ORNATE 		
CF | 		
CF | They're all made from stone and about the size of a large man. Strange 		
CF | hieroglyphs cover the front of each. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hieroglyphs" 		
CF ] The Tomb of Nefer-Kare 8/542 		
CF | > 		
CF | > X HIEROGLYPHS 		
CF | 		
CF | You cannot make sense of the strange figures. But there's something 		
CF | about them. Disturbingly, they seem to swim in and out of focus as if 		
CF | they hold some terrible power! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x golden" 		
CF ] The Tomb of Nefer-Kare 8/543 		
CF | > 		
CF | > X GOLDEN 		
CF | 		
CF | (the golden sarcophagus) 		
CF | The huge sarcophagus seems to be made from pure gold! It is in the 		
CF | shape of a man, with crossed arms. The carved face has pitiless blank 		
CF | black eyes that seem to stare into your very soul! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pedestal" 		
CF ] The Tomb of Nefer-Kare 8/544 		
CF | > 		
CF | > X PEDESTAL 		
CF | 		
CF | It's a single unadorned stone emerging from the floor of the tomb to 		
CF | about waist height. The top is flat, with a slight circular depression 		
CF | in the centre. 		
CF | 		
CF | > 		DavidW says, "We don't want to open any of these without a protective token of some sort."
Knight_Otu says (to ClubFloyd), "x depression" 		
CF ] The Tomb of Nefer-Kare 8/545 		
CF | > 		
CF | > X DEPRESSION 		
CF | 		
CF | The little circular depression is about a quarter of an inch deep and 		
CF | a little bit smaller than your hand. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
		Jacqueline nods.
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Archaeological Dig Site 8/546 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Deep in the Desert 8/547 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Deep in the Desert 		
CF | A small sea (well, seven) of waist high sand dunes rise up from the 		
CF | floor until they hit the painted backdrop of a deep blue sky with a 		
CF | horizon of shimmering dunes stretching out into the far distance. To 		
CF | the northeast, you can see the sphinx rising up against the studio 		
CF | wall, to the east is a cluster of buildings and southeast some sort of 		
CF | ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		Jacqueline says, "I was going to ask if we should check out the torch, but apparently that is perilous."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Archaeological Dig Site 8/548 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/549 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | This was the scene of Billy's line. He was supposed to emerge from the 		
CF | tent, brandishing a scimitar, and say "Who goes there?". This was 		
CF | before his eventual on-set death scene as a completely different extra 		
CF | who got pierced by spears through some elaborate trap or other. It's 		
CF | always nice when they give an extra a line. You hope Billy builds on 		
CF | it and gets a better part next time! 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | The torchlight moves northwest to flicker around the dunes. 		
CF | 		
CF | > 		Knight_Otu asks, "Protagonist, must we do this every studio?"
Knight_Otu says (to ClubFloyd), "x tents" 		
CF ] The Tent City of the Badari 8/550 		
CF | > 		
CF | > X TENTS 		
CF | 		
CF | (the small tents) 		
CF | The small canvas tents are really just a sheet of canvas stretched 		
CF | over a wooden frame and painted to look like a colorful tent. They 		
CF | don't even have a real opening. 		
CF | 		
CF | > 		MoyTravis says, "Yes. We must."
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Tent City of the Badari 8/551 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | There's nothing you really need to hide from. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Tent City of the Badari 8/552 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Tent City of the Badari 8/553 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the northwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x guard" 		
CF ] The Tent City of the Badari 8/554 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | The guard is an older white-haired gentleman, resplendent in his red 		
CF | uniform. He shines his torch carefully around the set, peering into 		
CF | the nooks and crannies. Around his wrist, the guard is wearing what 		
CF | seems to be a shiny bronze bracelet. As you look, he touches it, as if 		
CF | to check it's still there. 		
CF | 		
CF | > 		Jacqueline says, "Kill it"
		Jacqueline says, "Kidding."
		Jacqueline says, "And I said 'it' before it was revealed to be an old guy."
		MoyTravis says, "No we're definitely going to kill whoever this is by the time we're outta here."
		MoyTravis says, "That's how the game rolls."
		Jacqueline says, "I mean, yes."
		Jacqueline says, "But I'm not here for it."
		Knight_Otu says, "Unfortunately, we clearly have to kill another innocent person."
		Krumar says, "Just bring in your current army and take it."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Tent City of the Badari 8/555 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The security guard wanders southwest towards the ruins. You come out 		
CF | of hiding. 		
CF | 		
CF | > 		Jacqueline says, "I'm guessing that in each studio we will (a) be surprised to learn a friend of ours was killed in the course of their acting job and (b) kill a security guard."
		MoyTravis says, "Yep that's the formula."
		DavidW says, "I haven't seen any obvious way to kill this guard yet."
		Knight_Otu says, "I'm not quite yet seeing a way to kill the guard. Unless we do free one of the ani..."
		MoyTravis says, "HMM."
		DavidW says, "yeah, the menagerie is the only option so far."
		Knight_Otu says, "We take the sheep onto the set. We open one of the cages. The guard brings thesheep home. Death."
		DavidW says, "Unless there's a pitfall under the dunes."
		Jacqueline says, "We didn't kill Chloe until the very end of her section."
		Jacqueline says, "Give it time."
		DavidW asks, "What about the large tent and campfire here?"
		Knight_Otu says, "Well, we are responsible for her death, but it wasn't us that killed her, directly, at least."
Knight_Otu says (to ClubFloyd), "x campfire" 		
CF ] The Tent City of the Badari 8/556 		
CF | > 		
CF | > X CAMPFIRE 		
CF | 		
CF | A small bundle of stuck together sticks, surrounded by a circle of 		
CF | carved foam rocks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tent" 		
CF ] The Tent City of the Badari 8/556 		
CF | > 		
CF | > X TENT 		
CF | 		
CF | Which do you mean, the large tent or the small tents? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "large" 		
CF ] The Tent City of the Badari 8/557 		
CF | > 		
CF | > LARGE 		
CF | 		
CF | The domed, open fronted tent is made from colorful, patterned canvas. 		
CF | 		
CF | The torchlight moves northwest to flicker around the dunes. 		
CF | 		
CF | > 		Jacqueline says (to KO), "If I were a voodoo priestess I would ask you to at least consider a little bit how you contributed to Chloe's death."
Knight_Otu says (to ClubFloyd), "enter tent" 		
CF ] The Tent City of the Badari 8/557 		
CF | > 		
CF | > ENTER TENT 		
CF | 		
CF | Which do you mean, the large tent or the small tents? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "large" 		
CF ] The Tent City of the Badari 8/558 		
CF | > 		
CF | > LARGE 		
CF | 		
CF | You get into the large tent. 		
CF | 		
CF | > 		Knight_Otu says, "I am saying we contributed. We are at fault. We just didn't swing the zombie curse ourselves."
		Jacqueline says, "Ah."
		Jacqueline says, "(Also, I was joking.)"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] The Tent City of the Badari 8/559 		
CF | > 		
CF | > L 		
CF | 		
CF | The Tent City of the Badari (in the large tent) 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] The Tent City of the Badari 8/560 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the large tent. 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] The Ruins of Men-nefer 8/561 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | The torchlight moves northeast to glimmer around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x skeleton" 		
CF ] The Ruins of Men-nefer 8/562 		
CF | > 		
CF | > X SKELETON 		
CF | 		
CF | Lying propped up against the wall, just next to the holes in the 		
CF | floor, the skeleton seems to be giving you a hideous knowing smile! 		
CF | 		
CF | > 		Krumar says, "This might be our friend."
Jacqueline says (to ClubFloyd), "search skeleton" 		
CF ] The Ruins of Men-nefer 8/563 		
CF | > 		
CF | > SEARCH SKELETON 		
CF | 		
CF | Lying propped up against the wall, just next to the holes in the 		
CF | floor, the skeleton seems to be giving you a hideous knowing smile! 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/564 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/565 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/566 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/567 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves northwest to play around the dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 8/568 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statues" 		
CF ] The Ruins of Men-nefer 8/569 		
CF | > 		
CF | > X STATUES 		
CF | 		
CF | The designer who did this really does have talent. All of the various 		
CF | monsters and gods seem to stare directly at you menacingly wherever 		
CF | you stand. It's like they are guarding the entrance to the dingy 		
CF | passageway. 		
CF | 		
CF | The torchlight moves northeast to flicker around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x carvings" 		
CF ] The Ruins of Men-nefer 8/570 		
CF | > 		
CF | > X CARVINGS 		
CF | 		
CF | The designer who did this really does have talent. All of the various 		
CF | monsters and gods seem to stare directly at you menacingly wherever 		
CF | you stand. It's like they are guarding the entrance to the dingy 		
CF | passageway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x entranceway" 		
CF ] The Ruins of Men-nefer 8/571 		
CF | > 		
CF | > X ENTRANCEWAY 		
CF | 		
CF | The passageway leads south into darkness. 		
CF | 		
CF | The torchlight moves southeast to play around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		DavidW says, "I kinda want to SAVE then go south, but not in a perilous situation."
Knight_Otu says (to ClubFloyd), "x holes" 		
CF ] The Ruins of Men-nefer 8/572 		
CF | > 		
CF | > X HOLES 		
CF | 		
CF | It's a strange square pattern of small evenly spaced holes on the 		
CF | floor. Just next to them is propped a grinning skeleton. 		
CF | 		
CF | > 		Krumar asks, "can you hide again?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/573 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | > 		Knight_Otu says, "I think it's sufficient to go heree."
		Jacqueline says, "That designer really had talent - it's almost as if the eyes are following you."
		Jacqueline says, "God bless our niave little PC."
		Knight_Otu says, "We probably had to hide once to see that the guard has their protectiva charm."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/574 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/575 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves northwest to glimmer around the dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 8/576 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf8" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Ruins of Men-nefer 8/576 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x slots" 		
CF ] The Ruins of Men-nefer 8/577 		
CF | > 		
CF | > X SLOTS 		
CF | 		
CF | Opposite one another in pairs and spaced evenly down both walls of the 		
CF | passage, the vertical slots go from ceiling to floor. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 8/577 		
CF | > 		
CF | > S 		
CF | 		
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the 		
CF | floor of the passage you realise your terrible mistake! Suddenly, a 		
CF | small forest of razor sharp spears shoot out through the floor! They 		
CF | pierce your body agonizingly! They retreat slowly, releasing your poor 		
CF | perforated body, and you fall to the floor next to the grinning 		
CF | skeleton, which seems to embrace you in its bony arms. Your vision 		
CF | darkens until everything is black. 		
CF | 		
CF | 		
CF | 		
CF | ***Roll Credits. The End*** 		
CF | 		
CF | 		
CF | You built an undead army! It consisted of, a horde of shambling 		
CF | zombies led by an understandably annoyed Security Guard, the Count, 		
CF | the Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You managed to survive eight perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/577 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis asks, "Is that our first game over?"
		Jacqueline exclaims, "I think so!"
		Knight_Otu says, "As expected."
		MoyTravis exclaims, "Nifty!"
Knight_Otu says (to ClubFloyd), "get skeleton" 		
CF ] The Ruins of Men-nefer 8/578 		
CF | > 		
CF | > GET SKELETON 		
CF | 		
CF | You can't reach the skeleton from here. 		
CF | 		
CF | > 		Jacqueline says, "I was beginning to wonder if we could die"
DavidW says (to ClubFloyd), "x pile of bones" 		
CF ] The Ruins of Men-nefer 8/579 		
CF | > 		
CF | > X PILE OF BONES 		
CF | 		
CF | The pile of bones, next to one of the slots in the wall, are too far 		
CF | down the dingy passageway to make out any detail. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		Krumar says, "May be we can send the guard in there."
		DavidW says, "I think he'd know better."
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Ruins of Men-nefer 8/580 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/581 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push guard" 		
CF ] Studio Lot South 8/582 		
CF | > 		
CF | > PUSH GUARD 		
CF | 		
CF | Your movement attracts the attention of the security guard. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | "Hurry," says the countess, impatiently. "It won't be long before 		
CF | we'll be in real trouble." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/581 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Krumar says, "Thanks for trying."
		Knight_Otu says, "I do hope the impatience of the countess is just that, and not a hard time limit."
		MoyTravis says, "It's incredibly silly that we're just wandering around the sets with an undead army and just, like, letting the security guard gently shoo us outside."
		DavidW says, "I hope we're not on a timer."
		MoyTravis says, "...that'd be an incredibly mean thing to do, setting the game on a timer."
		MoyTravis says, "I doubt."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/582 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/583 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The security guard wanders northwest towards the dunes. You come out 		
CF | of hiding. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] The Ruins of Men-nefer 8/584 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying Buster's Stetson, a leather whip, a reel of strong 		
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk 		
CF | bottle, an evil book of black magic, a small brass key, a tea caddy 		
CF | and a stained crimson robe. You are wearing a crucifix, a gold 		
CF | pocketwatch, a grey suit and a jaunty hat. 		
CF | 		
CF | > 		DavidW asks, "Have we seen anywhere in this place to use the whip?"
		DavidW asks, "If we crack the whip while hiding in the ruins, would that startle the guard into doing something stupid?"
		Krumar says, "They did make a lot of point about talking about cracking the whip."
		Krumar says, "It may also control some of the animals."
		DavidW asks, "Do we bring Wilma the sheep to this deadly passage?"
		Jacqueline says, "I fear for Wilma's safety."
		Krumar says, "This makes me feel bad too."
		DavidW says, "I'm trying to think of something to try."
		DavidW says, "Nothing is clearly obvious to me in this studio yet."
		Krumar asks, "Could we try the sarcophogus?"
		DavidW says, "The depression in the pedestal may be for our gold pocketwatch, I suppose."
		DavidW says, "Assuming a sacrifice of gold is wanted there."
		Knight_Otu says, "Sorry, connection hickup."
		DavidW says (to Krumar), "opening the sarcophagi without the bracelet is likely certain death."
		Knight_Otu says, "Yeah, I think we have to scare Wilma into the death passage via whip cracking."
		Jacqueline weeps, silently.
		Knight_Otu says, "Our protagonist is a naive person willing to do the most cruel things."
		Jacqueline's finger lingers over the F key.
		DavidW asks, "Even if we do defeat Arnie, how the heck will we deal with our own undead army afterwards?"
		Jacqueline says, "I was wondering about that too."
		MoyTravis says, "Badly, probably."
		Knight_Otu asks, "Join them?"
		Jacqueline asks, "Like, just release them into the world?"
		MoyTravis says, "Or the army comes in at the end and shoots everybody."
		Jacqueline says, "My guess is we should take care of them at the end. Like, protect the rest of the world from them."
		DavidW asks (of Moy), "A third army?"
		Knight_Otu says, "Add two more, and we have a battle of the five armies."
		Krumar says, "After you get good at all this killing I say you just keep going with your undead army."
		Jacqueline says, "Or else take the army to, say, a residential boarding school for nascent security guards and release the army there, then walk away into the sunet."
		MoyTravis says, "Like, the normal one. Like, in the ending to The Mist."
		Krumar says, "I think it's time to decend into madness and try to kill the innocent sheep."
		MoyTravis says, "Yep let's go."
		DavidW says, "I'm curious if at some point, we'll find scissors in one of these studios."
		Knight_Otu says, "Well, let's try something."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/585 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/586 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/587 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southeast to glimmer around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 8/588 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/589 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma, the studio sheep, sits contentedly in the corner of the room. A 		
CF | lead trails from a collar around her neck. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get lead" 		
CF ] Studio Menagerie 8/590 		
CF | > 		
CF | > GET LEAD 		
CF | 		
CF | You grab Wilma's lead. The sheep looks at you hopefully. 		
CF | 		
CF | > 		Krumar says, "That makes it worse."
		Knight_Otu says, "Darnit Wilma. Don't make this even worse."
		Knight_Otu asks, "Do we open a cage?"
		DavidW says, "no"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/591 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/592 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/593 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves northwest to glimmer around the dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 8/594 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop lead" 		
CF ] The Ruins of Men-nefer 8/595 		
CF | > 		
CF | > DROP LEAD 		
CF | 		
CF | You let go of Wilma's lead. Wilma just looks at you and continues to 		
CF | stand there, quietly. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Ruins of Men-nefer 8/595 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline says, "I hate this."
Knight_Otu says (to ClubFloyd), "crack whip" 		
CF ] The Ruins of Men-nefer 8/596 		
CF | > 		
CF | > CRACK WHIP 		
CF | 		
CF | You crack the whip. It makes a satisfying sharp cracking sound. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
		Krumar asks, "Push the sheep?"
Knight_Otu says (to ClubFloyd), "push sheep" 		
CF ] The Ruins of Men-nefer 8/597 		
CF | > 		
CF | > PUSH SHEEP 		
CF | 		
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing 		
CF | teeth. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		DavidW says, "Wilma didn't read the script."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/598 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/599 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/600 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/601 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves northwest to flicker around the dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 8/602 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | > 		Knight_Otu asks, "The guard just let Wilma stay here?"
		Krumar says, "She was just sittign in the other room."
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Ruins of Men-nefer 8/603 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | There's nothing you really need to hide from. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/604 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/605 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Ruins of Men-nefer 8/606 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/607 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/608 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "crack whip" 		
CF ] Studio Lot South 8/609 		
CF | > 		
CF | > CRACK WHIP 		
CF | 		
CF | Your movement attracts the attention of the security guard. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/608 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/609 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The security guard wanders northwest towards the dunes. You come out 		
CF | of hiding. 		
CF | 		
CF | > 		Krumar asks, "could you scare the sheep with something like one of the snakes?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/610 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Studio Lot South 8/611 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | A security guard wanders in from the southwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		Jacqueline says, "hrm"
		Knight_Otu says, "Dangit"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Archaeological Dig Site 8/610 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Archaeological Dig Site 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/611 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves northeast to play around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/612 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/613 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 8/614 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/615 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x snakes" 		
CF ] Studio Menagerie 8/616 		
CF | > 		
CF | > X SNAKES 		
CF | 		
CF | The snakes are a boiling hissing mass of scales. Their forked tongues 		
CF | flick out like they are trying to taste you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Menagerie 8/616 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open snake cage" 		
CF ] Studio Menagerie 8/617 		
CF | > 		
CF | > OPEN SNAKE CAGE 		
CF | 		
CF | You open the cage, but the snakes writhe nervously and refuse to 		
CF | emerge. There must be something here they don't like. You quickly 		
CF | close the cage again. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		Jacqueline says, "HUH"
		MoyTravis says, "Is there an Indiana Jones joke somewhere in here."
Knight_Otu says (to ClubFloyd), "open crocodile cage" 		
CF ] Studio Menagerie 8/618 		
CF | > 		
CF | > OPEN CROCODILE CAGE 		
CF | 		
CF | You see the crocodile's huge stained teeth and think better of it! 		
CF | You'd definitely want someone between you and that thing before you 		
CF | opened the cage up! 		
CF | 		
CF | > 		MoyTravis says, "It feels like there might be."
		DavidW says, "perhaps there's an order to this."
		Roger says, "Do we have a mongoose in our pocket"
Knight_Otu says (to ClubFloyd), "open spider cage" 		
CF ] Studio Menagerie 8/619 		
CF | > 		
CF | > OPEN SPIDER CAGE 		
CF | 		
CF | You open the cage, but the spiders wave their front legs nervously and 		
CF | refuse to emerge. There must be something here they don't like. You 		
CF | quickly close the cage again. 		
CF | 		
CF | > 		Krumar says, "Snakes might want a rat."
Knight_Otu says (to ClubFloyd), "open rat cage" 		
CF ] Studio Menagerie 8/620 		
CF | > 		
CF | > OPEN RAT CAGE 		
CF | 		
CF | You open the cage, but the rats squeak nervously and refuse to emerge. 		
CF | There must be something here they don't like. You quickly close the 		
CF | cage again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Studio Menagerie 8/621 		
CF | > 		
CF | > L 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		DavidW says, "It's strange when the scary critters are themselves scared."
Knight_Otu says (to ClubFloyd), "open roach cage" 		
CF ] Studio Menagerie 8/622 		
CF | > 		
CF | > OPEN ROACH CAGE 		
CF | 		
CF | You open the cage, but the roaches hiss nervously and refuse to 		
CF | emerge. There must be something here they don't like. You quickly 		
CF | close the cage again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open scorpion cage" 		
CF ] Studio Menagerie 8/623 		
CF | > 		
CF | > OPEN SCORPION CAGE 		
CF | 		
CF | You open the cage, but the scorpions wave their tails nervously and 		
CF | refuse to emerge. There must be something here they don't like. You 		
CF | quickly close the cage again. 		
CF | 		
CF | > 		Krumar asks, "Could we be carrying something they don't like?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/624 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop stetson" 		
CF ] The Shrine of the Sphinx 8/625 		
CF | > 		
CF | > DROP STETSON 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/626 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open rat cage" 		
CF ] Studio Menagerie 8/627 		
CF | > 		
CF | > OPEN RAT CAGE 		
CF | 		
CF | You open the cage, but the rats squeak nervously and refuse to emerge. 		
CF | There must be something here they don't like. You quickly close the 		
CF | cage again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Studio Menagerie 8/628 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a leather whip, a reel of strong cotton, a bone 		
CF | needle, a wicked little voodoo doll, a strawberry milk bottle, an evil 		
CF | book of black magic, a small brass key, a tea caddy and a stained 		
CF | crimson robe. You are wearing a crucifix, a gold pocketwatch, a grey 		
CF | suit and a jaunty hat. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/629 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | You can also see Buster's Stetson here. 		
CF | 		
CF | The torchlight moves northwest to play around the dunes. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/630 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/631 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/632 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/633 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/634 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Studio Lot South 8/635 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | You can also see Buster's Stetson here. 		
CF | 		
CF | A security guard wanders in from the southwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		Knight_Otu says, "Mistimed again."
		MoyTravis says, "lol caught"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Studio Menagerie 8/634 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Studio Menagerie 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/635 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Studio Menagerie 8/636 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Studio Lot South 8/637 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | You can also see Buster's Stetson here. 		
CF | 		
CF | A security guard wanders in from the southwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Studio Menagerie 8/638 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/639 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see Buster's Stetson here. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop hat" 		
CF ] The Shrine of the Sphinx 8/640 		
CF | > 		
CF | > DROP HAT 		
CF | 		
CF | (the jaunty hat) 		
CF | (first taking the jaunty hat off) 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear stetson" 		
CF ] The Shrine of the Sphinx 8/641 		
CF | > 		
CF | > WEAR STETSON 		
CF | 		
CF | (first taking Buster's Stetson) 		
CF | You put on Buster's Stetson. 		
CF | 		
CF | The torchlight moves northwest to play around the dunes. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/642 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Rats skitter and scratch in their cage. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open rat cage" 		
CF ] Studio Menagerie 8/643 		
CF | > 		
CF | > OPEN RAT CAGE 		
CF | 		
CF | You open the cage, but the rats squeak nervously and refuse to emerge. 		
CF | There must be something here they don't like. You quickly close the 		
CF | cage again. 		
CF | 		
CF | > 		Krumar says, "I really thought you had it there."
		DavidW says, "maybe the book is scaring them? It's really difficult to guess what it is."
		Krumar says, "It might be about "getting into costume" to work with the animals."
		MoyTravis asks, "Wait, are the cages, like. Portable?"
Knight_Otu says (to ClubFloyd), "crack whip" 		
CF ] Studio Menagerie 8/644 		
CF | > 		
CF | > CRACK WHIP 		
CF | 		
CF | You crack the whip. It makes a satisfying sharp cracking sound. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get rat cage" 		
CF ] Studio Menagerie 8/645 		
CF | > 		
CF | > GET RAT CAGE 		
CF | 		
CF | You gingerly pick up the cage. The rats squeak viciously, but they 		
CF | can't bite you through the narrow bars. 		
CF | 		
CF | > 		MoyTravis asks, "Hahahahaha!?"
		DavidW says, "yikes. wow"
		MoyTravis says, "WOW OKAY."
		Knight_Otu says, "At least this one is."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/646 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/647 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the desert dunes. 		
CF | 		
CF | The torchlight moves northeast to glimmer around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/648 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] Studio Lot South 8/649 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | A security guard wanders in from the northwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The torchlight moves southwest to play around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Tent City of the Badari 8/648 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Tent City of the Badari 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] Studio Lot South 8/649 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | There's nothing you really need to hide from. 		
CF | 		
CF | A security guard wanders in from the northwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The torchlight moves southwest to play around the ruins. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Liar, game!"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Tent City of the Badari 8/648 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Tent City of the Badari 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Archaeological Dig Site 8/649 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the Sphinx. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Archaeological Dig Site 8/650 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a cage of rats, a leather whip, a reel of strong 		
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk 		
CF | bottle, an evil book of black magic, a small brass key, a tea caddy 		
CF | and a stained crimson robe. You are wearing Buster's Stetson, a 		
CF | crucifix, a gold pocketwatch and a grey suit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Deep in the Desert 8/651 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Deep in the Desert 		
CF | A small sea (well, seven) of waist high sand dunes rise up from the 		
CF | floor until they hit the painted backdrop of a deep blue sky with a 		
CF | horizon of shimmering dunes stretching out into the far distance. To 		
CF | the northeast, you can see the sphinx rising up against the studio 		
CF | wall, to the east is a cluster of buildings and southeast some sort of 		
CF | ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] Deep in the Desert 8/652 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/653 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] Deep in the Desert 8/654 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | You would need to put the cage down first. 		
CF | 		
CF | > 		Knight_Otu says, "I guessed so, then second-guessed myself."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/655 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The security guard wanders northeast towards the Sphinx. You come out 		
CF | of hiding. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Archaeological Dig Site 8/656 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Studio Lot South 8/657 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the Sphinx. 		
CF | 		
CF | A security guard wanders in from the northwest. 		
CF | 		
CF | "Well, now," he says, "you can't be in here! I can't be having you 		
CF | young whippersnappers running around. There's all sorts of mischief 		
CF | you could get into!" He shakes his head with a rueful smile. "Come on, 		
CF | let's be getting you somewhere safe." 		
CF | 		
CF | You struggle feebly, but it's no use - he's stronger than he looks. 		
CF | The Guard shuffles you outside the studio. "You should be getting 		
CF | home," he says and pats your shoulder, "it's late." He disappears back 		
CF | inside the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Archaeological Dig Site 8/656 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Archaeological Dig Site 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "Should have known."
		DavidW says, "I'm wondering if we need to plant a cage in each location, then start opening them all to herd the guard."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Deep in the Desert 8/657 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Deep in the Desert 		
CF | A small sea (well, seven) of waist high sand dunes rise up from the 		
CF | floor until they hit the painted backdrop of a deep blue sky with a 		
CF | horizon of shimmering dunes stretching out into the far distance. To 		
CF | the northeast, you can see the sphinx rising up against the studio 		
CF | wall, to the east is a cluster of buildings and southeast some sort of 		
CF | ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the Sphinx. 		
CF | 		
CF | The torchlight moves southeast to play around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] Deep in the Desert 8/658 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Knight_Otu says, "It would explain the number of cages."
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/659 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to flicker around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] Deep in the Desert 8/660 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/661 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] Deep in the Desert 8/662 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | 		
CF | The Guard sees the rats you have loosed and gives a tremendous yell of 		
CF | terror. He runs east towards the buildings. You come out of hiding. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Deep in the Desert 8/663 		
CF | > 		
CF | > L 		
CF | 		
CF | Deep in the Desert 		
CF | A small sea (well, seven) of waist high sand dunes rise up from the 		
CF | floor until they hit the painted backdrop of a deep blue sky with a 		
CF | horizon of shimmering dunes stretching out into the far distance. To 		
CF | the northeast, you can see the sphinx rising up against the studio 		
CF | wall, to the east is a cluster of buildings and southeast some sort of 		
CF | ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A hideous mass of rats scurry furiously across the set. 		
CF | 		
CF | The torchlight moves north to glimmer around the Sphinx. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/664 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Deep in the Desert 8/665 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southeast to flicker around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] The Shrine of the Sphinx 8/666 		
CF | > 		
CF | > NE 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/667 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | A hissing mass of snakes writhe around their cage. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get snake cage" 		
CF ] Studio Menagerie 8/668 		
CF | > 		
CF | > GET SNAKE CAGE 		
CF | 		
CF | You gingerly pick up the cage. The snakes try and bite you with their 		
CF | poisonous fangs, but they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get roach cage" 		
CF ] Studio Menagerie 8/669 		
CF | > 		
CF | > GET ROACH CAGE 		
CF | 		
CF | The cages are not too heavy, but they are bulky. You aren't able to 		
CF | hold more than one at once. 		
CF | 		
CF | > 		Knight_Otu says, "There's the inventory management."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/670 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/671 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/672 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/673 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves north to flicker around the buildings. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Shrine of the Sphinx 8/672 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] The Shrine of the Sphinx 8/673 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves north to play around the buildings. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Shrine of the Sphinx 8/674 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/675 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] The Shrine of the Sphinx 8/676 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | 		
CF | The Guard sees the snakes you have loosed and gives a tremendous yell 		
CF | of terror. He runs south towards the buildings. You come out of 		
CF | hiding. 		
CF | 		
CF | > 		Knight_Otu says, "At least he can't catch us here anymore."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/677 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | A cage full of cockroaches chitter and scurry. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get roaches" 		
CF ] Studio Menagerie 8/678 		
CF | > 		
CF | > GET ROACHES 		
CF | 		
CF | You gingerly pick up the cage. The cockroaches try and claw you, but 		
CF | they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/679 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | The torchlight moves east to glimmer around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/680 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] Archaeological Dig Site 8/681 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves southwest to play around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 8/682 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/683 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Caged scorpions wave their tails menacingly. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get scorpion cage" 		
CF ] Studio Menagerie 8/684 		
CF | > 		
CF | > GET SCORPION CAGE 		
CF | 		
CF | You gingerly pick up the cage. The scorpions try and sting you with 		
CF | their poisonous tails, but they can't reach you through the narrow 		
CF | bars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/685 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | The torchlight moves north to glimmer around the buildings. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/686 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Shrine of the Sphinx 8/687 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves east to flicker around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/688 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see a cage of cockroaches here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/689 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to play around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/690 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] The Tent City of the Badari 8/691 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves north to flicker around the buildings. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] The Shrine of the Sphinx 8/692 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 8/693 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Spiders lurk in the corners of their cage. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get spider cage" 		
CF ] Studio Menagerie 8/694 		
CF | > 		
CF | > GET SPIDER CAGE 		
CF | 		
CF | You gingerly pick up the cage. The spiders try and bite you with their 		
CF | poisonous fangs, but they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 8/695 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | The torchlight moves east to play around the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 8/696 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see a cage of cockroaches here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] Archaeological Dig Site 8/697 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | (the cage of spiders) 		
CF | You would need to put the cage down first. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/698 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | You can also see a cage of scorpions here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] The Tent City of the Badari 8/699 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | (the cage of spiders) 		
CF | You would need to put the cage down first. 		
CF | 		
CF | The torchlight moves north to play around the buildings. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] The Ruins of Men-nefer 8/700 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] The Ruins of Men-nefer 8/701 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves east to glimmer around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] The Ruins of Men-nefer 8/702 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Ruins of Men-nefer 8/703 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] The Ruins of Men-nefer 8/704 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | 		
CF | The Guard sees the spiders you have loosed and gives a tremendous yell 		
CF | of terror. He runs north towards the buildings. You come out of 		
CF | hiding. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/705 		
CF | > 		
CF | > N 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | A terrified Security Guard shines his torch around the set. 		
CF | 		
CF | You can also see a cage of cockroaches here. 		
CF | 		
CF | The guard sees you immediately. 		
CF | 		
CF | "I can't get you out," yells the guard at you. "There's creatures, 		
CF | terrible creatures, loose in the studio! They're blocking the way out! 		
CF | Save yourself!" 		
CF | 		
CF | The security guard wanders east towards the tents. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/706 		
CF | > 		
CF | > E 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | A terrified Security Guard shines his torch around the set. 		
CF | 		
CF | You can also see a cage of scorpions here. 		
CF | 		
CF | The guard sees you immediately. 		
CF | 		
CF | "I can't get you out," yells the guard at you. "There's creatures, 		
CF | terrible creatures, loose in the studio! They're blocking the way out! 		
CF | Save yourself!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Tent City of the Badari 8/707 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The security guard wanders west towards the buildings. 		
CF | 		
CF | > 		Knight_Otu asks, "I guess we need to witness the guard fleeing?"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Tent City of the Badari 8/706 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Tent City of the Badari 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Archaeological Dig Site 8/705 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Archaeological Dig Site 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/704 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/703 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/702 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/701 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 8/700 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Tent City of the Badari 8/699 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Tent City of the Badari 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Tent City of the Badari 8/698 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Tent City of the Badari 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Archaeological Dig Site 8/697 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Archaeological Dig Site 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		DavidW asks, "I thought we were trying to herd the guard into the deadly passageway?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Archaeological Dig Site 8/698 		
CF | > 		
CF | > L 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | You can also see a cage of cockroaches here. 		
CF | 		
CF | > 		Knight_Otu says, "We did, yeah."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/699 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | You can also see a cage of scorpions here. 		
CF | 		
CF | The torchlight moves north to play around the buildings. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		DavidW says, "I rather lost track of what critters went where."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] The Ruins of Men-nefer 8/700 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | In the distance, a torch flickers near to the buildings. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] The Ruins of Men-nefer 8/701 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | The torchlight moves east to flicker around the tents. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 8/702 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | In the distance, a torch flickers near to the tents. 		
CF | 		
CF | You can also see a cage of cockroaches here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/703 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to play around the ruins. 		
CF | 		
CF | Oh no! It looks like it's heading your way! You are in a perilous 		
CF | situation! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide" 		
CF ] Archaeological Dig Site 8/704 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the torchlight flickers 		
CF | ever closer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/705 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] Archaeological Dig Site 8/706 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | 		
CF | The Guard sees the cockroaches you have loosed and gives a tremendous 		
CF | yell of terror. He runs east towards the tents. You come out of 		
CF | hiding. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Archaeological Dig Site 8/707 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The torchlight moves southwest to glimmer around the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Tent City of the Badari 8/708 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Tent City of the Badari 		
CF | The city comprises, in total, of four small tents and a large one 		
CF | arranged around a campfire. At least they're quite colorful. Some 		
CF | buildings rear out of the set to the west, to the northwest is the 		
CF | Sphinx and southwest of you, a ruin. 		
CF | 		
CF | In the distance, a torch flickers near to the ruins. 		
CF | 		
CF | You can also see a cage of scorpions here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] The Tent City of the Badari 8/709 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard wanders in from the southwest. 		
CF | 		
CF | "I can't get you out," yells the guard at you. "There's creatures, 		
CF | terrible creatures, loose in the studio! They're blocking the way out! 		
CF | Save yourself!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "opencage" 		
CF ] The Tent City of the Badari 8/709 		
CF | > 		
CF | > OPENCAGE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] The Tent City of the Badari 8/710 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | 		
CF | The Guard sees the scorpions you have loosed and gives a tremendous 		
CF | yell of terror. He runs southwest towards the ruins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] The Ruins of Men-nefer 8/711 		
CF | > 		
CF | > SW 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | A terrified Security Guard shines his torch around the set. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | You can also see a cage of spiders here. 		
CF | 		
CF | The guard sees you immediately. 		
CF | 		
CF | "We're trapped, trapped!" yells the Guard. "There's no way out. You 		
CF | need to save yourself!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] The Ruins of Men-nefer 9/712 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | Surely not! But, yes - you gingerly open the cage of spiders. They 		
CF | immediately boil out into the set and move towards the unfortunate 		
CF | Guard with dreadful intent! He backs away in horror and stares wildly 		
CF | around at the other areas of the studio. "Nooo," he yells and takes 		
CF | the only option open to him. He runs into the passageway to the south! 		
CF | 		
CF | As soon as his foot hits the floor of the passage, a small forest of 		
CF | spikes emerge from the small holes, piercing him all over his body! 		
CF | You turn away, unable to watch as the guard slumps to the floor. 		
CF | 		
CF | The force of the spike knocks the guard's bronze bracelet loose and it 		
CF | rolls out of the passage and into the lot. 		
CF | 		
CF | You survived a perilous situation! 		
CF | 		
CF | > 		Knight_Otu says, "Sorry about that, sir."
		Krumar says, "At least the sheep is ok."
Knight_Otu says (to ClubFloyd), "get bracelet" 		
CF ] The Ruins of Men-nefer 9/713 		
CF | > 		
CF | > GET BRACELET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "ha"
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] The Ruins of Men-nefer 9/714 		
CF | > 		
CF | > X IT 		
CF | 		
CF | The round bronze bracelet is adorned with strange patterns and symbols 		
CF | around its edge. It's slightly smaller than your hand, but it looks 		
CF | like you can squeeze it on. 		
CF | 		
CF | > 		MoyTravis says, "RIP that guy."
		DavidW says, "Yes, Wilma is safe. (For now..)"
		Jacqueline says, "Yes, at least Wilma is fine."
		Jacqueline says, "I like how we 'had to turn away' when in fact we knew what we were doing the whole time."
Knight_Otu says (to ClubFloyd), "wear it" 		
CF ] The Ruins of Men-nefer 9/715 		
CF | > 		
CF | > WEAR IT 		
CF | 		
CF | You put on the Bracelet of Nefer-Kare. 		
CF | 		
CF | > 		Krumar says, "May be we could feed her tothe crocodile though, just to leave no witnesses."
		MoyTravis says, "It's always funny that murder is fine, and funny, actually, but murdering of an animal is horrifying and never to be done except with the greatest gravity."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 9/716 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		Knight_Otu says, "Honestly, no, I didn't think this murder was fine."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] The Tomb of Nefer-Kare 9/717 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Tomb of Nefer-Kare 		
CF | Above you, the square hole in the ceiling lets in just enough light to 		
CF | see the whole of this small, stone lined room. The air is oppressive, 		
CF | and dust, in a thick layer, covers the floor, stirring up with each of 		
CF | your footsteps. A wooden ladder stretches up into the studio. 		
CF | 		
CF | Against the walls of three sides of the tomb are ranks of closed 		
CF | ornate sarcophagi! 		
CF | 		
CF | On the north wall, all by itself, rests one huge closed golden 		
CF | sarcophagus. 		
CF | 		
CF | In the centre of the room, eerily lit by the light from the studio 		
CF | above, is a single stone pedestal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pedestal" 		
CF ] The Tomb of Nefer-Kare 9/718 		
CF | > 		
CF | > X PEDESTAL 		
CF | 		
CF | It's a single unadorned stone emerging from the floor of the tomb to 		
CF | about waist height. The top is flat, with a slight circular depression 		
CF | in the centre. 		
CF | 		
CF | > 		MoyTravis says, "Well sure. This game has a weird relationship with tone."
		Krumar says, "This murder did feel malicous."
		MoyTravis says, "But it's also generally true of games."
Knight_Otu says (to ClubFloyd), "x depression" 		
CF ] The Tomb of Nefer-Kare 9/719 		
CF | > 		
CF | > X DEPRESSION 		
CF | 		
CF | The little circular depression is about a quarter of an inch deep and 		
CF | a little bit smaller than your hand. 		
CF | 		
CF | > 		MoyTravis says, "And other American media."
		DavidW asks, "hold on, did we check out the pile of bones in the passage ?"
Knight_Otu says (to ClubFloyd), "touch depression" 		
CF ] The Tomb of Nefer-Kare 9/720 		
CF | > 		
CF | > TOUCH DEPRESSION 		
CF | 		
CF | It's just a hollowed out circle in the stone. 		
CF | 		
CF | > 		Jacqueline asks, "I don't think this is American media, is it?"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Archaeological Dig Site 9/721 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 9/722 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | The slumped body of the poor security guard lies a little way down the 		
CF | passage. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A creeping mass of spiders crawl all over the set. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Ruins of Men-nefer 9/722 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 9/722 		
CF | > 		
CF | > S 		
CF | 		
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the 		
CF | floor of the passage you realise your terrible mistake! Suddenly, an 		
CF | incredibly sharp circular disk emerges from one of the slots on the 		
CF | wall, shoots across the passage, slices you into two pieces, and 		
CF | disappears through the opposite slot! Your separated halves fall on 		
CF | top of the pile of bones and your vision darkens until everything is 		
CF | black. 		
CF | 		
CF | 		
CF | 		
CF | ***Roll Credits. The End*** 		
CF | 		
CF | 		
CF | You built an undead army! It consisted of, a horde of shambling 		
CF | zombies led by an understandably annoyed Security Guard, the Count, 		
CF | the Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You managed to survive nine perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 9/722 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "I don't think we can get there."
		MoyTravis says, "Another doomed timeline."
		DavidW says, "We need to get Wilma down there now."
		DavidW says, "2nd trap needs 2nd victim."
		Krumar says, "It's ashame we can't use our undead to go in there."
		DavidW says (to Krumar), "heh. Yes, that would be simpler."
Knight_Otu says (to ClubFloyd), "get lead" 		
CF ] The Ruins of Men-nefer 9/723 		
CF | > 		
CF | > GET LEAD 		
CF | 		
CF | You grab Wilma's lead. The sheep looks at you resignedly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 9/724 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 9/725 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 9/726 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cage" 		
CF ] Studio Menagerie 9/727 		
CF | > 		
CF | > OPEN CAGE 		
CF | 		
CF | (the crocodile cage) 		
CF | You see the crocodile's huge stained teeth and think better of it! 		
CF | You'd definitely want someone between you and that thing before you 		
CF | opened the cage up! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on cage" 		
CF ] Studio Menagerie 9/728 		
CF | > 		
CF | > STAND ON CAGE 		
CF | 		
CF | (the crocodile cage) 		
CF | The huge crocodile stares at you with its dead eyes and you think 		
CF | better of it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hide behind wilma" 		
CF ] Studio Menagerie 9/728 		
CF | > 		
CF | > HIDE BEHIND WILMA 		
CF | 		
CF | I only understood you as far as wanting to hide. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cage" 		
CF ] Studio Menagerie 9/729 		
CF | > 		
CF | > X CAGE 		
CF | 		
CF | (the crocodile cage) 		
CF | The huge crocodile just stares back at you with heavy lidded eyes. 		
CF | 		
CF | > 		Jacqueline snorts at 'hide behind Wilma'
		Knight_Otu says, "It seemed like the game suggested it."
		Krumar asks, "Can you move the cage?"
Knight_Otu says (to ClubFloyd), "push cage e" 		
CF ] Studio Menagerie 9/730 		
CF | > 		
CF | > PUSH CAGE E 		
CF | 		
CF | (the crocodile cage east) 		
CF | The huge crocodile stares at you with its dead eyes and you think 		
CF | better of it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get cage" 		
CF ] Studio Menagerie 9/731 		
CF | > 		
CF | > GET CAGE 		
CF | 		
CF | (the crocodile cage) 		
CF | The huge crocodile stares at you with its dead eyes and you think 		
CF | better of it. 		
CF | 		
CF | > 		Krumar asks, "Tie the lead to it?"
		DavidW says, "To Captain Hook's cabin, maybe."
Knight_Otu says (to ClubFloyd), "tie lead to cage" 		
CF ] Studio Menagerie 9/732 		
CF | > 		
CF | > TIE LEAD TO CAGE 		
CF | 		
CF | (the crocodile cage) 		
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing 		
CF | teeth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 9/733 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Wilma stands contentedly near your legs. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get cage" 		
CF ] The Shrine of the Sphinx 9/734 		
CF | > 		
CF | > GET CAGE 		
CF | 		
CF | You reach for the cage, but the snakes rear up and flick their tongues 		
CF | at you. You draw your hand hurriedly away. 		
CF | 		
CF | > 		Krumar asks, "Have we used the whip yet?"
		DavidW says, "I don't think so."
		Knight_Otu says, "Not effectively, no."
		DavidW asks, "Maybe the whip puts critters back into cages?"
Knight_Otu says (to ClubFloyd), "crack whip" 		
CF ] The Shrine of the Sphinx 9/735 		
CF | > 		
CF | > CRACK WHIP 		
CF | 		
CF | You crack the whip. The snakes, as they've obviously been trained to 		
CF | do, immediately slither back into their cage. You hurriedly shut the 		
CF | cage door. 		
CF | 		
CF | > 		Knight_Otu says, "Nice."
		MoyTravis says, "How...huh."
		MoyTravis says, "Good guess."
		DavidW says, "Trained snakes."
		Jacqueline says, "Nice"
Knight_Otu says (to ClubFloyd), "get cage" 		
CF ] The Shrine of the Sphinx 9/736 		
CF | > 		
CF | > GET CAGE 		
CF | 		
CF | You gingerly pick up the cage. The snakes try and bite you with their 		
CF | poisonous fangs, but they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 9/737 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop cage" 		
CF ] Studio Menagerie 9/738 		
CF | > 		
CF | > DROP CAGE 		
CF | 		
CF | (the cage of snakes) 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push snake cage" 		
CF ] Studio Menagerie 9/739 		
CF | > 		
CF | > PUSH SNAKE CAGE 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open crocodile cage" 		
CF ] Studio Menagerie 9/740 		
CF | > 		
CF | > OPEN CROCODILE CAGE 		
CF | 		
CF | You see the crocodile's huge stained teeth and think better of it! 		
CF | You'd definitely want someone between you and that thing before you 		
CF | opened the cage up! 		
CF | 		
CF | > 		DavidW says, "hm. Maybe feed all the critters to the crocodile so the mummies can get past them."
		Krumar asks, "can you take the guard's body?"
		DavidW says, "no wait, the cages can do that."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 9/741 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Wilma stands contentedly near your legs. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		DavidW asks (of Krumar), "Maybe?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 9/742 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 9/743 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | The slumped body of the poor security guard lies a little way down the 		
CF | passage. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A creeping mass of spiders crawl all over the set. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x guard" 		
CF ] The Ruins of Men-nefer 9/744 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | You don't even want to look. At least the red uniform is hiding most 		
CF | of the blood! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get guard" 		
CF ] The Ruins of Men-nefer 9/745 		
CF | > 		
CF | > GET GUARD 		
CF | 		
CF | The guard's body is too far down the passageway 		
CF | > 		
Knight_Otu says (to ClubFloyd), "crack whip" 		
CF ] The Ruins of Men-nefer 9/746 		
CF | > 		
CF | > CRACK WHIP 		
CF | 		
CF | You crack the whip. The spiders, as they've obviously been trained to 		
CF | do, immediately creep back into their cage. You hurriedly shut the 		
CF | cage door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wilma, s" 		
CF ] The Ruins of Men-nefer 9/747 		
CF | > 		
CF | > WILMA, S 		
CF | 		
CF | Wilma looks at you as if she doesn't understand. 		
CF | 		
CF | > 		Jacqueline says, "Because she is a sheep and is not as well trained as a snake."
Knight_Otu says (to ClubFloyd), "cast raise dead" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | > 		
CF | > CAST RAISE DEAD 		
CF | 		
CF | You go through the incantation, but the raise dead spell does nothing. 		
CF | There is nothing that is dead and buried under earth here to raise. 		
CF | 		
CF | > 		Knight_Otu says, "Fair enough."
		DavidW says, "That spell also needs blood on the earth."
		Knight_Otu says, "Surely the guard left a bit of that."
		Krumar asks, "So far we haven't used Wilma, the crocodile, anything else?"
		DavidW says, "Hard to tell with the uniform."
		DavidW says, "The pedestal"
		DavidW says, "And whatever is down the deadly passageway."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | > 		
CF | > S 		
CF | 		
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the 		
CF | floor of the passage you realise your terrible mistake! Suddenly, an 		
CF | incredibly sharp circular disk emerges from one of the slots on the 		
CF | wall, shoots across the passage, slices you into two pieces, and 		
CF | disappears through the opposite slot! Your separated halves fall on 		
CF | top of the pile of bones and your vision darkens until everything is 		
CF | black. 		
CF | 		
CF | 		
CF | 		
CF | ***Roll Credits. The End*** 		
CF | 		
CF | 		
CF | You built an undead army! It consisted of, a horde of shambling 		
CF | zombies led by an understandably annoyed Security Guard, the Count, 		
CF | the Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You managed to survive nine perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		DavidW says, "I think we need something from the passageway to put into the pedestal's depression."
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Krumar says, "The sheep has a colar and a lead but I guess it would be to much to ask to make a laso to pull the body back."
		Knight_Otu says, "(Thought maybe we were supposed to lead Wilma into the corridor of death.)"
		Knight_Otu says, "Also, we are nearing the three-hour mark."
		DavidW says, "I think Wilma does need to go there, but she's not scared of the critters."
		Jacqueline says, "For a second I got excited about how we have a lasso, but then remembered that was Mockingbird."
		Jacqueline says, "And yes, we've been going a while."
Knight_Otu says (to ClubFloyd), "tie whip into lasso" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | > 		
CF | > TIE WHIP INTO LASSO 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lasso guard" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | > 		
CF | > LASSO GUARD 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "This room is unfortunately not as engaging as the zombie ghost stories room was."
		Krumar asks, "can you tie the lead into a lasso?"
		Krumar says, "running low on ideas."
		DavidW says, "yeah, I was hoping for another story."
		Knight_Otu says, "It is pretty empty, and no atmospheric messages."
		DavidW says, "The lasso idea isn't working."
		Jacqueline says, "But I feel like that ghost stories room was probably the best section of the game and will be tough to beat for Ade."
DavidW says (to ClubFloyd), "whip wilma" 		
CF ] The Ruins of Men-nefer 9/748 		
CF | > 		
CF | > WHIP WILMA 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get collar" 		
CF ] The Ruins of Men-nefer 9/749 		
CF | > 		
CF | > GET COLLAR 		
CF | 		
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing 		
CF | teeth. 		
CF | 		
CF | > 		Jacqueline says, "Too bad we don't have a subplot here like in the Mummy movies."
DavidW says (to ClubFloyd), "poke wilma with needle" 		
CF ] The Ruins of Men-nefer 9/750 		
CF | > 		
CF | > POKE WILMA WITH NEEDLE 		
CF | 		
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing 		
CF | teeth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push wilma south" 		
CF ] The Ruins of Men-nefer 9/751 		
CF | > 		
CF | > PUSH WILMA SOUTH 		
CF | 		
CF | Wilma swiftly turns her head and snaps at your fingers with yellowing 		
CF | teeth. 		
CF | 		
CF | > 		Knight_Otu exclaims, "WILLMAAA!"
		MoyTravis says, "I am unsure if yelling at the sheep will prove productive."
		DavidW says, "oh, if only the critters had comments like in Flintstones."
		Krumar says, "It seems like the crocodile would scare wilma if we could get it here."
		MoyTravis asks, "Will it let you talk to Wilma?"
		Jacqueline says, "I think that was maybe a Flintstones reference, yelling Wilmaaaa"
		DavidW says, "That was us, not the game."
		MoyTravis asks, "...Flinstones?"
		Knight_Otu says, "Yeah, Flintstones."
		Jacqueline says (to DW), "Right"
DavidW says (to ClubFloyd), "ask Wilma about Fred" 		
CF ] The Ruins of Men-nefer 9/752 		
CF | > 		
CF | > ASK WILMA ABOUT FRED 		
CF | 		
CF | To talk to a person, in Dr Horror's House of Terror, just TALK TO 		
CF | them! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to wilma" 		
CF ] The Ruins of Men-nefer 9/753 		
CF | > 		
CF | > TALK TO WILMA 		
CF | 		
CF | The sheep just looks at you, curiously. 		
CF | 		
CF | > 		MoyTravis asks, "Uh, was Wilma the wife?"
		DavidW says, "Yes."
		Knight_Otu says, "Yeah."
		DavidW says, "The redhead."
		MoyTravis says, "Right. Cool. Fair 'nuff."
		MoyTravis says, "I, uh. I have never seen an episode of The Flinstones."
		Jacqueline says, "Okay. I'm going to head out. Save our game with a unique name, please."
		MoyTravis says, "'fore my time."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		MoyTravis asks, "A'ight, we callin' it?"
Knight_Otu says (to ClubFloyd), "cfhorrorwilma" 		
CF ] The Ruins of Men-nefer 9/753 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "yeah, let's stop here."
		Knight_Otu says, "I'm thinking that's unique enough."
		MoyTravis says, "Cool, thanks, was fun. This one's a long'n though."
		MoyTravis says, "I seriously doubt how many people beat it in 2 hours."
		MoyTravis says, "Unless they walkthrough'd it."
		Knight_Otu says, "But TOTALLY season-appropriate."
		DavidW says, "Not every author aims for a 2-hour game in the comp."
		Jacqueline says, "True"
		Jacqueline says, "And they don't have to."
		Knight_Otu says, "I mean, it won't take as long as... okay, I won't say it."
		Jacqueline says, "Just that votes are based on the first two hours of play."
		MoyTravis says, "Yeah, fair 'nuff."
		Jacqueline says (to KO), "ha"
		MoyTravis asks, "Craaaagneeeeeee?"
		Jacqueline says, "Nothing will ever take as long as that."
		Knight_Otu says, "Yes. The game I always reference when it comes to length."
		DavidW says, "oh, you haven't played Finding Martin. That's crazy difficult and long."
		DavidW says, "So is Mulldoon Legacy."
		DavidW says, "I never actually finished Finding Martin. Got stuck."
		Knight_Otu says, "Maybe we can check that one out once we're inevitably eaten by our undead army."
		Knight_Otu says, "Or we get tired of murdering innocent people in gruesome ways."
		DavidW says, "If we do attempt Finding Martin, we'll need extensive note-taking."
		DavidW says, "Finding Martin also has the most complicated pocketwatch in IF history."
		Knight_Otu says, "Hm."
		MoyTravis says, "Well, anyways, thanks y'all, cya 'round."
MoyTravis disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		DavidW says, "There's also a train that delivers food from a machine to other rooms, and time travel."
		Knight_Otu says, "Time travel? Oh dear."
		DavidW says, "The time travel bit is weird enough to include your past selves."
Krumar goes home. 		Knight_Otu says, "In a "don't meet them" fashion? Okay, maybe don't answer that."
		DavidW says, "It's a TADS game, which means it can duplicate anything and everything as much as it wants to."
		DavidW says, "The game remembers everything you did in the past and what inventory you had then."
		Knight_Otu says, "Man."
		DavidW says, "It's an insanity that I've never seen in any other game."
Roger disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		DavidW says, "The whole game is craziness. There's an early plot point that you're a good candidate for finding Martin because you wear different coloured socks."
		Knight_Otu blinks.
		DavidW says, "There's a piano that does different things if you play different music on it."
		DavidW says, "Like, if you want to fill the bathtub, you have to play a Rain tune, something like that."
		DavidW says, "And you'll even see flashbacks of people living in the house treating such things as normal."
		DavidW says, "Seriously bizarre and crackers."
		Knight_Otu says, "It sure sounds incredibly complex. And like a "save early and often" candidate."
		DavidW says, "oh yeah."
		DavidW says, "Very complex. I haven't even said the half of it."
		Knight_Otu says, "Even if it's designed to be merciful (which it doesn't quite sound like), at that complexity level, it's so easy to make a mistake that could make it not merciful."
		DavidW says, "I don't think it is merciful, no."
		DavidW says, "I don't think it can be."
		Knight_Otu gulps.
		Knight_Otu exclaims, "Anyway, I ought to log off for the day. Good night, and stay safe, everyone!"
		DavidW says, "Like I said, I got stuck. I was playing it with someone else in the toyroom, years ago."
Knight_Otu goes home. 		
DavidW disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
		
*** SESSION 4 *** 		
		DavidW says, "I have a walkthrough-in-progress page for this game up to where we've played, if people want to see it for maps or whatever."
		Krumar asks, "Where can we see that?"
		DavidW says, "[LINK]"
		Krumar exclaims, "Thanks!"
		Jacqueline exclaims, "Yeah - thanks!"
		DavidW says, "If I recall correctly, we killed a security guard but Wanda the sheep is still fine."
DavidW says (to ClubFloyd), "i" 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying Wilma's lead, a leather whip, a reel of strong 		
CF | cotton, a bone needle, a wicked little voodoo doll, a strawberry milk 		
CF | bottle, an evil book of black magic, a small brass key, a tea caddy 		
CF | and a stained crimson robe. You are wearing the Bracelet of 		
CF | Nefer-Kare, Buster's Stetson, a crucifix, a gold pocketwatch and a 		
CF | grey suit. 		
CF | 		
CF | > 		MoyTravis asks, "Was...was it Wanda?"
		Knight_Otu exclaims, "Thanks!"
		Knight_Otu says, "Wilma, I think."
		Jacqueline exclaims (at David), "Hooray maps!"
		DavidW says, "sorry, Wilma"
		Krumar says, "It's wilma, and she's fine,for now."
		MoyTravis exclaims, "...for NOW!"
		Knight_Otu says, "Until we murder her, too."
		DavidW says, "When I wrote up the notes, I discovered we can get the mummies now and leave Wilma alone."
		Krumar says, "We seem to need to get to a skeleton for something to put on the pedistal."
		DavidW says, "It's also possible to lead Wilma out of this studio if we need to."
		Jacqueline says, "ha omg I read the following: David says, 'but Wanda the sheep is still fine'... >INVENTORY - You are carrying Wilma's head, [...]"
		MoyTravis says, "Wait, really? We can lead Wilma out? Huh."
		DavidW says (to Krumar), "I thought so too, but I'm not so sure if we need anything from the deadly corridor."
		DavidW says, "We can get the mummies now without using Wilma or the crocodile at all."
		Knight_Otu says, "Weird."
		DavidW says, "Or entering the south corridor."
		DavidW says, "I don't know what this means."
		DavidW says, "Perhaps there's another puzzle here that I just didn't understand."
		Jacqueline says, "Maybe we use Wilma as bait for a werewolf later."
		Knight_Otu says, "Odd, considering the other studios were self-contained."
		Jacqueline says, "Maybe Wilma is just our new friend, who we rescue."
		DavidW says, "I also found a bug that if we return the critters to their cages, the security man shows up again. I had the live and dead versions simultaneously."
		Knight_Otu says (to Jacq), "And who certainly will retire to a nice farm."
		Krumar asks, "Any chance you tried to use the second one to trip the second trap?"
		DavidW says, "For what it's worth, we can also push the wheelbarrow from the other studio everywhere too. Wilma can't go up or down ladders,though, and I doubt the barrow travels that way either."
		Knight_Otu says, "Hm."
		DavidW says (to Krumar), "It wasn't a 'second' guard. It was the first guard and he trips the same first trap again."
		Krumar says, "That makes sense."
		DavidW says, "Also, if we enter now, we still trigger the first trap."
		Jacqueline says (to KO), "Look, maybe she does go to a farm upstate. Maybe I am learning to be optimistic and niave from our protagonist."
		Jacqueline says, "Optimism is good."
		Krumar says, "I thought if we enter without the guard we trip a trap that has spears, then teh second trap is a spinning blade."
		DavidW says (to Krumar), "well that may eventually happen, but I don't think it happens now."
		DavidW says, "So I'd like to finish this section (for now) and continue into another studio."
		Jacqueline asks, "You mean he set off the spears and now they're just set off? They don't reset?"
		DavidW says, "I saw nothing about resetting. Just that everyone that enters gets killed by spikes."
		Jacqueline says, "Okay, so they must reset. Got it."
		Knight_Otu says, "I suspect the one thing we#d learn from the path southward is that our friend in this studio died, a truly shocking truth we never saw coming."
		Krumar says, "I just looked at my scroll back and we got killed by a circular disk."
DavidW says (to ClubFloyd), "score" 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You are building an undead army! So far, it consists of, a horde of 		
CF | shambling zombies led by an understandably annoyed Security Guard, the 		
CF | Count, the Countess and their bloodthirsty vampire thralls. 		
CF | 		
CF | You have survived nine perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | 		
CF | > 		DavidW says (to Krumar), "huh."
		Jacqueline says (to KO), "That would be pretty shocking, yeah."
		Jacqueline says, "(For values of shocking that equal 'not at all shocking')"
		Krumar says, "CF | You bravely step into the gloom. Oh no! As soon as your foot hits the"
Krumar says (to ClubFloyd), "| floor of the passage you realise your terrible mistake! Suddenly, an" 		
Krumar says (to ClubFloyd), "| incredibly sharp circular disk emerges from one of the slots on the" 		
Krumar says (to ClubFloyd), "| wall, shoots across the passage, slices you into two pieces, and" 		
Krumar says (to ClubFloyd), "| disappears through the opposite slot! Your separated halves fall on" 		
Krumar says (to ClubFloyd), "| top of the pile of bones and your vision darkens until everything is" 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | FLOOR OF THE PASSAGE YOU REALISE YOUR TERRIBLE MISTAKE! SUDDENLY, 		
CF | AN 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | INCREDIBLY SHARP CIRCULAR DISK EMERGES FROM ONE OF THE SLOTS ON 		
CF | THE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | WALL, SHOOTS ACROSS THE PASSAGE, SLICES YOU INTO TWO PIECES, AND 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | DISAPPEARS THROUGH THE OPPOSITE SLOT! YOUR SEPARATED HALVES FALL 		
CF | ON 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | TOP OF THE PILE OF BONES AND YOUR VISION DARKENS UNTIL EVERYTHING 		
CF | IS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Krumar says (to ClubFloyd), "| blac" 		
CF ] The Ruins of Men-nefer 9/754 		
CF | > 		
CF | > | BLAC 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Krumar says, "sorry, messy copy and paste, won't do that again."
		DavidW asks, "Maybe I'm playing an older version at home than this one?"
		Knight_Otu says, "I suppose it's possible."
		Krumar says, "Don't know if it matters, just wanted to let you know."
		DavidW says, "I hesitate to draw strong conclusions about the corridor. I think it's still an open question, but we should still move on from it unless someone has a new idea for it."
		DavidW says, "We can't lasso anything. We can't send Wilma into it. We can't order zombies in."
		Jacqueline says (to Krumar), "No worries - pasting inside the channel is tricky, but possible. For future reference, type this, then hit enter: @paste ;: |"
		Jacqueline says, "Then paste in whatever you want. Line breaks are fine."
		Jacqueline says, "Then end by typing @endpaste on its own line."
		Knight_Otu says, "I have no clue how to de-trap the corridor."
		Jacqueline says, "We have nothing to use as a shield..."
		DavidW says, "Like, if we find a robot drone thing..."
		Jacqueline says, "I am fine with going somewhere else."
		Krumar says, "Lets go somewhere else."
		Jacqueline asks, "Usually we can't really use stuff from one area in another area, but who knows?"
		DavidW asks, "So, okay if I get the mummies?"
		Knight_Otu says, "Yes, I think so."
		Jacqueline says, "Maybe we will find a titanium box with little leg holes in it that we wear through the spikey room."
DavidW says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 9/755 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | Wilma stands contentedly near your legs. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Archaeological Dig Site 9/756 		
CF | > 		
CF | > D 		
CF | 		
CF | You'll not get Wilma down that ladder. You'd need to drop her lead 		
CF | first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop lead" 		
CF ] Archaeological Dig Site 9/757 		
CF | > 		
CF | > DROP LEAD 		
CF | 		
CF | You let go of Wilma's lead. Wilma just looks at you and continues to 		
CF | stand there, quietly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] The Tomb of Nefer-Kare 9/758 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Tomb of Nefer-Kare 		
CF | Above you, the square hole in the ceiling lets in just enough light to 		
CF | see the whole of this small, stone lined room. The air is oppressive, 		
CF | and dust, in a thick layer, covers the floor, stirring up with each of 		
CF | your footsteps. A wooden ladder stretches up into the studio. 		
CF | 		
CF | Against the walls of three sides of the tomb are ranks of closed 		
CF | ornate sarcophagi! 		
CF | 		
CF | On the north wall, all by itself, rests one huge closed golden 		
CF | sarcophagus. 		
CF | 		
CF | In the centre of the room, eerily lit by the light from the studio 		
CF | above, is a single stone pedestal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put bracelet in depression" 		
CF ] The Tomb of Nefer-Kare 9/759 		
CF | > 		
CF | > PUT BRACELET IN DEPRESSION 		
CF | 		
CF | You place the bracelet into the circular depression in the stone 		
CF | pedestal. It fits perfectly! Suddenly, from underneath your feet, 		
CF | there is a tremendous grinding sound! The huge mass of the pedestal 		
CF | begins to sink into the floor and, as it does, some machinery below 		
CF | the tomb is opening the doors of all the sarcophagi lined up on the 		
CF | walls! As they open, each one reveals an ancient mummified figure 		
CF | wrapped in decaying bandages. 		
CF | 		
CF | When the grinding stops, the pedestal has disappeared into the floor, 		
CF | leaving the Bracelet of Nefer-Kare lying in the dust. 		
CF | 		
CF | Inside the great golden sarcophagus is a figure larger than the rest. 		
CF | There is quiet for a moment and then, abruptly, the largest Mummy 		
CF | raises its arms and starts to move towards you, groaning hideously. 		
CF | You glance wildly around. Now all the other dreadful mummified 		
CF | creatures are following its lead. You are surrounded by a circle of 		
CF | slowly advancing Mummies, each with their arms raised towards you! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear bracelet" 		
CF ] The Tomb of Nefer-Kare 10/760 		
CF | > 		
CF | > WEAR BRACELET 		
CF | 		
CF | (first taking the Bracelet of Nefer-Kare) 		
CF | You hurriedly push the bracelet over your hand and onto your wrist. As 		
CF | soon as you are wearing it, all of the Mummies let loose a terrible 		
CF | howl of dismay, but they stop their movement towards you. It must be 		
CF | the power of the bracelet! It must allow you to master Nefer-Kare and 		
CF | all his ancient servants! 		
CF | 		
CF | "Shit," says Nefer-Kare in his tomb-like dusty voice. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to nefer" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | > 		
CF | > TALK TO NEFER 		
CF | 		
CF | Will Nefer-Kare understand you? You gesture to the Mummy, point at the 		
CF | bracelet on your wrist, then point towards the opening in the ceiling. 		
CF | Surely the Mummy must understand what you mean. 		
CF | 		
CF | "What is it you want, foolish mortal," snaps the Mummy. "How dare you 		
CF | not genuflect before the greatest of Pharaohs" 		
CF | 		
CF | (1) - "You speak our language well." 		
CF | 		
CF | You say > 		Knight_Otu exclaims, "Language!"
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "You've really got to grips with our language," you say. 		
CF | 		
CF | "Of course!" replies Nefer-Kare. "I have had many years in this world. 		
CF | I have learned the language of your people. It was no hardship. And it 		
CF | was...required of me to do so." At this last part, the Mummy shakes 		
CF | his great head. "Never before have I been in the power of mortals. It 		
CF | is not right that such a great king as I should be so." 		
CF | 		
CF | (1) - "Why are you here?" 		
CF | (2) - "Who has power over you?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Why are you here?" you say. "I would have thought you'd be in Egypt." 		
CF | 		
CF | The Mummy hisses angrily. "I slept the great sleep of the dead with my 		
CF | servants around me," he says, his voice cold and harsh. "Then, one 		
CF | day, I awoke in my tomb, surrounded by humans in crimson robes. With 		
CF | the power of demons, they had spun hexes around me that bound my limbs 		
CF | and clouded my mind! It was that man Arnie Mallet. He calls me by my 		
CF | name and I must obey! He had, like you have now, my bracelet. And thus 		
CF | I am required to," and here, he is almost spitting with contempt, 		
CF | "read out lines from a script for the entertainments of the commoner!" 		
CF | 		
CF | (1) - "Tell me more about the bracelet." 		
CF | (2) - "Would you like to be free?" 		
CF | 		
CF | You say > 		DavidW says, "sorry, I might've gone too fast there."
		burl says, "hey sorry to miss a week on a long game. i'm curious what our inventory is"
		DavidW says, "Let me know if you've read all that."
DavidW says (to ClubFloyd), "i" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > I 		
CF | 		
CF | You are in the middle of a conversation! 		
CF | 		
CF | You say > 		DavidW says (to burl), "I'll check when we're out of conversation."
		Knight_Otu says, "I'm caught up."
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Tell me more about the bracelet," you say. 		
CF | 		
CF | "Ah," says Nefer-Kare, "a wise question, mortal. The bracelet you wear 		
CF | was crafted by the greatest of Egyptian magicians at the behest of the 		
CF | great queen Balthamer! She had a mind to rule all of Egypt and she 		
CF | thought to control me and thus destroy me! Me, the great pharaoh 		
CF | Nefer-Kare! Foolish!" 		
CF | 		
CF | (1) - "and....?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "And?" you say. "What happened?" 		
CF | 		
CF | "Never you mind," snaps the Pharaoh. "I do not wish to discuss it." 		
CF | 		
CF | (1) - "Would you like to be free?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Would you like to be free to return to your tomb?" you ask. 		
CF | 		
CF | Nefer-Kare gives a monstrous dusty laugh. "My tomb?" he says, his 		
CF | voice booming with derision. "I am awake now, mortal, after an 		
CF | eternity in darkness. I will have my revenge! All those who stood 		
CF | against me will fall to my undead servants. I will rend them limb from 		
CF | limb. I will commit their souls to the pitiless demons of the pit. 		
CF | Then, when all my enemies have fallen, I will take power over this 		
CF | world and rule for all eternity!" 		
CF | 		
CF | You risk a glance at the mummified servants stumbling about. They 		
CF | probably looked in better shape in the past. Maybe in ancient Egypt, 		
CF | they might have been a force to be reckoned with. 		
CF | 		
CF | (1) - "One step at a time, maybe?" 		
CF | 		
CF | You say > 		PhilGoetz says, "version"
		PhilGoetz says, "version"
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Maybe we should focus on Arnie and his cult first," you say. "They're 		
CF | about to summon a demon called Astaroth and all his demonic hordes." 		
CF | 		
CF | "Astaroth, eh," says Nefer-Kare. You're not sure - it's difficult to 		
CF | read the body language of a mummified corpse - but you think he might 		
CF | be a little worried. "I have heard of this demon," continues the 		
CF | Pharaoh, "despite its...reputation...I am sure he will be no match for 		
CF | me and my guard." 		
CF | 		
CF | "And all his demonic hordes?" you ask. 		
CF | 		
CF | There is a moment's silence while Nefer-Kare digests this. "Well," he 		
CF | says, eventually, "what would you suggest, mortal?" 		
CF | 		
CF | (1) - "Join my undead army!" 		
CF | 		
CF | You say > 		PhilGoetz says, "oops."
		PhilGoetz says, "oops."
		DavidW asks, "Okay to continue?"
		Knight_Otu says, "Yes."
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "There are other undead enslaved in the studio," you say. "I'm 		
CF | building an undead army!" 		
CF | 		
CF | The Mummy nods his great head. "Yes, this is a good plan," he says, 		
CF | "The great Nefer-Kare will command this army! I will lead them to a 		
CF | glorious victory over the stain on this world that is Arnie Mallet. I 		
CF | will crush his demonic hordes and send them howling back to hell!" 		
CF | 		
CF | You can't help but wince a little on the inside. Things might get 		
CF | interesting when Nefer-Kare meets the Countess. Oh well, not your 		
CF | problem. 		
CF | 		MoyTravis says, "Mrmyarp."
CF | "Where is this army of which you speak," continues the Pharaoh. "I 		
CF | will take my servants and assess it." 		
CF | 		
CF | (1) - "We're meeting in the southern end of the main lot." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "We're meeting in the southern end of the main lot," you tell the 		
CF | Mummy. 		
CF | 		
CF | "Very well," says the Pharaoh, "Onwards to victory and power!" 		
CF | 		
CF | Nefer Kare turns away from you and gestures to his servants. One by 		
CF | one, the Mummies awkwardly climb the ladder and disappear into the 		
CF | studio. 		
CF | 		
CF | You have grown your Undead Army! 		
CF | 		
CF | Suddenly, the air is rent by what sounds like the pealing of a huge 		
CF | bell! But it's cracked. The note of the bell is awful - a dreadful 		
CF | warped clanging. It tolls three times, each time getting louder, until 		
CF | it feels like your very eyeballs are vibrating. The last peal of the 		
CF | bell dies away. Something has changed! The very texture of the air is 		
CF | different. There is evil afoot! 		
CF | 		
CF | > 		Jacqueline exclaims, "Reading so much stuff!"
		burl says (to Jacqueline), "hi! newbie question, i can't see yalls game commands and i'm wondering if i need to change channel views somehow"
		Jacqueline asks, "Hold a sec?"
		MoyTravis says, "Reading good though! I like reading."
		Jacqueline says (to burl), "Oh, hi."
		MoyTravis asks, "I mean. I guess it depends on how - oh, wait, you're not, like, in the clubhouse?"
		Jacqueline says, "One sec, let me finish reading this, then I will come get you."
		burl says (to Jacqueline), "no problem! i have no idea when is a good moment haha so whenever is a good chatty pause"
Jacqueline gets ClubFloyd Pass 08. 		
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		PhilGoetz says, "testing"
		Jacqueline says, "Burl, you should now be able to type the word CLUBHOUSE (all on its own line, like a direction akin to NORTH)"
burl has arrived. 		
DavidW says (to ClubFloyd), "version" 		
CF ] The Tomb of Nefer-Kare 10/761 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | Dr Horror's House of Terror 		
CF | A horrifying tale of the restless dead and their world of unspeakable 		
CF | evil!!! by Ade 		
CF | Release 1 / Serial number 211121 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | Identification number: //37AABAE4-E3A1-4D80-BBFB-8FA3D820BC26// 		
CF | Interpreter version 1.3.1 / VM 3.1.2 / Library serial number 080126 		
CF | Standard Rules version 3/120430 by Graham Nelson 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Archaeological Dig Site 10/762 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Archaeological Dig Site 10/763 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a leather whip, a reel of strong cotton, a bone 		
CF | needle, a wicked little voodoo doll, a strawberry milk bottle, an evil 		
CF | book of black magic, a small brass key, a tea caddy and a stained 		
CF | crimson robe. You are wearing the Bracelet of Nefer-Kare, Buster's 		
CF | Stetson, a crucifix, a gold pocketwatch and a grey suit. 		
CF | 		
CF | > 		PhilGoetz says, "I'm using the web client, and it keeps erasing what I'm typing, and frequently scrolls back a page."
		Jacqueline asks (of Phil), "Do you also need a CLUBHOUSE pass?"
		burl exclaims, "thanks Jacqueline!"
		Jacqueline says (to PhilGoetz), "Yeah, the web client is no bueno - recommend downloading something."
		PhilGoetz exclaims, "I've got one; thanks!"
Jacqueline has arrived. 		Jacqueline says (to Phil), "Oh - I thought it said that you were in Dorm B"
		Jacqueline says, "Okay. I think we can carry on now. Thanks for the pause."
DavidW says (to ClubFloyd), "take lead" 		
CF ] Archaeological Dig Site 10/764 		
CF | > 		
CF | > TAKE LEAD 		
CF | 		
CF | You grab Wilma's lead. The sheep looks at you in mild surprise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 10/765 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | You can also see a jaunty hat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take hat" 		
CF ] The Shrine of the Sphinx 10/766 		
CF | > 		
CF | > TAKE HAT 		
CF | 		
CF | (the jaunty hat) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 10/767 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | You can also see a cage of snakes here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop lead" 		
CF ] Studio Menagerie 10/768 		
CF | > 		
CF | > DROP LEAD 		
CF | 		
CF | You let go of Wilma's lead. Wilma just looks at you and continues to 		
CF | stand there, quietly. 		
CF | 		
CF | > 		DavidW says, "By the way, the stetson was necessary for the roaches, snakes, rats, spiders, and scorpions to not attack us when they're loose."
		PhilGoetz says, "typing "clubfloyd" doesn't teleport me."
		Knight_Otu says, "Oh. Well trained creatures."
		Jacqueline says, "It is important to channel one's inner Indy."
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot South 10/769 		
CF | > 		
CF | > W 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		MoyTravis says, ""clubhouse" I think."
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess grabs your arm. "Well done," she hisses. "Good work with 		
CF | the Mummy and his servants. Shame he's a bit of an idiot. I've had to 		
CF | have a few strong words with him. He came in here like he owned the 		
CF | place." She looks over at Nefer-Kare and waves. The Mummy looks away 		
CF | quickly. "Don't worry," she says. "He knows who's in charge now." 		
CF | 		
CF | Suddenly, the Countess snaps her head up to face the studio office 		
CF | building. "The demon has been summoned, the sacrifice made!" she 		
CF | shrieks, her face going even whiter. "Can't you feel it! The Cathedral 		
CF | of Bone has been built and locked with the power of all of Hell's 		
CF | dominion! You need to hurry. The demonic hordes gather strength even 		
CF | as we speak!" 		
CF | 		
CF | > 		PhilGoetz says, "oh, wait"
PhilGoetz has arrived. 		
Roger has arrived. 		DavidW says, "We have two more studios to explore and solve. One is west from here. The other is north then west."
		Jacqueline says, "This has some very good writing moments."
		DavidW says, "Also, I think we want to go north briefly regardless."
		Knight_Otu says, "We can do that, sure."
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 10/770 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door, 		
CF | a sign. The lot continues to the south into shadow. 		
CF | 		
CF | Wait! Something is different. It takes you a moment, but then you 		
CF | realise. The glass doors into the offices to the north have been 		
CF | replaced by gigantic doors that seem to be made entirely from human 		
CF | bones. The doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. On one of the spikes is impaled a human head! 		
CF | 		
CF | > 		Jacqueline says, "I don't understand why the pit of stakes matters now that we have Nefer-Kare and his mummies."
		Jacqueline asks, "We don't, do we?"
		DavidW says, "We have the mummies in our army now, yes."
		Jacqueline says, "I like how we're like, 'Hm... something is different... oh right, the doorframe is now made of skulls'"
DavidW says (to ClubFloyd), "x head" 		
CF ] Studio Lot North 10/771 		
CF | > 		
CF | > X HEAD 		
CF | 		
CF | You look closely at the head and turn away in horror! It's the 		
CF | decapitated head of Harry Higginbotham, your Director! So Arnie 		
CF | carried out his threat of using him as the sacrifice, then! 		
CF | 		
CF | Harry's head is wide eyed and set in an expression of terror! 		
CF | 		
CF | > 		MoyTravis says, "RIP that guy."
DavidW says (to ClubFloyd), "x doors" 		
CF ] Studio Lot North 10/771 		
CF | > 		
CF | > X DOORS 		
CF | 		
CF | Which do you mean, Studio 2 door, the great doors of bone or Studio 1 		
CF | door? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bone" 		
CF ] Studio Lot North 10/772 		
CF | > 		
CF | > BONE 		
CF | 		
CF | The huge closed doors are made entirely from human bones surrounded by 		
CF | a frame of skulls! 		
CF | 		
CF | > 		Knight_Otu says, "Evil cult is evil. Who knew."
DavidW says (to ClubFloyd), "x skulls" 		
CF ] Studio Lot North 10/773 		
CF | > 		
CF | > X SKULLS 		
CF | 		
CF | The huge closed doors are made entirely from human bones surrounded by 		
CF | a frame of skulls! 		
CF | 		
CF | > 		PhilGoetz says, "I'm in the clubhouse, but this isn't where the playthru is happening."
DavidW says (to ClubFloyd), "x bones" 		
CF ] Studio Lot North 10/774 		
CF | > 		
CF | > X BONES 		
CF | 		
CF | The huge closed doors are made entirely from human bones surrounded by 		
CF | a frame of skulls! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open doors" 		
CF ] Studio Lot North 10/774 		
CF | > 		
CF | > OPEN DOORS 		
CF | 		
CF | Which do you mean, Studio 2 door, the great doors of bone or Studio 1 		
CF | door? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bone" 		
CF ] Studio Lot North 10/775 		
CF | > 		
CF | > BONE 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		DavidW says, "and boned"
		Knight_Otu says (to Phil), "That's odd. We're here and seeing the playthrough."
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		DavidW asks, "So... studio 1 or studio 4 next?"
		Krumar says, "Sounds like Phil can't see the game."
		MoyTravis says, "Either've 'em."
		Jacqueline says, "where"
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		Jacqueline says, "oops"
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		MoyTravis says, "Phil also appears to be, uh, having...connection issues."
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		PhilGoetz asks, "oh, I guess it gets reported to us here? like, one person is in the game, and the rest get the output, and talk to that person on the club channel?"
		Jacqueline says (to Travis), "Phil is on the aforementioned web client."
		Knight_Otu asks, "Might be the client Phil uses? Along with the repetition issue?"
		DavidW says, "This is why people need to use a proper client."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		MoyTravis asks, "Can you, uh, try a different client, Phil?"
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		Jacqueline asks (of Phile), "That's the web client. It does that. Can you download a client?"
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		Jacqueline smiles and says, "This transcript is going to be fun to edit."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "I don't know why it prints everything I say over and over again."
		PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
		PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
		PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
		Matthew says, "Many of us on Windows use BeipMU."
		PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
		PhilGoetz says, "what's a good client? I have no mud clients. Surprisingly, cygwin also has no mud clients."
		Krumar says, "I think you should hve a copy up just like, raw game play :-P"
		PhilGoetz says, "I must turn auto-refresh off, because it keeps reprinting my last command locally. But this means I won't see anything anyone types, except after I type something."
		Jacqueline says (to Phil), "Can you use windows compatible stuff? If so, MUSHclient is an easy to set up download."
		Jacqueline says, "If you need something more linux-y, Tinyfugue is a good telnet client that you can use to get to the mud."
		Jacqueline says, "But it would be ideal if you left to sort that out and join us later or next week, unfortunately, because everything you say is printing up to a dozen times."
		PhilGoetz says, "darn it, it's a windows app. That means I can never find it again. I so hate how microsoft implements "apps" now. I'm gonna be afk, trying to find a client I can download and install myself."
		Jacqueline says (to DW), "I think we can proceed now."
		Jacqueline says (to PhilGoetz), "Take care - MUSHclient is my rec for Windows. It's free, last I looked."
DavidW says (to ClubFloyd), "x sign 1" 		
CF ] Studio Lot North 10/776 		
CF | > 		
CF | > X SIGN 1 		
CF | 		
CF | The sign reads "Blood of the Werewolf's Claw" and then, in slightly 		
CF | smaller letters, "Dir: Benny Tibbings". 		
CF | 		
CF | > 		DavidW asks, "Do we want to do the werewolves next?"
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 10/777 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign 4" 		
CF ] Studio Lot South 10/778 		
CF | > 		
CF | > X SIGN 4 		
CF | 		
CF | "The Vengeance of the Monster" and, under the title, "Dir: Cecil 		
CF | DeCrancy". 		
CF | 		
CF | The vampire thralls mutter to one another. "We should be getting out 		
CF | of here," says one. 		
CF | 		
CF | > 		Jacqueline says, "oh... oh no"
		Jacqueline says, "Not werewolves."
		Jacqueline says, "NO ONE IS ALLOWED TO HARM WILMA"
		DavidW asks, "The 'monster' is the other choice. Maybe a 'Frankie' monster?"
		Krumar says, "I would like to do the monster one."
		DavidW says, "okay"
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Workshop 10/779 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening Studio 4 door) 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | On one of the trestles is a coiled up length of cord. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		Knight_Otu says, "We do need all of them, but sure, Frankenstein first."
DavidW says (to ClubFloyd), "take cord" 		
CF ] Studio Workshop 10/780 		
CF | > 		
CF | > TAKE CORD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cord" 		
CF ] Studio Workshop 10/781 		
CF | > 		
CF | > X CORD 		
CF | 		
CF | It looks like electric cabling. On both ends of the long piece of cord 		
CF | is some sort of metal clip. You imagine that you could attach the cord 		
CF | to something. If you could find something to attach it to. 		
CF | 		
CF | > 		Krumar says, "Sounds like a jumper cable."
		DavidW says, "Like, a neck bolt and a car engine."
		Jacqueline says, "yep"
		DavidW says, "yes, exactly a jumper cable."
DavidW says (to ClubFloyd), "x paint" 		
CF ] Studio Workshop 10/782 		
CF | > 		
CF | > X PAINT 		
CF | 		
CF | Stacked up in the corners, the paints seems to be all colours of the 		
CF | rainbow, although it's hard to tell in this dim light. 		
CF | 		
CF | You can hear footsteps to the west. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] Studio Workshop 10/783 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the footsteps tap ever 		
CF | closer. 		
CF | 		
CF | A security guard walks in through the door to the west. 		
CF | 		
CF | The Guard shines her torch around the set, playing it into the 		
CF | shadows. Fortunately, it looks like her mind is only half on her job 		
CF | as she's not really looking. She's got her nose in a book! 		
CF | 		
CF | She flicks over a page. 		
CF | 		
CF | > 		burl says, "can we save"
		Roger says, "our life's in jeopardy, baby"
DavidW says (to ClubFloyd), "x book" 		
CF ] Studio Workshop 10/784 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | (the evil book of black magic) 		
CF | You cautiously open the cover of the book. The pages inside are 		
CF | yellowed and ancient and marked with mould. It seems to be a book of 		
CF | black magic! According to the title page, the book is called "Malleus 		
CF | Malum Habentis Mortem" - whatever that means. You can't understand 		
CF | most of it, and much of it is so faded and stained that you can't read 		
CF | it, but flicking through, there are a few pages you can make out. 		
CF | 		
CF | One page is titled "Summon," another "Raise Dead" and a third is 		
CF | "Banish". You could probably READ each of these pages. Read Summon, 		
CF | for example. 		
CF | 		
CF | The security guard closes her book and saunters out through the south 		
CF | door. You come out of hiding. 		
CF | 		
CF | > 		DavidW says, "oops. wrong book"
		Krumar asks, "x guard?"
		DavidW says, "She's gone now"
		MoyTravis says, "UNDO is always an option."
DavidW says (to ClubFloyd), "undo" 		
CF ] Studio Workshop 10/783 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Studio Workshop 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guard" 		
CF ] Studio Workshop 10/784 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | The guard is a youngish, slim and academic looking woman in a red 		
CF | uniform. She has her nose in the pages of a book as she wanders around 		
CF | the set. You notice a squarish bulge in her back pocket. As you look, 		
CF | she pats it protectively as if to check it's still there. 		
CF | 		
CF | The security guard closes her book and saunters out through the south 		
CF | door. You come out of hiding. 		
CF | 		
CF | > 		burl says, "i hope it's a cheesy horror book"
		DavidW says, "ah, we have to kill this guard too, I see, for the token of protection she carries."
		Knight_Otu says, "Another innocent guard we will be murdering."
		MoyTravis says, "That do be how it goes."
DavidW says (to ClubFloyd), "x paint" 		
CF ] Studio Workshop 10/785 		
CF | > 		
CF | > X PAINT 		
CF | 		
CF | Stacked up in the corners, the paints seems to be all colours of the 		
CF | rainbow, although it's hard to tell in this dim light. 		
CF | 		
CF | You can hear footsteps to the south. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		Roger says, "excuse me, fellow travellers"
DavidW says (to ClubFloyd), "s" 		
CF ] The Laboratory of Dr Von Hummels 10/786 		
CF | > 		
CF | > S 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | There's something in the centre of the slab. You can't work out what 		
CF | it is at first, but then you realize. The shapeless mass is a human 		
CF | torso with no limbs or head! You turn away in horror! Surely it's just 		
CF | a prop, but it's so realistic looking! 		
CF | 		
CF | You can hear footsteps to the south. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		
Roger goes home. 		Knight_Otu says, "I wonder what the protective charm is for a Frankenstein monster."
		Krumar says, "I bet is has to do with fire."
		Knight_Otu says, "Right. Fire bad."
		Krumar says, "Got to find some body parts now."
		Knight_Otu says, "Also, once more our protagonist fails to see the obvious."
		DavidW asks, "hey gang, remember the legs in the fridge?"
		burl says, "and a torch"
		DavidW asks, "The head on the bone door?"
		Knight_Otu says, "I guess there are limbs in that fridge."
		DavidW says, "I think we need to build our own monster."
		Knight_Otu says, "I wonder. The other studios were self-contained, and you surely can get into this studio as the second one, before the head appears."
		Krumar says, "It would be neat if you could choose different body parts to get different monsters."
		DavidW says, "It's possible that this one has to be solved last."
		MoyTravis says, "That seems like a mean thing to do."
		burl says, "bringing a monster to life does feel like a grand finale"
		Knight_Otu says, "Hm."
		DavidW says, "Also, I now know what the needle and thread are for. Sewing body parts together."
		Knight_Otu says, "Makes sense."
		Krumar asks, "That remdinds me, shouldn't we get something like the needle and thread from the mummy set?"
		Krumar says, "That makes sense."
		DavidW says (to Krumar), "That's been bothering me too."
		Krumar says, "It might be what is in the skeleton."
		DavidW says, "Regardless, we still can't deal with that corridor."
DavidW says (to ClubFloyd), "x table" 		
CF ] The Laboratory of Dr Von Hummels 10/787 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | The table is covered in a mass of complicated laboratory equipment. 		
CF | 		
CF | > 		Krumar asks, "should we try to get the legs?"
		Knight_Otu says, "Hm, again."
		DavidW says (to Krumar), "not yet. I have no desire to carry legs."
		Knight_Otu says, "I vote that we first explore this studio."
		MoyTravis says, "Concur."
DavidW says (to ClubFloyd), "x torso" 		
CF ] The Laboratory of Dr Von Hummels 10/788 		
CF | > 		
CF | > X TORSO 		
CF | 		
CF | The limbless, headless torso is so realistic! There's even a tattoo of 		
CF | a bird on its shoulder. A bit like the one your actor friend, Jimmy 		
CF | McLart, has! 		
CF | 		
CF | > 		Knight_Otu says, "Protagonist..."
		MoyTravis exclaims, "Look, writing two versions of all the different scenes would be a lot of work!"
		MoyTravis says, "Also it's pretty funny."
DavidW says (to ClubFloyd), "look" 		
CF ] The Laboratory of Dr Von Hummels 10/789 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless, headless human torso! 		
CF | 		
CF | You can hear footsteps to the north. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Crematorium 10/790 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Crematorium 		
CF | The whole set is painted the same light green you see in a hospital 		
CF | ward. You know this is a crematorium because of the word "Crematorium" 		
CF | written in large white letters on the wall. You assume this is to let 		
CF | the audience know too without too much exposition. Dark gaps in the 		
CF | set walls lead north and west. 		
CF | 		
CF | On one wall is the open door to what must be the cremation oven! 		
CF | 		
CF | Extending from the oven into the centre of the room is a wheeled metal 		
CF | gurney. 		
CF | 		
CF | You can hear footsteps to the north. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		Jacqueline says, "I think you are likely right - this might be the grand finale and we should do the werewolves first."
		Knight_Otu says, "True enough."
DavidW says (to ClubFloyd), "hide" 		
CF ] Crematorium 10/791 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the footsteps tap ever 		
CF | closer. 		
CF | 		
CF | A security guard walks in through the door to the north. 		
CF | 		
CF | The Guard flicks her torch around the set in a half hearted fashion. 		
CF | Then, with a guilty glance around, she lies on the gurney and puts her 		
CF | feet up! She opens her book and starts to read, chuckling to herself 		
CF | every now and again. Oh no! You hope she's not going to be here for 		
CF | long! The fate of the world is at stake! 		
CF | 		
CF | She sighs heavily and turns the page over. 		
CF | 		
CF | > 		MoyTravis asks, "I'd be annoyed with the game if it turned out like that - why not just gate us out of this one then?"
		MoyTravis asks, "Do we murder, and then reanimate, this one?"
		Jacqueline says, "It's part of the puzzle."
		Jacqueline says, "She might have some body parts we use. Possibly."
		MoyTravis says, "Or...murder and swap out body parts? Grim."
		DavidW asks, "are we... supposed to dump her into the oven?"
		Krumar says, "I think we push her into the oven."
		Jacqueline says, "I am not annoyed if this is the last puzzle and we have to do the other first. That seems pretty standard."
		Knight_Otu says, "I don't think we do, but who knows."
DavidW says (to ClubFloyd), "push guard" 		
CF ] Studio Lot South 10/792 		
CF | > 		
CF | > PUSH GUARD 		
CF | 		
CF | Your movement attracts the attention of the security guard. She sees 		
CF | you immediately. "Whoah," she says. "You shouldn't be in here, 		
CF | friend!" She sighs, closes her book, and grabs you by the arm. "Let's 		
CF | go. I can't have people in here at night. I'll get fired!" 		
CF | 		
CF | You struggle feebly, but it's no use - she's stronger than she looks. 		
CF | The Guard shuffles you outside the studio. "Wow," she grins. "You 		
CF | actors are killing me." She gives you a big thumbs up before 		
CF | disappearing back into the studio. 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | You can't reach into The Laboratory of Dr Von Hummels. 		
CF | 		
CF | > 		MoyTravis says, "Well, for parser games interlocking/overlapping puzzles are pretty normal, but for this game they're all self-contained so far."
DavidW says (to ClubFloyd), "undo" 		
CF ] Crematorium 10/791 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Crematorium 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Yep, and one of them is just different."
		DavidW says, "It's not as simple as PUSH GUARD."
		Knight_Otu nods.
DavidW says (to ClubFloyd), "x guard's book" 		
CF ] Crematorium 10/792 		
CF | > 		
CF | > X GUARD'S BOOK 		
CF | 		
CF | You can't make out the title from here, bur the cover is pretty lurid. 		
CF | 		
CF | The security guard closes her book with a sigh, gets off the gurney, 		
CF | and ambles out through the west door. You come out of hiding. 		
CF | 		
CF | > 		MoyTravis asks, "Can we rig the gurney somehow?"
		DavidW says, "okay, she merely stops here a little."
DavidW says (to ClubFloyd), "x gurney" 		
CF ] Crematorium 10/793 		
CF | > 		
CF | > X GURNEY 		
CF | 		
CF | It's a flat topped metal trolley, about long enough for a person. It's 		
CF | attached to the oven by metal rods. It looks like you could push it 		
CF | and it would go into the oven, or pull it out again. 		
CF | 		
CF | You can hear footsteps to the west. They seem to be slowly receding 		
CF | into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push gurney" 		
CF ] Crematorium 10/794 		
CF | > 		
CF | > PUSH GURNEY 		
CF | 		
CF | You push on the gurney, and it smoothly slides into the cremation 		
CF | oven. 		
CF | 		
CF | > 		DavidW asks, "so, now what, wait and see if we can close the oven with her inside? Do you think she'd do that?"
		DavidW asks, "Or do we leave the gurney out and push the gurney instead of pushing the guard?"
		Knight_Otu says, "I suspect the latter."
		MoyTravis says, "Prolly that last one."
DavidW says (to ClubFloyd), "pull gurney" 		
CF ] Crematorium 10/795 		
CF | > 		
CF | > PULL GURNEY 		
CF | 		
CF | The gurney slides smoothly out of the oven and into the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Crematorium 10/796 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You can hear footsteps to the north. They seem to be getting closer! 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] Crematorium 10/797 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the footsteps tap ever 		
CF | closer. 		
CF | 		
CF | A security guard walks in through the door to the north. 		
CF | 		
CF | The Guard flicks her torch around the set in a half hearted fashion. 		
CF | Then, with a guilty glance around, she lies on the gurney and puts her 		
CF | feet up! She opens her book and starts to read, chuckling to herself 		
CF | every now and again. Oh no! You hope she's not going to be here for 		
CF | long! The fate of the world is at stake! 		
CF | 		
CF | She chuckles under her breath at something she's reading. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push gurney" 		
CF ] Crematorium 10/798 		
CF | > 		
CF | > PUSH GURNEY 		
CF | 		
CF | You leap out from the shadows and before the Guard knows what's 		
CF | happening you push on the end of the gurney and it slides smoothly 		
CF | into the oven with the Guard still on it! 		
CF | 		
CF | "Hey" she shouts, in a muffled voice, "what's going on?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close oven" 		
CF ] Crematorium 10/799 		
CF | > 		
CF | > CLOSE OVEN 		
CF | 		
CF | The metal door slams shut with an ominous boom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on oven" 		
CF ] Crematorium 10/800 		
CF | > 		
CF | > TURN ON OVEN 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | There is a tapping noise coming from inside the oven. 		
CF | 		
CF | > 		
PhilGoetz goes home. 		
DavidW says (to ClubFloyd), "x oven" 		
CF ] Crematorium 10/801 		
CF | > 		
CF | > X OVEN 		
CF | 		
CF | The oven is closed. You'd need to open it to get a better look inside. 		
CF | 		
CF | Next to the oven door is a large green button. 		
CF | 		
CF | You hear muffled shouting coming from inside the oven. 		
CF | 		
CF | > 		Krumar says, "man we are killing quick now."
		DavidW says, "well, look. A happy green button."
DavidW says (to ClubFloyd), "push green button" 		
CF ] Crematorium 11/802 		
CF | > 		
CF | > PUSH GREEN BUTTON 		
CF | 		
CF | You can't think too much about the dreadful choices you must make! You 		
CF | reach forward and slam your hand onto the green button. 		
CF | 		
CF | The button clicks and there is a moment's silence. Then a sudden roar 		
CF | of noise from inside the oven. You can feel the heat coming off from 		
CF | it! The roaring only lasts a few moments, then silence once more other 		
CF | than the occasional plink of cooling metal. Then, only more silence. 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open oven" 		
CF ] Crematorium 11/803 		
CF | > 		
CF | > OPEN OVEN 		
CF | 		
CF | You close your eyes in anticipation of the horrors that await you in 		
CF | the oven! The metal door creaks open slowly and, to your relief there 		
CF | is nothing in there other than a wisp of greasy smoke which quickly 		
CF | dissipates. 		
CF | 		
CF | At least you thought there was nothing. A little metal box sits on the 		
CF | gurney! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take box" 		
CF ] Crematorium 11/804 		
CF | > 		
CF | > TAKE BOX 		
CF | 		
CF | You grab the metallic box. Why, it's a little music box with a small 		
CF | wind-up handle on the side! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wind box" 		
CF ] Crematorium 11/805 		
CF | > 		
CF | > WIND BOX 		
CF | 		
CF | The music box begins to play a tinny, but pleasant little tinkly tune. 		
CF | You almost recognize it, but not quite. 		
CF | 		
CF | > 		Knight_Otu says, "Rest in peace."
		burl says, "oooh is it a song that controls magic creatures"
		DavidW says, "Music hath charms etc etc"
DavidW says (to ClubFloyd), "w" 		
CF ] The Castle Rooftop 11/806 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | The plunking sounds from the plinky little music box fills the air. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, ISTR that the monster was soothed by music."
		burl asks, "is the metal spike something we eventually connect the jumper cable to?"
		Jacqueline says, "Also, cremation is not that efficent."
		Jacqueline says, "But anyway."
		DavidW says, "I think the spike is more likely a lightning rod."
DavidW says (to ClubFloyd), "x spike" 		
CF ] The Castle Rooftop 11/807 		
CF | > 		
CF | > X SPIKE 		
CF | 		
CF | The spike is attached to the centre of the dome. A copper band runs 		
CF | from it down the side of the roof to just above the walkway. 		
CF | 		
CF | At the bottom end of the copper band is a round metal ring. 		
CF | 		
CF | You can't help but hum along to the little tune coming out of the 		
CF | music box. 		
CF | 		
CF | > 		Krumar asks, "attach cable to the ring?"
		Krumar says, "or whatever that wire is."
		DavidW says, "okay, I'm guessing the wheel raises the slab to here, and we connect the cord from the ring to the monster when built."
DavidW says (to ClubFloyd), "x wheel" 		
CF ] The Castle Rooftop 11/808 		
CF | > 		
CF | > X WHEEL 		
CF | 		
CF | The wheel is set into the floor. It definitely looks like it could be 		
CF | turned by hand. 		
CF | 		
CF | The little music box is still playing a tinkly little tune. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn wheel" 		
CF ] The Castle Rooftop 11/809 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | You turn the wheel. It's easy at first but gradually gets harder and 		
CF | harder until you can't turn it anymore. 		
CF | 		
CF | For some reason, the hairs on the back of your neck begin to rise and 		
CF | your skin prickles. 		
CF | 		
CF | The music box finishes its tune and the tinny music stops. 		
CF | 		
CF | > 		DavidW says, "hm. I was wrong about the wheel."
DavidW says (to ClubFloyd), "x ring" 		
CF ] The Castle Rooftop 11/810 		
CF | > 		
CF | > X RING 		
CF | 		
CF | The ring is welded to the bottom of the copper band. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dome" 		
CF ] The Castle Rooftop 11/811 		
CF | > 		
CF | > X DOME 		
CF | 		
CF | The roof curves up from the catwalk into a dome. Atop it is a huge 		
CF | metal spike. 		
CF | 		
CF | > 		burl says, "oh, our monster control is going to have a timeout and then we're in trouble"
DavidW says (to ClubFloyd), "x copper band" 		
CF ] The Castle Rooftop 11/812 		
CF | > 		
CF | > X COPPER BAND 		
CF | 		
CF | The copper band runs from the bottom of the metal spike and down the 		
CF | dome to just above the walkway. At the bottom end of it is a round 		
CF | metal ring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] The Castle Rooftop 11/813 		
CF | > 		
CF | > L 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | Some terrible energies in the very air itself are making the hairs 		
CF | stand up on the back of your neck. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		Jacqueline asks, "Maybe you just electrify the slab itself?"
		Krumar asks, "should we wind the music box again?"
		Krumar says, "Also, could be lightning is about to strike."
		Krumar says, "Lightning might be the reason hair is standing up."
DavidW says (to ClubFloyd), "x gargoyles" 		
CF ] The Castle Rooftop 11/814 		
CF | > 		
CF | > X GARGOYLES 		
CF | 		
CF | You know they're made out of painted foam, but they're pretty good. 		
CF | They actually look....forbidding and slightly evil. Someone in the set 		
CF | design department has a talent for this sort of thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF ] The Castle Rooftop 11/814 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		burl says, "it's hard to count with the chat interspersed but i think we get 8 or 3 turns depending on whether looks and examines count"
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] The Castle Rooftop 11/815 		
CF | > 		
CF | > L 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | Some terrible energies in the very air itself are making the hairs 		
CF | stand up on the back of your neck. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		burl says, "(for the music to go)"
DavidW says (to ClubFloyd), "n" 		
CF ] Glade in the Forest 11/816 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | You recognise this set very well! It was in your movie too! This is 		
CF | where you met with the distraught villager who had escaped from the 		
CF | Count's clutches and was usefully able to fill you in on the location 		
CF | of his secret lair. Very cost effective to re-use sets you suppose. It 		
CF | would be interesting to know if the audience even notice. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x log" 		
CF ] Glade in the Forest 11/817 		
CF | > 		
CF | > X LOG 		
CF | 		
CF | The log is made from some sort of heavy foam and painted brown and 		
CF | green. It was on this very log your character, the Professor, 		
CF | encountered the unnamed female villager, exhausted and injured during 		
CF | her escape from the Count's lair. 		
CF | 		
CF | > 		DavidW says, "You'd think a real log would be easier."
DavidW says (to ClubFloyd), "x trees" 		
CF ] Glade in the Forest 11/818 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | Is there a prop tree factory somewhere? These all look very similar to 		
CF | all the other fake trees around the studios. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "x riverbed" 		
CF ] Glade in the Forest 11/819 		
CF | > 		
CF | > X RIVERBED 		
CF | 		
CF | The channel in the floor, edges raised a little, is made from blue 		
CF | rubber. It doesn't take much water and, with the right lighting and 		
CF | someone paddling at one end with a board, this would look almost but 		
CF | not quite entirely unlike a real river. 		
CF | 		
CF | > 		Jacqueline says, "Real logs are real heavy, though."
		DavidW says, "sure, that's a consideration."
DavidW says (to ClubFloyd), "n" 		
CF ] The Evil Machinery of Dr Von Hummels 11/820 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Evil Machinery of Dr Von Hummels 		
CF | Huge interlocking plywood cogs, painted like rusty metal, form a 		
CF | complex machine all across one side of the room. Giant glass valves 		
CF | are lined up along the walls, connected by thick wires which stick out 		
CF | at various points in great winding loops. Doorways lead east and south 		
CF | deeper into the Studio. 		
CF | 		
CF | You'd been on set when they filmed this scene, invited by Jimmy 		
CF | McLart, your actor friend who was playing Duke, the handsome lead. It 		
CF | had been his big scene with the mad scientist. 		
CF | 		
CF | "This is madness, Dr Von Hummels," Duke had shouted while Von Hummels 		
CF | threw switches and twirled dials. "You are dabbling with the natural 		
CF | laws of Gods and men!" 		
CF | 		
CF | A smooth brass handle pokes out of the side of the machinery. 		
CF | 		
CF | In the centre of the room is a huge complicated semi-circular control 		
CF | board. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cogs" 		
CF ] The Evil Machinery of Dr Von Hummels 11/821 		
CF | > 		
CF | > X COGS 		
CF | 		
CF | Despite being made out of plywood, it's actually quite nice work by 		
CF | the props people. It does look, at least in this dim light, like some 		
CF | sort of clockwork machine for doing evil. Its actual function is, to 		
CF | be honest, a little obscure. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x handle" 		
CF ] The Evil Machinery of Dr Von Hummels 11/822 		
CF | > 		
CF | > X HANDLE 		
CF | 		
CF | (the brass handle) 		
CF | The brass handle, poking out of the machinery, is connected to a thick 		
CF | cable that runs into the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x control board" 		
CF ] The Evil Machinery of Dr Von Hummels 11/823 		
CF | > 		
CF | > X CONTROL BOARD 		
CF | 		
CF | The control board seems to be made from steel and is covered with all 		
CF | sorts of big switches and levers and lights. They're all probably just 		
CF | props though, and won't do anything. 		
CF | 		
CF | Attached to the side of the control board is a round metal ring. 		
CF | 		
CF | > 		DavidW says, "hm. Another ring."
		DavidW asks, "The rooftop scene also had a brass handle, didn't it?"
		PhilGoetz says, "I can't figure out how to connect with BeipMU. I keep getting the error "⛔ TLS Error: Failed to negotiate: The token supplied to the function is invalid (80090308) Maybe this isn't the TLS/SSL port?""
		PhilGoetz asks, "Is 4000 not the right port?"
		Jacqueline says, "Its function might be a little obscure, or it might be very straight-forward for someone who thinks their coworkers have been disappearing to visit their aunt or take a new job, and that the corpse with no limbs is just a realistic-looking prop."
		PhilGoetz says, "actually this web client on port 4002 is a whole lot better than the last one, on port 4001, which I can't find the link to anymore."
		Jacqueline says (to Phil), "It is the right port. You might want to ask on another channel. One sec, I'll find the right now."
		burl asks, "can we examine the switches and levers and lights individually?"
DavidW says (to ClubFloyd), "x switches" 		
CF ] The Evil Machinery of Dr Von Hummels 11/824 		
CF | > 		
CF | > X SWITCHES 		
CF | 		
CF | Some prop person really went to town on this. Every type of lever, 		
CF | switch and light you can think of makes an appearance. 		
CF | 		
CF | > 		burl says, "dang"
		DavidW says, "Sorry."
		Jacqueline says (to Phil), "Try #mud-clients"
		DavidW says, "I think the brass handle is the only true control here."
DavidW says (to ClubFloyd), "pull brass handle" 		
CF ] The Evil Machinery of Dr Von Hummels 11/825 		
CF | > 		
CF | > PULL BRASS HANDLE 		
CF | 		
CF | You pull on the handle. Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn cogs" 		
CF ] The Evil Machinery of Dr Von Hummels 11/826 		
CF | > 		
CF | > TURN COGS 		
CF | 		
CF | The machine is surprisingly sturdy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Workshop 11/827 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		Krumar says, "I feel like you might connect the rings between here and the spire then throw the handel."
		burl says, "so maybe the doohickey needs to already be connected to the whatsit. yes exactly"
		Krumar says, "still, we probably have to put the body together and get it in there."
		Knight_Otu says, "I guess we need the head and limbs from outside after all."
		burl says, "time for creepy build a bear"
		DavidW says, "I'm not sure how to move the body or electrify it yet, but we can try to attach the head and the legs."
		DavidW says, "I don't remember if any arms are in the fridge."
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot South 11/828 		
CF | > 		
CF | > E 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Count looks as if he might speak, then seems to think better of 		
CF | it. 		
CF | 		
CF | > 		Krumar says, "it would be cool if you could use the wheelbarrow."
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 11/829 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door, 		
CF | a sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. On one of the spikes is impaled Harry Higginbotham's 		
CF | decapitated head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take head" 		
CF ] Studio Lot North 11/830 		
CF | > 		
CF | > TAKE HEAD 		
CF | 		
CF | Shaking with horror, you pull the head from the spike. 		
CF | 		
CF | Harry's head is wide eyed and set in an expression of terror! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 11/831 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Workshop 11/832 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Laboratory of Dr Von Hummels 11/833 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless, headless human torso! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sew head to torso" 		
CF ] The Laboratory of Dr Von Hummels 11/834 		
CF | > 		
CF | > SEW HEAD TO TORSO 		
CF | 		
CF | You would need to put the head on the slab first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put head on slab" 		
CF ] The Laboratory of Dr Von Hummels 11/835 		
CF | > 		
CF | > PUT HEAD ON SLAB 		
CF | 		
CF | You put Harry's head onto the slab and arrange it just above the 		
CF | torso. It fits neatly into the metal helmet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sew head to torso" 		
CF ] The Laboratory of Dr Von Hummels 11/836 		
CF | > 		
CF | > SEW HEAD TO TORSO 		
CF | 		
CF | It is like Harry is watching you as the bone needle seems, through 		
CF | some awful witchcraft, to relish the horrific task! You sew the head 		
CF | onto the torso's neck with rough stitches until it is firmly attached. 		
CF | 		
CF | > 		DavidW says, "looks like this is the correct track."
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Workshop 11/837 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot South 11/838 		
CF | > 		
CF | > E 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 11/839 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Store 11/840 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Studio Crypt 11/841 		
CF | > 		
CF | > D 		
CF | 		
CF | Studio Crypt 		
CF | The square windowless room, grimly lit by a bright light from the 		
CF | naked lightbulb on the ceiling, is surrounded on three sides by a 		
CF | large cage made from iron bars that run from ceiling to floor. A 		
CF | barred door into the cage is open. One one side, next to a 		
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling. 		
CF | The walls are made from grey stone and drip with moisture. The whole 		
CF | room seems to give off a damp earthy smell of decay! 		
CF | 		
CF | In the centre of the room is a large white box that looks like a 		
CF | kitchen refrigerator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open fridge" 		
CF ] Studio Crypt 11/842 		
CF | > 		
CF | > OPEN FRIDGE 		
CF | 		
CF | The fridge is already open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in fridge" 		
CF ] Studio Crypt 11/843 		
CF | > 		
CF | > LOOK IN FRIDGE 		
CF | 		
CF | It is an old kitchen refrigerator! The large white fridge sits 		
CF | incongruously in the middle of the room. It is open. 		
CF | 		
CF | In the kitchen refrigerator are Melissa's chopped-up remains and 		
CF | Beanie's partially dissolved skeleton. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take legs" 		
CF ] Studio Crypt 11/844 		
CF | > 		
CF | > TAKE LEGS 		
CF | 		
CF | The remains are far too bulky to carry around. 		
CF | 		
CF | > 		DavidW says, "hmm"
DavidW says (to ClubFloyd), "x legs" 		
CF ] Studio Crypt 11/845 		
CF | > 		
CF | > X LEGS 		
CF | 		
CF | Just two legs on top of a mound of chopped up body parts. You can 		
CF | hardly bear to look. 		
CF | 		
CF | > 		Krumar says, "wheelbarrow"
		Knight_Otu says, "Sounds like it."
		DavidW says, "We can't bring the barrow in here."
		Knight_Otu says, "Oh, right."
		Jacqueline says, "huh"
		Knight_Otu says, "I guess a werewolf movie might have some severed limbs."
		DavidW says, "I think we need to cut the legs loose from the rest of the remains."
		Jacqueline says (to KO), "Yes."
DavidW says (to ClubFloyd), "x arms" 		
CF ] Studio Crypt 11/846 		
CF | > 		
CF | > X ARMS 		
CF | 		
CF | A partially dissolved skeleton connected to a couple of relatively 		
CF | unscathed arms. Beanie seems to look at you with one good eye! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take arms" 		
CF ] Studio Crypt 11/847 		
CF | > 		
CF | > TAKE ARMS 		
CF | 		
CF | Beanie's skeleton is far too bulky to carry around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Studio Crypt 11/848 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a music box, a coil of cord, a jaunty hat, a leather 		
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo 		
CF | doll, a strawberry milk bottle, an evil book of black magic, a small 		
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the 		
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold 		
CF | pocketwatch and a grey suit. 		
CF | 		
CF | > 		Jacqueline says, "This is why I am an advocate for switching gears (no pun intended) to the werewolf bit. But we can also just get part of the way through this before seeking limbs from the other section first."
		DavidW says, "I don't see a cutting tool in our inventory."
		Krumar says, "Lets get the werewolf."
		DavidW says, "okayh"
DavidW says (to ClubFloyd), "u" 		
CF ] Studio Store 11/849 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Waiting Room 11/850 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot South 11/851 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 11/852 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is closed. To the east, the open Studio 2 door. On each door, 		
CF | a sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Path through the Forest 11/853 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening Studio 1 door) 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | This is exciting. The Blood of the Werewolf's Claw is a closed set. 		
CF | You have absolutely no idea about this film. Your friend Davor 		
CF | Slyzvak, who is playing, as he put it with a wink and a tap of his 		
CF | nose, one of the main supporting characters, had been 		
CF | uncharacteristically evasive when you had asked him about the movie. 		
CF | 		
CF | "I cannot tell you," he had said in his thick Eastern European accent 		
CF | (which you know for a fact is put-on, given that he's from a little 		
CF | town not far away from your hometown). "I am sworn to secrecy, yes?" 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		MoyTravis says, "It'd be a funny change if, instead of having been murdered by the cult, your friend is the werewolf this time."
		Knight_Otu says, "He might be."
		DavidW says, "oh, dear, another guard."
DavidW says (to ClubFloyd), "x cage" 		
CF ] Path through the Forest 11/854 		
CF | > 		
CF | > X CAGE 		
CF | 		
CF | It's a simple wooden cage with one side missing to allow entry. It is 		
CF | attached by a rope to a pulley system. 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | You might be in a perilous situation! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hide" 		
CF ] Path through the Forest 11/855 		
CF | > 		
CF | > HIDE 		
CF | 		
CF | You back into the darker shadows of the set as the footsteps tap ever 		
CF | closer. 		
CF | 		
CF | A security guard walks in from the northwest. He gives you a genial 		
CF | smile. 		
CF | 		
CF | This guard seems to have eagle eyes! You thought you were getting good 		
CF | at hiding by now, but he spotted you straight away. But, then again, 		
CF | he doesn't seem to care that you're on set. Looks like you have 		
CF | nothing to fear here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to guard" 		
CF ] Path through the Forest 11/856 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame 		
CF | you. I'd kill for one, myself! Got to work right now. No rest for the 		
CF | wicked!" 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		MoyTravis says, "Huh."
		Knight_Otu says, "Odd that."
		DavidW says, "He's one of THEM."
		Knight_Otu says, "Closed set, huge secrecy, and the guard is "Hey pal!"."
DavidW says (to ClubFloyd), "enter cage" 		
CF ] Path through the Forest 11/857 		
CF | > 		
CF | > ENTER CAGE 		
CF | 		
CF | It's a bit too small and it doesn't look like it would hold your 		
CF | weight. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		DavidW asks, "Would it hold a Wilma?"
DavidW says (to ClubFloyd), "nw" 		
CF ] Desolate Windswept Hills 11/858 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Desolate Windswept Hills 		
CF | It's not much, this set. A swathe of plastic grass and heather in a 		
CF | rounded mound is set against a painted backdrop on the studio wall 		
CF | that's supposed to represent distant hills. The set opens to the 		
CF | south, southeast and southwest, leading deeper into the gloomy studio. 		
CF | 		
CF | Rising out of the top of the mound, standing like a great sentinel lit 		
CF | eerily by the light from the moon, is a giant man-shaped sculpture 		
CF | made entirely from sticks and branches! 		
CF | 		
CF | Low on the studio wall, hangs the moon, its crescent filling the set 		
CF | with a ghostly pale light. 		
CF | 		
CF | A security guard walks in from the southwest. He grins at you and 		
CF | gives you a friendly nod. 		
CF | 		
CF | > 		Krumar says, "x guard"
DavidW says (to ClubFloyd), "x guard" 		
CF ] Desolate Windswept Hills 11/859 		
CF | > 		
CF | > X GUARD 		
CF | 		
CF | The security guard looks like a jolly fellow. His florid face nicely 		
CF | matches his red uniform which is stretched tight over his stocky body. 		
CF | 		
CF | The security guard sighs and wanders southeast. 		
CF | 		
CF | > 		Krumar says, "We must need soemthing from him."
		DavidW says, "No obvious token or bulge."
		DavidW says, "Note that the moon is a crescent moon."
DavidW says (to ClubFloyd), "x moon" 		
CF ] Desolate Windswept Hills 11/860 		
CF | > 		
CF | > X MOON 		
CF | 		
CF | Set into the wall, like a porthole, the lamp behind the glass is lit 		
CF | and glows brightly through the crescent shaped hole left by the 		
CF | half-open shutter. You could probably open and close it if you wanted 		
CF | to. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		Krumar says, "The guard could be the wolf."
		DavidW says, "Thought it might be adjustable."
		Krumar says, "Open it to a full moon on him."
DavidW says (to ClubFloyd), "x sculpture" 		
CF ] Desolate Windswept Hills 11/861 		
CF | > 		
CF | > X SCULPTURE 		
CF | 		
CF | The sculpture of a gigantic man is made from a complex weave of willow 		
CF | sticks and branches. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		burl says, "i'm still wondering about the guard saying he'd kill for a pint"
		DavidW says (to Krumar), "I think that's worth trying after exploring more."
DavidW says (to ClubFloyd), "s" 		
CF ] The Village of Nether Hallows 11/862 		
CF | > 		
CF | > S 		
CF | 		
CF | The Village of Nether Hallows 		
CF | The cobbled square, gloomy and shadowed by the surrounding pretend 		
CF | stone buildings, is dominated in the centre by a gnarled, blackened 		
CF | old tree. Gaps between the houses lead north and south deeper into the 		
CF | Studio. A track disappears to the east and to the west, the entrance 		
CF | to the pub is a square of welcoming yellow light. 		
CF | 		
CF | Outside the pub, a weathered sign hangs from a large wooden post. 		
CF | 		
CF | A noose hangs from one of the trees branches, swaying in a 		
CF | non-existent wind! 		
CF | 		
CF | You look closely at the buildings, expecting them to just be scenery 		
CF | propped up with beams, but no! They look like real three dimensional 		
CF | houses! That's odd. It's not like Mallet Studios to actually 		
CF | build something. 		
CF | 		
CF | But then, as you look around, some of the doors of the small houses 		
CF | open and, one by one, the villagers come out of them and into the 		
CF | square! They form a small crowd and mutter and whisper to each other, 		
CF | shooting suspicious glances at you. You swear you hear the word 		
CF | "Witch," at least a couple of times. 		
CF | 		
CF | The villagers mutter amongst themselves and shoot suspicious glances 		
CF | at you. 		
CF | 		
CF | You hear footsteps moving to the north of you. 		
CF | 		
CF | > 		Krumar says, "A pint might be the token."
		Jacqueline says, "True"
		Jacqueline says, "Maybe we find him a beer"
		DavidW asks, "Everyone in favour of getting a beer?"
		Knight_Otu says, "Sure."
		DavidW asks, "Even though the villagers want to lynch us?"
		Krumar asks, "sounds good but can we talke to the people?"
DavidW says (to ClubFloyd), "talk to villagers" 		
CF ] The Village of Nether Hallows 11/863 		
CF | > 		
CF | > TALK TO VILLAGERS 		
CF | 		
CF | "What dost thou want, Witch?" says one of the villagers, stepping 		
CF | forward. This must be a head man or mayor or whatever. He's slightly 		
CF | less aromatic than the others and his clothes made from a better cut 		
CF | of sacking. "We shall have no truck with thy evil," he continues. 		
CF | "This is a godly place. We suffer no witches to live here. The noose 		
CF | awaits those with evil intent." 		
CF | 		
CF | (1) - "I'm not a witch." 		
CF | 		
CF | You hear footsteps moving to the east of you. 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I'm not a witch," you say, defensively. 		
CF | 		
CF | "Hah," replies the villager. "Only a witch would say thus, for is it 		
CF | not written that only the most evil of witches would deny their evil 		
CF | witchery? Witch, I name thee and thrice damn thee to eternal 		
CF | damnation!" He shakes his sharp rake-thing at you, and the villagers 		
CF | edge closer. 		
CF | 		
CF | There's something odd here, though. Something is niggling at you. You 		
CF | take a closer look at the villager's face. Hang on a minute! 		
CF | 		
CF | (1) - "Derek?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Derek," you say. "Is that you?" 		
CF | 		
CF | "Sssh," hisses the villager, sharply, and grabs your arm and leads you 		
CF | out of earshot of the group of villagers. "Don't break my character." 		
CF | 		
CF | Why, it is! It's Derek Paisley. Only last year you had been treading 		
CF | the boards with him in a production of "Mrs Palmer's Pantaloons" at 		
CF | the Old Albert theatre! 		
CF | 		
CF | Derek glances over your shoulder at the villagers. "OK," he says, "we 		
CF | can talk now. How are you, darling? Last time I saw you, we were 		
CF | playing at the Old A. Your Dinkie Bletherly was a triumph!" 		
CF | 		
CF | (1) - "I'm fine! It's great to see you," 		
CF | (2) - "What on earth are you doing here?" 		
CF | 		
CF | You say > 		DavidW asks, "1 or 2?"
		Knight_Otu says, "Well."
		Krumar says, "I would think 2"
DavidW says (to ClubFloyd), "2" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "What are you doing here of all places?" you ask. 		
CF | 		
CF | Derek looks uncomfortable. "Embarrassed to say to be honest," he 		
CF | replies. "In somewhat reduced circumstances at the moment. When the 		
CF | play finished I was out of work for a while, ran rather low on the old 		
CF | funds and found myself without a place to rest my head. Answered an ad 		
CF | in the Actor and it turned out Mallet was looking for extras to 		
CF | live-in on set. Free housing, Free food. Have to dress like this, 		
CF | though. Always the danger of...well, never mind that." 		
CF | 		
CF | (1) - "So all these villagers are out of work actors?" 		
CF | 		
CF | You say > 		Knight_Otu says, "2 I guess."
DavidW says (to ClubFloyd), "1" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "So these are all out work actors?" you gasp. 		
CF | 		
CF | "Oh yes," replies Derek. "Plenty of out of work actors about. Much 		
CF | cheaper to house and feed them than pay them, one supposes. It's not 		
CF | all bad though." He shrugs. "One really gets to live the role. A 		
CF | little worried about having to carry a lot of silver about all the 		
CF | time, and the wardrobe rather leaves something to be desired. But I 		
CF | really shouldn't complain. Best foot forward and all that." 		
CF | 		
CF | (1) - "You mentioned danger?" 		
CF | (2) - "Do you know what Mallet is up to?" 		
CF | (3) - "I'm raising an army of the undead." 		
CF | (4) - "Is there anything I can do to help?" 		
CF | (5) - "What's all this nonsense about witches?" 		
CF | (6) - "Goodbye." 		
CF | 		
CF | You say > 		Krumar says, "Any of them look good."
		burl says, "i like how casual option #3 is"
		Knight_Otu says, "To be fair to the villagers, we have cast spells."
		DavidW says, "I'm tempted to just run the gamut starting with 1."
		Krumar says, "Sounds good to me."
		Knight_Otu says, "Sure, we can start there."
DavidW says (to ClubFloyd), "1" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "You mentioned danger?" you say. 		
CF | 		
CF | "There are trials in every profession, darling," replies Derek, 		
CF | evasively. "We don't like to speak about it to be perfectly honest 		
CF | with you. Not good form so to say." 		
CF | 		
CF | (1) - "Do you know what Mallet is up to?" 		
CF | (2) - "I'm raising an army of the undead." 		
CF | (3) - "Is there anything I can do to help?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I know what Mallet is up to," you say. "Did you know?" 		
CF | 		
CF | "Of course, darling," says Derek, looking at you with surprise. "But 		
CF | what's to be done? One can't jeopardise one's career by rocking the 		
CF | boat." 		
CF | 		
CF | (1) - "You mentioned danger?" 		
CF | (2) - "I'm raising an army of the undead." 		
CF | (3) - "Is there anything I can do to help?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "2" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "I'm raising an army of the undead to defeat Mallet," you say. 		
CF | 		
CF | "Oh, I say," replies Derek. "Good form. A rather brave although maybe 		
CF | somewhat futile endeavour. I'd heard the undead were tremendous hams 		
CF | when it comes to acting." 		
CF | 		
CF | (1) - "You mentioned danger?" 		
CF | (2) - "Do you know what Mallet is up to?" 		
CF | (3) - "Is there anything I can do to help?" 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		DavidW says, "undead hams is the new steamed hams"
DavidW says (to ClubFloyd), "3" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 3 		
CF | 		
CF | Is there anything I can do to help?" you ask. 		
CF | 		
CF | "Oh, I don't know," replies Derek. "One has become rather comfortable 		
CF | here. Somewhere to lay my head, I suppose. It is rather a shame 		
CF | about...well. All good things have their trials don't you think?" 		
CF | 		
CF | (1) - "You mentioned danger?" 		
CF | (2) - "Do you know what Mallet is up to?" 		
CF | (3) - "I'm raising an army of the undead." 		
CF | (4) - "Goodbye." 		
CF | 		
CF | You say > 		DavidW says, "Derek, love, you're being evasive."
DavidW says (to ClubFloyd), "4" 		
CF ] The Village of Nether Hallows 11/863 		
CF | You say > 		
CF | > 4 		
CF | 		
CF | "Goodbye, then," you say. 		
CF | 		
CF | "So soon?" says Derek. "I really must be off, then." He pats you on 		
CF | the shoulder "Awfully nice to see you again, darling. Must catch my 		
CF | forty winks, what? And don't worry about this rabble. They're all in 		
CF | character, but they won't bother you, really. All show and no action, 		
CF | eh? Such is a thespian's life." 		
CF | 		
CF | He gives you another friendly pat and then turns and disappears into 		
CF | one of the village houses. 		
CF | 		
CF | > 		Knight_Otu says, ""No, no, you're just being blunt.""
DavidW says (to ClubFloyd), "x sign" 		
CF ] The Village of Nether Hallows 11/864 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | The sign is painted with the image of a wolf's head on a spike. The 		
CF | name of the pub, under it in red letters is "The Slaughtered Calf". 		
CF | 		
CF | You hear footsteps moving to the south of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter pub" 		
CF ] The Slaughtered Calf 11/865 		
CF | > 		
CF | > ENTER PUB 		
CF | 		
CF | 		
CF | The Slaughtered Calf 		
CF | The pub, dominated by the large bar on one side, is smoky and warm. 		
CF | The walls and ceilings are all beamed with blackened oak that frames 		
CF | yellowing plaster. The ceiling is low, causing the smoke to twine 		
CF | around at head level, and the floorboards are covered with a layer of 		
CF | sawdust. Doorways out of the pub lead east into the village square and 		
CF | northeast and southeast into the darkened Studio. 		
CF | 		
CF | As you enter, the barman gives you a slow smile. "Welcome to the 		
CF | Slaughtered Calf," he says, his voice a gentle drawl. "Are you wanting 		
CF | to buy a drink?" Wait a minute. You recognise him. It's Bert, the 		
CF | barman who works most evenings at the studio bar! He must be 		
CF | moonlighting here! 		
CF | 		
CF | Opposite the bar, a roaring fire crackles and spits in a blackened 		
CF | stone fireplace. 		
CF | 		
CF | On the wall above the fireplace, a five-pointed star is scratched into 		
CF | the plaster of the wall! 		
CF | 		
CF | A few regular patrons sit in surly groups at the tables and watch you 		
CF | suspiciously over their beer glasses. 		
CF | 		
CF | Bert, the barman stands behind the bar polishing a glass with a dirty 		
CF | towel. 		
CF | 		
CF | Hanging on one wall, in pride of place near the fire, is an ancient 		
CF | antique Blunderbuss. 		
CF | 		
CF | A security guard walks in from the southeast. "You keep one in the 		
CF | pipe for me," says the Guard to Bert, winking at you. 		
CF | 		
CF | > 		Krumar asks, "talk to the bartender?"
DavidW says (to ClubFloyd), "x bert" 		
CF ] The Slaughtered Calf 11/866 		
CF | > 		
CF | > X BERT 		
CF | 		
CF | Bert is huge! His perpetually smiling face under a shaved head sits 		
CF | atop a well muscled torso wrapped around with a stained apron. It's a 		
CF | surprise he can fit behind the bar. 		
CF | 		
CF | One of the regulars moves a chess piece. 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x blunderbuss" 		
CF ] The Slaughtered Calf 11/867 		
CF | > 		
CF | > X BLUNDERBUSS 		
CF | 		
CF | The old gun is an ancient thing. At one end, its barrel flares out 		
CF | into a bell. At the other, a simple trigger under an oiled wooden 		
CF | stock. 		
CF | 		
CF | Bert pulls a pint and then hands it to a regular. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to bert" 		
CF ] The Slaughtered Calf 11/868 		
CF | > 		
CF | > TALK TO BERT 		
CF | 		
CF | Bert smiles at you. "Afraid we don't take credit cards here," he says. 		
CF | "Doesn't look like you have enough money for a pint." 		
CF | 		
CF | "Do you want to hear a joke," says one of the patrons to Bert. "I know 		
CF | a good one about three fellas in an aeroplane." 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		Jacqueline asks, "Did our friend Derek say he was lugging a bunch of silver about?"
		DavidW says, "Yes, Derek did say that."
		Jacqueline says, "Also, OH NO FOOTSTEPS IN A BAR"
		MoyTravis says, "Dunno about a bunch, but, he did have some on him."
		DavidW says, "Obviously we should get some silver too."
		Jacqueline says, "Just thinking about silver, and werewolves, and Blunderbusses..."
		DavidW says, "I think all our stuff is brass or gold or whatever."
		Knight_Otu says, "I mean, we want to control the weres, not kill them."
DavidW says (to ClubFloyd), "i" 		
CF ] The Slaughtered Calf 11/869 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a music box, a coil of cord, a jaunty hat, a leather 		
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo 		
CF | doll, a strawberry milk bottle, an evil book of black magic, a small 		
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the 		
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold 		
CF | pocketwatch and a grey suit. 		
CF | 		
CF | A security guard walks in from the southeast. "Now then, Bert," he 		
CF | says, winking at you. "How are you?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x patrons" 		
CF ] The Slaughtered Calf 11/870 		
CF | > 		
CF | > X PATRONS 		
CF | 		
CF | The regulars sit in small surly groups at the worn tables, nursing 		
CF | pints of beer and desultorily playing cards or chess. They 		
CF | occasionally glance at you and mutter amongst themselves. 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		Krumar asks, "can we ask bert about the guard?"
		DavidW says, "No. TALK TO is how conversation works in this game."
		Knight_Otu says, "I think we can only TALK ... right."
		Jacqueline says (to KO), "True about the not killing werewolves. Security guards, yeah, but not the undead."
DavidW says (to ClubFloyd), "take blunderbuss" 		
CF ] The Slaughtered Calf 11/871 		
CF | > 		
CF | > TAKE BLUNDERBUSS 		
CF | 		
CF | You pick the Blunderbuss up. It's a heavy old thing! "Now you be 		
CF | careful with that," says Bert in his slow drawl. "It's an antique." 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		DavidW says, "huh. He let me take it."
		Knight_Otu says, "I'm surprised as well."
		MoyTravis asks, "I, uh, do we have powder and shot for it?"
		DavidW says, "no"
		DavidW says, "Unless it's pre-loaded."
DavidW says (to ClubFloyd), "se" 		
CF ] The Den of the Beast 11/872 		
CF | > 		
CF | > SE 		
CF | 		
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see 		
CF | you next time." 		
CF | 		
CF | The Den of the Beast 		
CF | This seems to be a set representing a den of some kind of animal, 		
CF | maybe. A forbidding entranceway has been made with foam rocks and 		
CF | twisted thorny branches, forming an arch leading into what, at first 		
CF | glance, looks like a dark cave. On closer inspection though, there's 		
CF | no cave behind it at all, just a bit of the set wall painted black. 		
CF | 		
CF | A metal staircase runs up the wall to a balcony above you, and 		
CF | openings in the set lead north into gloom and northeast and northwest 		
CF | deeper into the studio. 		
CF | 		
CF | Mounds of bones are scattered around the front of the entrance to the 		
CF | den, and the pretend rocks are covered in splashes of red, that you 		
CF | suppose is meant to be blood. 		
CF | 		
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is 		
CF | the half-eaten corpse of a man! 		
CF | 		
CF | A security guard walks in from the northeast. He gives you a friendly 		
CF | nod. 		
CF | 		
CF | > 		MoyTravis asks, "Right, I mean, that was my question - can we shoot it or is ut just a blunderbuss?"
		burl says, "maybe we load the silver into the blunderbuss"
		DavidW says, "We don't have any silver yet either."
DavidW says (to ClubFloyd), "x corpse" 		
CF ] The Den of the Beast 11/873 		
CF | > 		
CF | > X CORPSE 		
CF | 		
CF | The corpse is real! For a moment, you had hoped it was just a prop. 		
CF | But no! You look closer. You recognise the face! It's Davor! Davor 		
CF | Slyzvak, your friend who had been working on this film. He's been half 		
CF | eaten! You thought you hadn't seen him around because he'd just been 		
CF | busy. 		
CF | 		
CF | Davor has definitely been gnawed on. He's wearing some form of sacking 		
CF | tunic, but it has been shredded from some vicious attack and reduced 		
CF | to strips. Tied around his waist is an open pouch. You see a gleam of 		
CF | silver inside it. 		
CF | 		
CF | The security guard gives you a friendly wave and saunters northwest. 		
CF | 		
CF | > 		Jacqueline says, "Hm... half-eatn corpse. Wonder what parts are left..."
DavidW says (to ClubFloyd), "take silver" 		
CF ] The Den of the Beast 11/874 		
CF | > 		
CF | > TAKE SILVER 		
CF | 		
CF | You gingerly reach inside the pouch, trying to avoid all the blood. 		
CF | You grab the silver thing and pull it out. Why's it's a large silver 		
CF | coin. On one side is a badly stamped picture of some sort of queen's 		
CF | head. On the other, it say "One Groat". 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		MoyTravis exclaims, "Yay silver!"
		DavidW says, "ok, now we have silver"
		Knight_Otu says, "Well isn't that just groat."
DavidW says (to ClubFloyd), "load gun" 		
CF ] The Den of the Beast 11/874 		
CF | > 		
CF | > LOAD GUN 		
CF | 		
CF | What do you want to load the ancient antique Blunderbuss with? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "coin" 		
CF ] The Den of the Beast 11/875 		
CF | > 		
CF | > COIN 		
CF | 		
CF | That's far too big to fit. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		Krumar says, "I feel like the silver is not going to help us, it didn't help him."
DavidW says (to ClubFloyd), "x bones" 		
CF ] The Den of the Beast 11/876 		
CF | > 		
CF | > X BONES 		
CF | 		
CF | The bones are scattered in hideous, blood-stained mounds around the 		
CF | front of the den. 		
CF | 		
CF | A security guard walks in from the northeast. He gives you a friendly 		
CF | nod. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Balcony 11/877 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Balcony 		
CF | Halfway up the studio wall, the staircase from below ends at a little 		
CF | platform, bounded by an iron railing. On the southern wall is a closed 		
CF | door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Balcony 11/878 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door, set into the wall of the studio, is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Balcony 11/879 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Comfortable Apartment 11/880 		
CF | > 		
CF | > S 		
CF | 		
CF | Comfortable Apartment 		
CF | The door opens up into a very nice little apartment! The curtains are 		
CF | drawn for the night and the room is lit by a standard lamp in the 		
CF | corner, which casts its gentle glow over the comfortable furnishings. 		
CF | 		
CF | A young woman sits, legs curled up, on the sofa. 		
CF | 		
CF | The young woman starts with surprise when you enter the room. "Who the 		
CF | hell are you?" she snaps. "You can't just go wandering into people's 		
CF | homes at night." 		
CF | 		
CF | (1) - "I'm really sorry! I didn't know this was an apartment." 		
CF | (2) - "Never mind who I am, who are you?" 		
CF | 		
CF | You say > 		Krumar says, "Be tough, use number 2."
DavidW says (to ClubFloyd), "2" 		
CF ] Comfortable Apartment 11/880 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "Never mind who I am," you say. "Who are you?" 		
CF | 		
CF | "What," shouts the young woman, incredulously. "You've got some cheek, 		
CF | coming into my place uninvited and thinking you're entitled to know my 		
CF | business. Now get the hell out of here." She leaps up from the sofa 		
CF | and begins herding you towards the door. 		
CF | 		
CF | (1) - "At least tell me why you're living above the studios." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Comfortable Apartment 11/880 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "At least tell me why you're living above the studios," you say, as 		
CF | nicely as you can. 		
CF | 		
CF | The young woman narrows her eyes. "I...help out. With the films," she 		
CF | says. Then, grudgingly. "I'm Annie. Now, get out and don't bother me 		
CF | again. It's late. I'm tired. Knock, next time. Not that I'll be 		
CF | answering tonight. Goodnight!" 		
CF | 		
CF | (1) - "Goodnight." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Balcony 11/880 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | Annie finally hustles you out of the door. 		
CF | 		
CF | Balcony 		
CF | Halfway up the studio wall, the staircase from below ends at a little 		
CF | platform, bounded by an iron railing. On the southern wall is an open 		
CF | door. 		
CF | 		
CF | "Now stop walking into people's homes. It's not cool." says Annie, 		
CF | severely. She slams the apartment door and you hear the click of the 		
CF | lock. 		
CF | 		
CF | > 		Knight_Otu says, "She has a point."
		DavidW says, "But Annie... you didn't get your gun."
		MoyTravis says, "...pfft."
		DavidW asks, "so, um, what next?"
		Jacqueline says, "It does seem weird that there's an apartment here."
		DavidW asks, "Change the moon to a full moon?"
		Knight_Otu says, "We can trythat, sure."
		DavidW asks, "Try to put Wilma in the cage ?"
		Krumar asks, "should we try to buy a pint with the coin?"
		DavidW says, "oh, I didn't think of that."
		DavidW says, "We'd lose our silver, though."
		Krumar says, "I say that because the coin obviously didn't keep him alive."
		DavidW says, "True."
DavidW says (to ClubFloyd), "d" 		
CF ] The Den of the Beast 11/881 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Den of the Beast 		
CF | This seems to be a set representing a den of some kind of animal, 		
CF | maybe. A forbidding entranceway has been made with foam rocks and 		
CF | twisted thorny branches, forming an arch leading into what, at first 		
CF | glance, looks like a dark cave. On closer inspection though, there's 		
CF | no cave behind it at all, just a bit of the set wall painted black. 		
CF | 		
CF | A metal staircase runs up the wall to a balcony above you, and 		
CF | openings in the set lead north into gloom and northeast and northwest 		
CF | deeper into the studio. 		
CF | 		
CF | Mounds of bones are scattered around the front of the entrance to the 		
CF | den, and the pretend rocks are covered in splashes of red, that you 		
CF | suppose is meant to be blood. 		
CF | 		
CF | A rotund, red-faced security guard pokes around the set. 		
CF | 		
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is 		
CF | the half-eaten corpse of a man! 		
CF | 		
CF | The security guard gives you a friendly wave and saunters northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] The Slaughtered Calf 11/882 		
CF | > 		
CF | > NW 		
CF | 		
CF | The Slaughtered Calf 		
CF | The pub, dominated by the large bar on one side, is smoky and warm. 		
CF | The walls and ceilings are all beamed with blackened oak that frames 		
CF | yellowing plaster. The ceiling is low, causing the smoke to twine 		
CF | around at head level, and the floorboards are covered with a layer of 		
CF | sawdust. Doorways out of the pub lead east into the village square and 		
CF | northeast and southeast into the darkened Studio. 		
CF | 		
CF | A rotund, red-faced security guard pokes around the set. 		
CF | 		
CF | Opposite the bar, a roaring fire crackles and spits in a blackened 		
CF | stone fireplace. 		
CF | 		
CF | On the wall above the fireplace, a five-pointed star is scratched into 		
CF | the plaster of the wall! 		
CF | 		
CF | A few regular patrons sit in surly groups at the tables and watch you 		
CF | suspiciously over their beer glasses. 		
CF | 		
CF | Bert, the barman stands behind the bar polishing a glass with a dirty 		
CF | towel. 		
CF | 		
CF | "Good evening to you," says Bert, smiling gently. "You after buying a 		
CF | drink?" 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "buy drink" 		
CF ] The Slaughtered Calf 11/883 		
CF | > 		
CF | > BUY DRINK 		
CF | 		
CF | Bert takes the silver groat from you and pockets it. In return, he 		
CF | gives you a foaming pint of beer. 		
CF | 		
CF | You force the pint down. It's warm. You never really drink beer, 		
CF | preferring a crisp glass of white wine perhaps, but beggars can't be 		
CF | choosers. 		
CF | 		
CF | Bert and the rest of the patrons watch you drink the beer as if it's 		
CF | the most fascinating thing they've ever seen. "Hmm," you say. "Very 		
CF | nice. Very...earthy." The locals turn away and shake their heads as if 		
CF | you have failed some kind of test. You hand the empty glass back to 		
CF | Bert and he gives you a handful of small silver coins as change. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "x coins" 		
CF ] The Slaughtered Calf 11/884 		
CF | > 		
CF | > X COINS 		
CF | 		
CF | The small silver coins are of all denominations. They're all stamped 		
CF | on the back with a tiny queen's head. 		
CF | 		
CF | One of the regulars moves a chess piece. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Desolate Windswept Hills 11/885 		
CF | > 		
CF | > NE 		
CF | 		
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see 		
CF | you next time." 		
CF | 		
CF | Desolate Windswept Hills 		
CF | It's not much, this set. A swathe of plastic grass and heather in a 		
CF | rounded mound is set against a painted backdrop on the studio wall 		
CF | that's supposed to represent distant hills. The set opens to the 		
CF | south, southeast and southwest, leading deeper into the gloomy studio. 		
CF | 		
CF | Rising out of the top of the mound, standing like a great sentinel lit 		
CF | eerily by the light from the moon, is a giant man-shaped sculpture 		
CF | made entirely from sticks and branches! 		
CF | 		
CF | Low on the studio wall, hangs the moon, its crescent filling the set 		
CF | with a ghostly pale light. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn moon" 		
CF ] Desolate Windswept Hills 11/886 		
CF | > 		
CF | > TURN MOON 		
CF | 		
CF | The shutters across the moon are designed for opening and closing. 		
CF | 		
CF | A security guard walks in from the southwest. He grins at you and 		
CF | gives you a friendly nod. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open shutter" 		
CF ] Desolate Windswept Hills 11/887 		
CF | > 		
CF | > OPEN SHUTTER 		
CF | 		
CF | You open the shutter, revealing the glory of a full moon! 		
CF | 		
CF | In the distance, suddenly, there is a blood-chilling howl! It 		
CF | reverberates around the studio triumphantly and it seems to be getting 		
CF | closer! Oh no! That doesn't sound good! 		
CF | 		
CF | The security guard gives a shout of terror! "Don't do that," he gasps 		
CF | "you'll get us into all sorts of trouble." He closes the moon so it's 		
CF | only a crescent again. "That was a close one," he continues. "Best not 		
CF | to touch that." 		
CF | 		
CF | There is another, fainter, howl. It trails off in what seems like 		
CF | disappointment. 		
CF | 		
CF | The security guard sighs and wanders southeast. 		
CF | 		
CF | > 		MoyTravis says, "Well it ain't him, then."
		Krumar says, "Annie might be the wolf."
		Jacqueline says, "Okay, that was funny."
DavidW says (to ClubFloyd), "load gun with coins" 		
CF ] Desolate Windswept Hills 11/888 		
CF | > 		
CF | > LOAD GUN WITH COINS 		
CF | 		
CF | You put the coins into the bell end of the Blunderbuss. They rattle 		
CF | and jingle all down the barrel. You tap the butt end of the gun on the 		
CF | floor so they will settle firmly in. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		Jacqueline says, "And I guess buying the beer does not allow us to give it to the guard."
		burl says, "bert seems like the last person i would expect so they're the first person i suspect"
		Knight_Otu says, "I suspect the whole village are wolves."
		Jacqueline asks (of DW), "That... that worked?"
		Knight_Otu says, "Huh."
		DavidW says, "Smaller coins. The large groat didn't fit."
		DavidW asks, "Try opening the shutter now?"
DavidW says (to ClubFloyd), "open shutter" 		
CF ] Desolate Windswept Hills 11/889 		
CF | > 		
CF | > OPEN SHUTTER 		
CF | 		
CF | You open the shutter, revealing the glory of a full moon! 		
CF | 		
CF | In the distance, suddenly, there is a blood-chilling howl! It 		
CF | reverberates around the studio triumphantly and it seems to be getting 		
CF | closer! Oh no! That doesn't sound good! 		
CF | 		
CF | All at once, a security guard runs onto the set. "Don't do that," he 		
CF | gasps, panting and out of breath, "you'll get us into all sorts of 		
CF | trouble." He closes the moon so it's only a crescent again. "That was 		
CF | a close one," he continues. "Best not to touch that." 		
CF | 		
CF | There is another, fainter, howl. It trails off in what seems like 		
CF | disappointment. 		
CF | 		
CF | The security guard sighs and wanders southeast. 		
CF | 		
CF | > 		DavidW asks, "I guess we have to deal with the guard first. Pit?"
		Knight_Otu says, "Quick guard."
DavidW says (to ClubFloyd), "se" 		
CF ] Path through the Forest 11/890 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | A rotund, red-faced security guard pokes around the set. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		Knight_Otu says, "I guess so."
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/891 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/892 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/893 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard walks in from the northwest. He gives you a genial 		
CF | smile. 		
CF | 		
CF | > 		burl says, "it would be funny if we could put a beer in the cage"
DavidW says (to ClubFloyd), "push guard into cage" 		
CF ] Path through the Forest 11/894 		
CF | > 		
CF | > PUSH GUARD INTO CAGE 		
CF | 		
CF | (first taking Security Guard) 		
CF | I don't suppose Security Guard would care for that. 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Path through the Forest 11/893 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Path through the Forest 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push guard into pit" 		
CF ] Path through the Forest 11/894 		
CF | > 		
CF | > PUSH GUARD INTO PIT 		
CF | 		
CF | You think about it for a moment, but the Guard isn't near enough to 		
CF | the edge of the pit. It would never work! 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks, "So we have to bait the pit edge?"
		DavidW asks, "With what?"
		Jacqueline whispers, "Wilma." She looks sad.
		DavidW says, "I don't think that's the answer."
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 11/895 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage lowers into the darkness of 		
CF | the pit until it is out of sight. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 11/896 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage raises from the pit until it 		
CF | is level with the edge. 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/897 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard walks in from the northwest. He gives you a genial 		
CF | smile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to guard" 		
CF ] Path through the Forest 11/898 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame 		
CF | you. I'd kill for one, myself! Got to work right now. No rest for the 		
CF | wicked!" 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		Krumar asks, "We don't know what is at the bottom of the pit do we?"
		DavidW says, "Seems if we could drop a pint of beer here, he might pick it up."
		DavidW says (to Krumar), "no"
		DavidW says, "We can't enter the cage. Too small."
		Jacqueline says, "I thought we drank the beer we were given."
		DavidW says, "We did."
DavidW says (to ClubFloyd), "i" 		
CF ] Path through the Forest 11/899 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying an antique blunderbuss loaded with a handful of small 		
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather 		
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo 		
CF | doll, a strawberry milk bottle, an evil book of black magic, a small 		
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the 		
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold 		
CF | pocketwatch and a grey suit. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		Jacqueline says, "Also, fwiw, I will be quite pleased if Wilma does not die."
		Krumar says, "If the cage is too small for us, it's probably too small for the guard."
		Jacqueline says, "So I hope she is not the solution."
		Jacqueline says, "(Wilma, I mean)"
		DavidW says, "I'll fetch Wilma if people want me to, but I really doubt she's needed here."
		Jacqueline says, "I am fine with us only murdering security guards and protecting a cute old sheep. Don't get her if you don't think that's the solution."
		Krumar says, "I think we should keep looking here, check witht the bar some more."
		DavidW says, "Maybe the corpse has more silver. Or talk to the villagers without Derek."
DavidW says (to ClubFloyd), "sw" 		
CF ] The Den of the Beast 11/900 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | The Den of the Beast 		
CF | This seems to be a set representing a den of some kind of animal, 		
CF | maybe. A forbidding entranceway has been made with foam rocks and 		
CF | twisted thorny branches, forming an arch leading into what, at first 		
CF | glance, looks like a dark cave. On closer inspection though, there's 		
CF | no cave behind it at all, just a bit of the set wall painted black. 		
CF | 		
CF | A metal staircase runs up the wall to a balcony above you, and 		
CF | openings in the set lead north into gloom and northeast and northwest 		
CF | deeper into the studio. 		
CF | 		
CF | Mounds of bones are scattered around the front of the entrance to the 		
CF | den, and the pretend rocks are covered in splashes of red, that you 		
CF | suppose is meant to be blood. 		
CF | 		
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is 		
CF | the half-eaten corpse of a man! 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x corpse" 		
CF ] The Den of the Beast 11/901 		
CF | > 		
CF | > X CORPSE 		
CF | 		
CF | Davor has definitely been gnawed on. He's wearing some form of sacking 		
CF | tunic, but it has been shredded from some vicious attack and reduced 		
CF | to strips. Tied around his waist is an open pouch. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in pouch" 		
CF ] The Den of the Beast 11/902 		
CF | > 		
CF | > LOOK IN POUCH 		
CF | 		
CF | The pouch is tied around the corpse's waist. 		
CF | 		
CF | A security guard walks in from the northeast. He gives you a friendly 		
CF | nod. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search davor" 		
CF ] The Den of the Beast 11/903 		
CF | > 		
CF | > SEARCH DAVOR 		
CF | 		
CF | Davor has definitely been gnawed on. He's wearing some form of sacking 		
CF | tunic, but it has been shredded from some vicious attack and reduced 		
CF | to strips. Tied around his waist is an open pouch. 		
CF | 		
CF | The security guard gives you a friendly wave and saunters northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] The Village of Nether Hallows 11/904 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Village of Nether Hallows 		
CF | The cobbled square, gloomy and shadowed by the surrounding pretend 		
CF | stone buildings, is dominated in the centre by a gnarled, blackened 		
CF | old tree. Gaps between the houses lead north and south deeper into the 		
CF | Studio. A track disappears to the east and to the west, the entrance 		
CF | to the pub is a square of welcoming yellow light. 		
CF | 		
CF | A small crowd of villagers are gathered in a tight, scowling group to 		
CF | one side of the square. 		
CF | 		
CF | Outside the pub, a weathered sign hangs from a large wooden post. 		
CF | 		
CF | A noose hangs from one of the trees branches, swaying in a 		
CF | non-existent wind! 		
CF | 		
CF | You hear footsteps moving to the north of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to villagers" 		
CF ] The Village of Nether Hallows 11/905 		
CF | > 		
CF | > TALK TO VILLAGERS 		
CF | 		
CF | Now Derek has gone, none of the villagers seem interested in breaking 		
CF | character and talking to you. They just look at you suspiciously and 		
CF | wave their farm implements. 		
CF | 		
CF | "Get thee hence," yells one of the villagers. 		
CF | 		
CF | You hear footsteps moving to the east of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x noose" 		
CF ] The Village of Nether Hallows 11/906 		
CF | > 		
CF | > X NOOSE 		
CF | 		
CF | The noose, made from thick old rope, hangs threateningly down from one 		
CF | of the tree's lower branches. Its very presence gives you a sense of 		
CF | that terrible deeds have been committed here! 		
CF | 		
CF | You hear footsteps moving to the south of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take noose" 		
CF ] The Village of Nether Hallows 11/907 		
CF | > 		
CF | > TAKE NOOSE 		
CF | 		
CF | The noose is out of reach. 		
CF | 		
CF | You hear footsteps moving to the west of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tree" 		
CF ] The Village of Nether Hallows 11/908 		
CF | > 		
CF | > X TREE 		
CF | 		
CF | The large gnarled, leafless tree, obviously a well-made prop, 		
CF | dominates the centre of the square. Hanging from one of its lower 		
CF | branches is a noose! 		
CF | 		
CF | You hear footsteps moving to the north of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] The Village of Nether Hallows 11/909 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | There are no good footholds on the trunk of the tree. 		
CF | 		
CF | You hear footsteps moving to the east of you. 		
CF | 		
CF | > 		Krumar says, "We could used the noose on the guard, may be."
		DavidW says, "It's out of reach, though."
		burl asks, "is there a barstool we could grab?"
DavidW says (to ClubFloyd), "w" 		
CF ] The Slaughtered Calf 11/910 		
CF | > 		
CF | > W 		
CF | 		
CF | The Slaughtered Calf 		
CF | The pub, dominated by the large bar on one side, is smoky and warm. 		
CF | The walls and ceilings are all beamed with blackened oak that frames 		
CF | yellowing plaster. The ceiling is low, causing the smoke to twine 		
CF | around at head level, and the floorboards are covered with a layer of 		
CF | sawdust. Doorways out of the pub lead east into the village square and 		
CF | northeast and southeast into the darkened Studio. 		
CF | 		
CF | Opposite the bar, a roaring fire crackles and spits in a blackened 		
CF | stone fireplace. 		
CF | 		
CF | On the wall above the fireplace, a five-pointed star is scratched into 		
CF | the plaster of the wall! 		
CF | 		
CF | A few regular patrons sit in surly groups at the tables and watch you 		
CF | suspiciously over their beer glasses. 		
CF | 		
CF | Bert, the barman stands behind the bar polishing a glass with a dirty 		
CF | towel. 		
CF | 		
CF | "Good evening to you," says Bert, smiling gently. "You after buying a 		
CF | drink?" 		
CF | 		
CF | "I ought to be getting home," says one of the regulars, settling back 		
CF | more comfortably in her seat. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x star" 		
CF ] The Slaughtered Calf 11/911 		
CF | > 		
CF | > X STAR 		
CF | 		
CF | The five pointed star, no, the pentagram, has been crudely scratched 		
CF | into the plaster of the wall. 		
CF | 		
CF | One of the locals sees you looking at it. "Never mind that, you," he 		
CF | says, sharply. "That's not for outsiders." 		
CF | 		
CF | One of the regulars moves a chess piece. 		
CF | 		
CF | A security guard walks in from the southeast. "You keep one in the 		
CF | pipe for me," says the Guard to Bert, winking at you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stool" 		
CF ] The Slaughtered Calf 11/911 		
CF | > 		
CF | > X STOOL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x barstool" 		
CF ] The Slaughtered Calf 11/911 		
CF | > 		
CF | > X BARSTOOL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Krumar says, "the star seems important."
		DavidW says, "I don't remember seeing the star before."
		Jacqueline says, "It was there."
		Jacqueline says, "But it was just a star, not a pentagram."
DavidW says (to ClubFloyd), "x fireplace" 		
CF ] The Slaughtered Calf 11/912 		
CF | > 		
CF | > X FIREPLACE 		
CF | 		
CF | The fire roars merrily in the fireplace, filling the room with smoke 		
CF | 		
CF | "Nothing better than a fire on a cold night, eh?" says one of the 		
CF | locals. "Makes you feel safe from...." He doesn't get chance to 		
CF | finish. One of the other patrons hushes him sharply. 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		Jacqueline says, "I'm proud of our PC for noticing it might be more than a star upon further reflection."
DavidW says (to ClubFloyd), "x chess" 		
CF ] The Slaughtered Calf 11/913 		
CF | > 		
CF | > X CHESS 		
CF | 		
CF | The regulars play chess and cards with one another, but their hearts 		
CF | don't seem in it. 		
CF | 		
CF | "Snap," yells one of the customers and slaps a card down on the table, 		
CF | making you jump. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		Knight_Otu says, "They might be learning."
DavidW says (to ClubFloyd), "talk to patrons" 		
CF ] The Slaughtered Calf 11/914 		
CF | > 		
CF | > TALK TO PATRONS 		
CF | 		
CF | "Hark at him with his fancy city ways," one of the customers says 		
CF | loudly. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to bert" 		
CF ] The Slaughtered Calf 11/915 		
CF | > 		
CF | > TALK TO BERT 		
CF | 		
CF | Bert smiles at you. "Afraid we don't take credit cards here," he says. 		
CF | "Doesn't look like you have enough money for a pint." 		
CF | 		
CF | A security guard walks in from the southeast. The Guard winks at you. 		
CF | "I could murder a pint, Bert," he says. "You have one ready when I'm 		
CF | off shift." 		
CF | 		
CF | > 		DavidW says, "I'm running out of ideas"
		Jacqueline says, "I could murder a pint."
		burl says, "can we win money at the card or chess games"
DavidW says (to ClubFloyd), "play chess" 		
CF ] The Slaughtered Calf 11/916 		
CF | > 		
CF | > PLAY CHESS 		
CF | 		
CF | The regulars look at you so suspiciously that you step back. 		
CF | 		
CF | "I ought to be getting home," says one of the regulars, settling back 		
CF | more comfortably in her seat. 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		Jacqueline says, "I really do wonder if it's beer in the cage, trap the guard even though we do not fit and he shouldn't either."
		Knight_Otu says, "Maybe we do need Wilma."
		burl says, "yeah the sheep head is more plausible (but less funny so i'm still rooting for the ol' security guard beer trap)"
		Jacqueline says (to KO), "Shhhh"
		DavidW says, "I can fetch her, but we couldn't get her into the south corridor, so I suspect she won't go into a cage either."
		Knight_Otu zips up his mouth.
		burl says, "before we leave could we try to play cards"
		Krumar says, "when we tried to buy a beer we just drank it though."
DavidW says (to ClubFloyd), "play cards" 		
CF ] The Slaughtered Calf 11/917 		
CF | > 		
CF | > PLAY CARDS 		
CF | 		
CF | The regulars look at you so suspiciously that you step back. 		
CF | 		
CF | The regulars laugh nastily to one another and glance at you. 		
CF | 		
CF | You can hear footsteps to the northeast. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		burl says, "ah well"
DavidW says (to ClubFloyd), "x bar" 		
CF ] The Slaughtered Calf 11/918 		
CF | > 		
CF | > X BAR 		
CF | 		
CF | The bar stretches along one side of the pub. Bert stands behind it 		
CF | polishing a glass. 		
CF | 		
CF | Bert pulls a pint and then hands it to a regular. 		
CF | 		
CF | You can hear footsteps to the southeast. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		burl says, "does the parser understand buy the guard a beer even if our wallets can't do that"
		Knight_Otu says, "Probably not."
DavidW says (to ClubFloyd), "buy the guard a beer" 		
CF ] The Slaughtered Calf 11/918 		
CF | > 		
CF | > BUY THE GUARD A BEER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "It thinks we want to buy a 'guard a beer'."
		Krumar asks, "want to try to check on annie some more?"
		DavidW says, "I'll go get Wilma, just to be sure she isn't the answer."
Jacqueline says (to ClubFloyd), "buy beer for guard" 		
CF ] The Slaughtered Calf 11/918 		
CF | > 		
CF | > BUY BEER FOR GUARD 		
CF | 		
CF | I only understood you as far as wanting to buy the beer glasses. 		
CF | 		
CF | > 		burl says, "so we need a way to get to the tree, there might be some funny business with the star, that guard sure would like a beer, and the wolf may be deterred by being shot with a silver gun, but also there's a cage just hanging there"
DavidW says (to ClubFloyd), "touch star" 		
CF ] The Slaughtered Calf 11/919 		
CF | > 		
CF | > TOUCH STAR 		
CF | 		
CF | It's just crudely scratched into the wall. 		
CF | 		
CF | A security guard walks in from the southeast. "Now then, Bert," he 		
CF | says, winking at you. "How are you?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to guard" 		
CF ] The Slaughtered Calf 11/920 		
CF | > 		
CF | > TALK TO GUARD 		
CF | 		
CF | "Come for a pint, have you?" asks the Security Guard. "Can't blame 		
CF | you. I'd kill for one, myself! Got to work right now. No rest for the 		
CF | wicked!" 		
CF | 		
CF | The security guard gives Bert a friendly wave and saunters northeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Village of Nether Hallows 11/921 		
CF | > 		
CF | > E 		
CF | 		
CF | "Now you have a good day," calls Bert in his gentle drawl. "We'll see 		
CF | you next time." 		
CF | 		
CF | The Village of Nether Hallows 		
CF | The cobbled square, gloomy and shadowed by the surrounding pretend 		
CF | stone buildings, is dominated in the centre by a gnarled, blackened 		
CF | old tree. Gaps between the houses lead north and south deeper into the 		
CF | Studio. A track disappears to the east and to the west, the entrance 		
CF | to the pub is a square of welcoming yellow light. 		
CF | 		
CF | A small crowd of villagers are gathered in a tight, scowling group to 		
CF | one side of the square. 		
CF | 		
CF | Outside the pub, a weathered sign hangs from a large wooden post. 		
CF | 		
CF | A noose hangs from one of the trees branches, swaying in a 		
CF | non-existent wind! 		
CF | 		
CF | The villagers wave their farming implements at you, threateningly. 		
CF | 		
CF | You hear footsteps moving to the east of you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Path through the Forest 11/922 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | A rotund, red-faced security guard pokes around the set. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | The security guard waves to you and saunters off to the southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on cage" 		
CF ] Path through the Forest 11/923 		
CF | > 		
CF | > STAND ON CAGE 		
CF | 		
CF | It's a bit too small and it doesn't look like it would hold your 		
CF | weight. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot North 11/924 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Guard's Break Room 11/925 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot North 11/926 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		burl says, "it's the 'gentle drawl' that really makes the barkeep a little bit sus"
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 11/927 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | "Hurry," says the countess, impatiently. "It won't be long before 		
CF | we'll be in real trouble." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Menagerie 11/928 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | Wilma, the studio sheep is standing quietly here. A lead trails from a 		
CF | collar around her neck. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | You can also see a cage of snakes here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take lead" 		
CF ] Studio Menagerie 11/929 		
CF | > 		
CF | > TAKE LEAD 		
CF | 		
CF | You grab Wilma's lead. The sheep looks at you with disdain. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot South 11/930 		
CF | > 		
CF | > W 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 11/931 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | Wilma stands near your legs, looking bored. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Path through the Forest 11/932 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Wilma snuffles around just nearby. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put wilma in cage" 		
CF ] Path through the Forest 11/933 		
CF | > 		
CF | > PUT WILMA IN CAGE 		
CF | 		
CF | You lead Wilma into the cage. She doesn't seem to mind. It's like 		
CF | she's used to it. She stands there, bleating softly. 		
CF | 		
CF | A security guard walks in from the northwest. He gives you a genial 		
CF | smile. 		
CF | 		
CF | > 		DavidW says, "oh, that did work."
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 11/934 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage lowers into the darkness of 		
CF | the pit until it is out of sight. 		
CF | 		
CF | The Guard has one last look inside the Pit, then shrugs and saunters 		
CF | off to the southwest. 		
CF | 		
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the 		
CF | pit walls and echoes eerily around the set. 		
CF | 		
CF | > 		burl says, "yeah! the sheep and cage are no longer mysteries"
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/935 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You can hear footsteps to the southwest. They seem to be slowly 		
CF | receding into the distance. 		
CF | 		
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the 		
CF | pit walls and echoes eerily around the set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/936 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You can hear footsteps to the northwest. They seem to be getting 		
CF | closer! 		
CF | 		
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the 		
CF | pit walls and echoes eerily around the set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Path through the Forest 11/937 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | A security guard walks in from the northwest. He gives you a genial 		
CF | smile, then he hears Wilma's plaintive bleating coming from inside the 		
CF | pit. "What on earth is that?" he says to himself, and walks right to 		
CF | the edge of the pit to have a good look in. He peers into the 		
CF | darkness, but can't seem to see anything. 		
CF | 		
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the 		
CF | pit walls and echoes eerily around the set. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push guard" 		
CF ] Path through the Forest 12/938 		
CF | > 		
CF | > PUSH GUARD 		
CF | 		
CF | Plucking up all your courage, you rush up to the Security Guard and 		
CF | give him a quick push in the back. He teeters for a moment and then 		
CF | falls forward into the pit! There is a crash from below, and then out 		
CF | of the darkness the guard shouts up to you. "Thanks alot! Very funny! 		
CF | Now get me out of here." 		
CF | 		
CF | Phew! For a moment, you were worried that the guard would get hurt! 		
CF | 		
CF | You survived a perilous situation! 		
CF | 		
CF | Deep inside the pit, Wilma's plaintive bleating is magnified by the 		
CF | pit walls and echoes eerily around the set. 		
CF | 		
CF | "I'm supposed to be working!" shouts the Security Guard. "I need to 		
CF | get out." 		
CF | 		
CF | > 		burl exclaims, "yeah!!"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf12" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Path through the Forest 12/938 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Krumar says, "now we can get the full moon."
		MoyTravis says, "Nice."
		Knight_Otu says, "I'm sure the guard is getting hurt soon enough."
		DavidW says, "Safest place for him right now"
DavidW says (to ClubFloyd), "nw" 		
CF ] Desolate Windswept Hills 12/939 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Desolate Windswept Hills 		
CF | It's not much, this set. A swathe of plastic grass and heather in a 		
CF | rounded mound is set against a painted backdrop on the studio wall 		
CF | that's supposed to represent distant hills. The set opens to the 		
CF | south, southeast and southwest, leading deeper into the gloomy studio. 		
CF | 		
CF | Rising out of the top of the mound, standing like a great sentinel lit 		
CF | eerily by the light from the moon, is a giant man-shaped sculpture 		
CF | made entirely from sticks and branches! 		
CF | 		
CF | Low on the studio wall, hangs the moon, its crescent filling the set 		
CF | with a ghostly pale light. 		
CF | 		
CF | > 		burl asks, "was that whole bit about the beer one big red herring?"
DavidW says (to ClubFloyd), "open shutter" 		
CF ] Desolate Windswept Hills 12/940 		
CF | > 		
CF | > OPEN SHUTTER 		
CF | 		
CF | You open the shutter, revealing the glory of a full moon! 		
CF | 		
CF | You hear a blood-chilling howl in the distance! It reverberates around 		
CF | the studio triumphantly and it seems to be getting closer. Oh no! That 		
CF | doesn't sound good! 		
CF | 		
CF | The howling moves around the studio to the southeast of you. But then 		
CF | it suddenly stops. You hear a terrible snarling and then a long howl 		
CF | that seems to have a note of frustration in it! 		
CF | 		
CF | > 		DavidW says, "Well, no. It was a clue for us to buy a beer for ourselves."
		DavidW says, "Otherwise, we might have never spent that silver coin."
		Jacqueline says, "Is Wilma locked safely inside the cage? She might be safe in there."
		DavidW says, "No lock. It's open on one side."
		DavidW says, "But she's in the pit."
DavidW says (to ClubFloyd), "se" 		
CF ] Path through the Forest 12/941 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A rope stretches into the darkness of the pit from a pulley system 		
CF | above. The other end is attached to a winch. 		
CF | 		
CF | There seems to be a terrible beast trapped! 		
CF | 		
CF | A loud scrabbling sound is coming out of the pit as if something is 		
CF | trying to get out! 		
CF | 		
CF | > 		Jacqueline frowns.
		DavidW says, "hmmm. Except there's a beast in there now."
		Knight_Otu says, "Huh."
		Krumar says, "Bring it up."
		DavidW asks, "Maybe Wilma was a weresheep?"
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 12/942 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage raises from the pit until it 		
CF | is level with the edge. 		
CF | 		
CF | The beast in the pit lets out a frustrated howl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in pit" 		
CF ] Path through the Forest 12/943 		
CF | > 		
CF | > LOOK IN PIT 		
CF | 		
CF | It's dug directly into the studio floor. You look into it. You'd never 		
CF | get out of there if you got in! 		
CF | 		
CF | The vicious beast in the pit yelps and snarls. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
Jacqueline says (to ClubFloyd), "x cage" 		
CF ] Path through the Forest 12/944 		
CF | > 		
CF | > X CAGE 		
CF | 		
CF | It's a simple wooden cage with one side missing to allow entry. It is 		
CF | attached by a rope to a pulley system. 		
CF | 		
CF | The beast in the pit lets out a frustrated howl. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look in cage" 		
CF ] Path through the Forest 12/945 		
CF | > 		
CF | > LOOK IN CAGE 		
CF | 		
CF | It's a simple wooden cage with one side missing to allow entry. It is 		
CF | attached by a rope to a pulley system. 		
CF | 		
CF | A loud scrabbling sound is coming out of the pit as if something is 		
CF | trying to get out! 		
CF | 		
CF | > 		DavidW says, "Wilma and the guard are gone."
		Jacqueline says, "Nooooooooooooooooooooooooooooooooooo"
		burl says, "well, the guard doesn't seem gone gone"
		Knight_Otu says, "So much for safest place."
DavidW says (to ClubFloyd), "shoot beast" 		
CF ] Path through the Forest 12/946 		
CF | > 		
CF | > SHOOT BEAST 		
CF | 		
CF | You pull the trigger. It just gives a faint click. Of course it does - 		
CF | it's just an antique - it's obviously not got any gunpowder in it. 		
CF | 		
CF | A tremendous snarling and growling is coming from the pit. 		
CF | 		
CF | > 		burl says, "i bet if the moon is changed the guard is in the pit and the wolf is not"
		DavidW says, "We can check that."
DavidW says (to ClubFloyd), "nw" 		
CF ] Desolate Windswept Hills 12/947 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Desolate Windswept Hills 		
CF | It's not much, this set. A swathe of plastic grass and heather in a 		
CF | rounded mound is set against a painted backdrop on the studio wall 		
CF | that's supposed to represent distant hills. The set opens to the 		
CF | south, southeast and southwest, leading deeper into the gloomy studio. 		
CF | 		
CF | Rising out of the top of the mound, standing like a great sentinel lit 		
CF | eerily by the light from the moon, is a giant man-shaped sculpture 		
CF | made entirely from sticks and branches! 		
CF | 		
CF | Low on the studio wall hangs the full moon, filling the set with a 		
CF | ghostly pale light. 		
CF | 		
CF | > 		Jacqueline says, "Yeah. It seemed weird earlier, though, that he was talking to us and there was a wolf howl in the distance."
DavidW says (to ClubFloyd), "close shutter" 		
CF ] Desolate Windswept Hills 12/948 		
CF | > 		
CF | > CLOSE SHUTTER 		
CF | 		
CF | You close the shutter halfway, limiting the moon to a sliver of 		
CF | moonlight in a crescent. 		
CF | 		
CF | In the distance, to the east of the studio, you hear a howl of 		
CF | disappointment that suddenly trails away into silence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Path through the Forest 12/949 		
CF | > 		
CF | > SE 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | A voice suddenly calls from the pit. "Hello? Anybody up there?" It's 		
CF | the voice of, what sounds like, a young woman! 		
CF | 		
CF | "If you're up there," she continues, "If you'd be so kind as to lower 		
CF | the cage and then winch me up, I'd be very grateful." 		
CF | 		
CF | > 		burl exclaims, "annie!"
		MoyTravis says, "Annie, then."
		Jacqueline says, "ANNIE"
		Knight_Otu says, "I'm surprised that apparently we solved the first two studios after studio 5 in the right order."
		burl says, "little morphin' annie"
		Jacqueline asks, "So, Annie, are you okay? Are you okay, Annie?"
		DavidW says, "I noticed the gun didn't work."
		DavidW asks, "Do we let her out?"
		Jacqueline says, "Yeah. Needs powder maybe."
		Krumar asks, "can we get teh coins out of it?"
		MoyTravis says, "We have shot, but no powder."
		Jacqueline says, "I do not think we let anything out of that pit."
DavidW says (to ClubFloyd), "take coins" 		
CF ] Path through the Forest 12/950 		
CF | > 		
CF | > TAKE COINS 		
CF | 		
CF | The coins are firmly settled at the other end of the gun barrel. 		
CF | There's no getting them out now. 		
CF | 		
CF | "A little help?" shouts the young woman in the pit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 12/951 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage lowers into the darkness of 		
CF | the pit until it is out of sight. 		
CF | 		
CF | "I'm on!"" calls the young woman from the darkness. "Now winch me up!" 		
CF | 		
CF | "Hello!" calls a voice from the pit. "Is anyone there?" 		
CF | 		
CF | > 		MoyTravis asks, "Talk to her?"
		Jacqueline says, "Well, unless we let her out and have a talking to her and recruit her to our army."
		Knight_Otu asks, "Maybe search her apartment?"
		Krumar says, "I say seasrch while she is out."
		DavidW says, "oh, that's a thought."
		Jacqueline nods.
DavidW says (to ClubFloyd), "sw" 		
CF ] The Den of the Beast 12/952 		
CF | > 		
CF | > SW 		
CF | 		
CF | 		
CF | The Den of the Beast 		
CF | This seems to be a set representing a den of some kind of animal, 		
CF | maybe. A forbidding entranceway has been made with foam rocks and 		
CF | twisted thorny branches, forming an arch leading into what, at first 		
CF | glance, looks like a dark cave. On closer inspection though, there's 		
CF | no cave behind it at all, just a bit of the set wall painted black. 		
CF | 		
CF | A metal staircase runs up the wall to a balcony above you, and 		
CF | openings in the set lead north into gloom and northeast and northwest 		
CF | deeper into the studio. 		
CF | 		
CF | Mounds of bones are scattered around the front of the entrance to the 		
CF | den, and the pretend rocks are covered in splashes of red, that you 		
CF | suppose is meant to be blood. 		
CF | 		
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is 		
CF | the half-eaten corpse of a man! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Balcony 12/953 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Balcony 		
CF | Halfway up the studio wall, the staircase from below ends at a little 		
CF | platform, bounded by an iron railing. On the southern wall is a closed 		
CF | door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Balcony 12/954 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening the door) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
DavidW says (to ClubFloyd), "d" 		
CF ] The Den of the Beast 12/955 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | The Den of the Beast 		
CF | This seems to be a set representing a den of some kind of animal, 		
CF | maybe. A forbidding entranceway has been made with foam rocks and 		
CF | twisted thorny branches, forming an arch leading into what, at first 		
CF | glance, looks like a dark cave. On closer inspection though, there's 		
CF | no cave behind it at all, just a bit of the set wall painted black. 		
CF | 		
CF | A metal staircase runs up the wall to a balcony above you, and 		
CF | openings in the set lead north into gloom and northeast and northwest 		
CF | deeper into the studio. 		
CF | 		
CF | Mounds of bones are scattered around the front of the entrance to the 		
CF | den, and the pretend rocks are covered in splashes of red, that you 		
CF | suppose is meant to be blood. 		
CF | 		
CF | Lying near the entrance, its lifeless eyes staring at the ceiling, is 		
CF | the half-eaten corpse of a man! 		
CF | 		
CF | > 		Krumar says, "she's a clever wolf"
DavidW says (to ClubFloyd), "ne" 		
CF ] Path through the Forest 12/956 		
CF | > 		
CF | > NE 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A rope stretches into the darkness of the pit from a pulley system 		
CF | above. The other end is attached to a winch. 		
CF | 		
CF | A voice suddenly calls from the pit. "Hello? Anybody up there?" It's 		
CF | the voice of, what sounds like, a young woman! 		
CF | 		
CF | "If you're up there," she continues, "I'm standing on the cage. If 		
CF | you'd be so kind as to winch me up, I'd be very grateful." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn winch" 		
CF ] Path through the Forest 12/957 		
CF | > 		
CF | > TURN WINCH 		
CF | 		
CF | You turn the winch. As you turn, the cage raises from the pit until it 		
CF | is level with the edge. 		
CF | 		
CF | A young woman in tattered clothing jumps from the top of the cage. 		
CF | "Oh, hello," she says. "Thanks. I could've been stuck down there all 		
CF | night. I'm Annie, by the way." 		
CF | 		
CF | Annie yawns and stretches. "I really should be getting some sleep." 		
CF | She grins at you. "Still, no rest for the wicked." 		
CF | 		
CF | (1) - "What are you doing in the pit?" 		
CF | (2) - "You must be a Werewolf!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Path through the Forest 12/957 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | "You must be a Werewolf!" you gasp. 		
CF | 		
CF | Anie gives you a thumbs up. "Bingo!," she says and shrugs. "Woman and 		
CF | girl." 		
CF | 		
CF | (1) - "What's it like?" 		
CF | (2) - "You're one of the undead!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Path through the Forest 12/957 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What's it like," you ask, "being a Werewolf?" 		
CF | 		
CF | "Most of the time, not so bad," replies Annie. "You know - once or 		
CF | twice a month I need to feed on human flesh, but, really, you just get 		
CF | on with your life, you know? Well, up until the last couple of years. 		
CF | I got," and here she grimaces, "trained." She finishes with a 		
CF | scowl and shakes her head. 		
CF | 		
CF | (1) - "What do you mean, trained?" 		
CF | 		
CF | You say > 		MoyTravis asks, "You know, I'm not sure if a werewolf is undead?"
DavidW says (to ClubFloyd), "1" 		
CF ] Path through the Forest 12/957 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What do you mean, trained?" you ask. 		
CF | 		
CF | Annie looks directly at you and her eyes are like thunder. "Like an 		
CF | animal," she says. "It was fun, at first, making movies, but 		
CF | when Arnie realized I could only film a few nights a month, they 		
CF | installed that moon on the Studio wall. I mean, it's just a lamp 		
CF | behind a pane of glass, but they started putting prey out when they 		
CF | opened it, and eventually, I couldn't help myself. The whole 		
CF | Lycanthropy thing took over and I was changing at their whims, to 		
CF | their schedule." Now she seems to be getting really angry. 		
CF | "Do you know," she growls, "how many times I've been stuck in 		
CF | that pit?" 		
CF | 		
CF | (1) - "Why don't you escape?" 		
CF | 		
CF | You say > 		Knight_Otu says, "Not in modern parlance, but in myths, the lines are more blurry."
DavidW says (to ClubFloyd), "1" 		
CF ] Path through the Forest 12/957 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Why don't you escape?" you ask. 		
CF | 		
CF | "They're all protected," she says and gives a sad smile. "I've tried. 		
CF | They've got their hexes and their silver. I never get far." 		
CF | 		
CF | (1) - "I'm raising an undead army. Join us!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Path through the Forest 12/957 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I'm raising an undead army?" you say. "Join us! We're gathering in 		
CF | the studio lot." 		
CF | 		
CF | Annie looks at you quizzically. "Why?" she says. "No offence, but 		
CF | you're human. Why would you want to help the undead. And me." 		
CF | 		
CF | (1) - "Arnie and his Cult are summoning Astaroth and his demonic 		
CF | hordes." 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] Desolate Windswept Hills 12/957 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Arnie and his Cult are summoning Astaroth and his demonic hordes." 		
CF | 		
CF | Annie laughs "So it's not just out of the goodness of your heart then. 		
CF | Helping the undead in distress." She sees you looking chastened and 		
CF | grins at you. "Only kidding. Of course I'll help. If it will give 		
CF | Arnie and all his sycophants a black eye, I'm in." 		
CF | 		
CF | It's all you can do to stop yourself giving a cheer. You have a 		
CF | werewolf for your army! 		
CF | 		
CF | "But first," continues Annie, determinedly, "there's something I need 		
CF | to do." 		
CF | 		
CF | She grabs your hand and marches you both to the northwest, to the 		
CF | hills set. 		
CF | 		
CF | Desolate Windswept Hills 		
CF | It's not much, this set. A swathe of plastic grass and heather in a 		
CF | rounded mound is set against a painted backdrop on the studio wall 		
CF | that's supposed to represent distant hills. The set opens to the 		
CF | south, southeast and southwest, leading deeper into the gloomy studio. 		
CF | 		
CF | Rising out of the top of the mound, standing like a great sentinel lit 		
CF | eerily by the light from the moon, is a giant man-shaped sculpture 		
CF | made entirely from sticks and branches! 		
CF | 		
CF | Low on the studio wall, hangs the moon, its crescent filling the set 		
CF | with a ghostly pale light. 		
CF | 		
CF | Annie grins at you and flexes her shoulders. "Right," she says. "Let's 		
CF | go to war, but first." She suddenly turns and rips the moon's shutters 		
CF | clean off the wall, revealing the full moon in all its glory. "I 		
CF | should have done that years ago," she continues, as hair begins to 		
CF | sprout on her face. "I'm not letting that thing control me any 		
CF | moroooooh..." Her voice becomes a prolonged howl. 		
CF | 		
CF | Annie changes. Her face lengthens and she begins to get 		
CF | bigger. A lot bigger. Her legs and arms sprout hair, as does the rest 		
CF | of her body. Her teeth - well, they become sharp, shining fangs in a 		
CF | long wolf-like face. It is over in a moment, and the Werewolf, in its 		
CF | full ravenous glory, stands in front of you, panting. 		
CF | 		
CF | Its red, furious eyes fix on yours and it begins to snarl. 		
CF | 		
CF | > 		burl says, "werewolves say worker's rights"
		DavidW says, "um. We don't have any silver."
DavidW says (to ClubFloyd), "break blunderbuss" 		
CF ] Desolate Windswept Hills 13/958 		
CF | > 		
CF | > BREAK BLUNDERBUSS 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | The Werewolf sees the Blunderbuss you are carrying and sniffs the air. 		
CF | It seems to smell something it doesn't like! The hackles on its back 		
CF | raise up and it looks at you balefully. It gives a heavy sigh and 		
CF | gestures to you, pointing out towards the main lot. With one final 		
CF | shrug, it lopes out of the set. It must be off to join your undead 		
CF | army! You punch the air with delight! 		
CF | 		
CF | You have grown your Undead Army! 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		MoyTravis says, "Well, ok."
		DavidW says, "oh. The coins in the gun still count."
		Knight_Otu says, "Whew."
		MoyTravis says, "I guess it understands guns, but can't smell our lack of powder? Sure. I'll take it."
		MoyTravis says, "She, I guess."
		DavidW says, "We didn't get any cutting tool."
		DavidW asks, "Could there be a scalpel or something that we missed?"
DavidW says (to ClubFloyd), "score" 		
CF ] Desolate Windswept Hills 13/958 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You are building an undead army! So far, it consists of, the mummified 		
CF | Pharaoh Nefer-Kare and his shuffling ancient servants, a horde of 		
CF | shambling zombies led by an understandably annoyed Security Guard, a 		
CF | fearsome ravening werewolf, the Count, the Countess and their 		
CF | bloodthirsty vampire thralls. 		
CF | 		
CF | You have survived thirteen perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | - You tamed Nefer-Kare and his mummified servants with the ancient 		
CF | magic of his own bracelet! 		
CF | - You cremated a young security guard in a huge oven! 		
CF | - You pushed a decent hard-working security guard into a deep pit 		
CF | for some reason. 		
CF | - You loaded an ancient Blunderbuss with a handful of silver 		
CF | pocket-change and bluffed a Werewolf! 		
CF | 		
CF | > 		Knight_Otu says, "Maybe. It would make sense if there's one in the Frankenstein studio, I guess."
		Jacqueline thinks about Wilma, and presses F.
DavidW says (to ClubFloyd), "se" 		
CF ] Path through the Forest 13/959 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Path through the Forest 		
CF | Surrounded by the bottom two thirds of densely packed plywood fir 		
CF | trees, the path, covered in glued down gravel, runs west, deeper into 		
CF | the studio and east, where it ends at the studio door. Gaps in the 		
CF | scenery lead northwest and southwest into gloom. 		
CF | 		
CF | Just next to the path is a deep, earthy pit in the floor. It's at 		
CF | least as twice as deep as you and pretty big. It's so deep that the 		
CF | bottom is all in darkness. 		
CF | 		
CF | A cage dangles from a rope to one side of the pit, its floor level 		
CF | with the top of the pit wall. The rope is attached to a pulley system 		
CF | and winch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot North 13/960 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 13/961 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess comes up to you when you enter the lot. "Oh, good work," 		
CF | she says and you think you detect a faint note of admiration in her 		
CF | voice. She nods towards the Werewolf. "She's powerful and fast. Just 		
CF | what we need. I'm beginning to think we might actually have a chance 		
CF | in this war." 		
CF | 		
CF | The Countess grins at you. "Now get out there and find us more undead 		
CF | recruits!" 		
CF | 		
CF | > 		Knight_Otu says, "I appreciate that the game calls us out for our security guard murders for the most part."
		Jacqueline says, "Yeah, they're probably a tool in the Frankenstein area - there's also the wheel barrow and the giant blade, but that sounds like a lot of work schlepping stuff around and I hope that is not the way things go down."
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Workshop 13/962 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plywood" 		
CF ] Studio Workshop 13/963 		
CF | > 		
CF | > X PLYWOOD 		
CF | 		
CF | The pieces of plywood are all sorts of shapes and sizes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Studio Workshop 13/964 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | The pieces of plywood are all sorts of shapes and sizes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Laboratory of Dr Von Hummels 13/965 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless human torso. Sewn onto its 		
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x helmet" 		
CF ] The Laboratory of Dr Von Hummels 13/966 		
CF | > 		
CF | > X HELMET 		
CF | 		
CF | More of a skull cap, really, with holes in it. To be honest it looks 		
CF | like someone in props has taken a metal colander and re-imagined it. 		
CF | Attached to the top of the helmet is a round metal ring. 		
CF | 		
CF | > 		Jacqueline says, "And by THEY'RE PROBABLY A TOOL, I meant THERE IS PROBABLY A TOOL"
		DavidW says, "Interesting that there's three rings in this studio, not two."
DavidW says (to ClubFloyd), "x table" 		
CF ] The Laboratory of Dr Von Hummels 13/967 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | The table is covered in a mass of complicated laboratory equipment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search table" 		
CF ] The Laboratory of Dr Von Hummels 13/968 		
CF | > 		
CF | > SEARCH TABLE 		
CF | 		
CF | The table is covered in a mass of complicated laboratory equipment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x equipment" 		
CF ] The Laboratory of Dr Von Hummels 13/969 		
CF | > 		
CF | > X EQUIPMENT 		
CF | 		
CF | The complicated mess of glass pipes, flasks, bottles, beakers and 		
CF | tubes contain colored liquids that give off a terrible chemical smell. 		
CF | 		
CF | > 		Krumar says, "You mighthave to "move" the energy to the equipment then to the body."
		DavidW says, "perhaps."
		Knight_Otu says, "Three rings for the Frankensteins, to conjure lghtning and raise their monsters."
DavidW says (to ClubFloyd), "x blade" 		
CF ] The Laboratory of Dr Von Hummels 13/969 		
CF | > 		
CF | > X BLADE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knife" 		
CF ] The Laboratory of Dr Von Hummels 13/969 		
CF | > 		
CF | > X KNIFE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scalpel" 		
CF ] The Laboratory of Dr Von Hummels 13/969 		
CF | > 		
CF | > X SCALPEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] The Laboratory of Dr Von Hummels 13/970 		
CF | > 		
CF | > L 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless human torso. Sewn onto its 		
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Crematorium 13/971 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Crematorium 		
CF | The whole set is painted the same light green you see in a hospital 		
CF | ward. You know this is a crematorium because of the word "Crematorium" 		
CF | written in large white letters on the wall. You assume this is to let 		
CF | the audience know too without too much exposition. Dark gaps in the 		
CF | set walls lead north and west. 		
CF | 		
CF | On one wall is the open door to what must be the cremation oven! 		
CF | 		
CF | > 		DavidW says, "Just the oven here. No cabinet or cupboard."
DavidW says (to ClubFloyd), "pull gurney" 		
CF ] Crematorium 13/972 		
CF | > 		
CF | > PULL GURNEY 		
CF | 		
CF | The gurney slides smoothly out of the oven and into the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Crematorium 13/973 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | It's a flat topped metal trolley, about long enough for a person. It's 		
CF | attached to the oven by metal rods. It looks like you could push it 		
CF | and it would go into the oven, or pull it out again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] The Castle Rooftop 13/974 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | Some terrible energies in the very air itself are making the hairs 		
CF | stand up on the back of your neck. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		Krumar says, "No idea what the wheel does yet."
		DavidW says, "It made our hair stand on end."
		DavidW says, "We have static electricity somewhere."
DavidW says (to ClubFloyd), "x knife" 		
CF ] The Castle Rooftop 13/974 		
CF | > 		
CF | > X KNIFE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Glade in the Forest 13/975 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grass" 		
CF ] Glade in the Forest 13/976 		
CF | > 		
CF | > X GRASS 		
CF | 		
CF | It's the same type of plastic grass your friend Cicily uses so she has 		
CF | a low maintenance garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take log" 		
CF ] Glade in the Forest 13/977 		
CF | > 		
CF | > TAKE LOG 		
CF | 		
CF | The log must be attached to the floor in some way. It won't budge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on log" 		
CF ] Glade in the Forest 13/978 		
CF | > 		
CF | > SIT ON LOG 		
CF | 		
CF | You get onto the mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search log" 		
CF ] Glade in the Forest 13/979 		
CF | > 		
CF | > SEARCH LOG 		
CF | 		
CF | The log is made from some sort of heavy foam and painted brown and 		
CF | green. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Glade in the Forest 13/980 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You get off the mossy log. 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		Jacqueline says, "Well, hairs standing up is a thing before lightning strikes."
DavidW says (to ClubFloyd), "open secret compartment in log where they hide the good candy bars." 		
CF ] Glade in the Forest 13/980 		
CF | > 		
CF | > OPEN SECRET COMPARTMENT IN LOG WHERE THEY HIDE THE GOOD CANDY BARS. 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		burl says, "always worth a try"
		DavidW says, "It just occured to me that we cremated the guard's lurid novel as well and now I'm sad."
DavidW says (to ClubFloyd), "n" 		
CF ] The Evil Machinery of Dr Von Hummels 13/981 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Evil Machinery of Dr Von Hummels 		
CF | Huge interlocking plywood cogs, painted like rusty metal, form a 		
CF | complex machine all across one side of the room. Giant glass valves 		
CF | are lined up along the walls, connected by thick wires which stick out 		
CF | at various points in great winding loops. Doorways lead east and south 		
CF | deeper into the Studio. 		
CF | 		
CF | A smooth brass handle pokes out of the side of the machinery. 		
CF | 		
CF | In the centre of the room is a huge complicated semi-circular control 		
CF | board. 		
CF | 		
CF | > 		Jacqueline presses F again.
DavidW says (to ClubFloyd), "x wires" 		
CF ] The Evil Machinery of Dr Von Hummels 13/982 		
CF | > 		
CF | > X WIRES 		
CF | 		
CF | The wiring coils in and out of the valves and machine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search board" 		
CF ] The Evil Machinery of Dr Von Hummels 13/983 		
CF | > 		
CF | > SEARCH BOARD 		
CF | 		
CF | The control board seems to be made from steel and is covered with all 		
CF | sorts of big switches and levers and lights. They're all probably just 		
CF | props though, and won't do anything. 		
CF | 		
CF | Attached to the side of the control board is a round metal ring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Glade in the Forest 13/984 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Castle Rooftop 13/985 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | Some terrible energies in the very air itself are making the hairs 		
CF | stand up on the back of your neck. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull handle" 		
CF ] The Castle Rooftop 13/986 		
CF | > 		
CF | > PULL HANDLE 		
CF | 		
CF | (the brass handle) 		
CF | You pull the handle and, suddenly, impressive bolts of lightning shoot 		
CF | down from the ceiling, into the metal spike and down the copper band 		
CF | on the dome. Wow! You can't help but be impressed by the special 		
CF | effects. You bet they look good on screen! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] The Castle Rooftop 13/987 		
CF | > 		
CF | > G 		
CF | 		
CF | (the brass handle) 		
CF | You pull on the handle. Nothing obvious happens. 		
CF | 		
CF | > 		Jacqueline exclaims, "Special effects!"
		Knight_Otu asks, "I seem to recall that our friend in the mummy studio had a weapon for his role. Do we need to brave the trapped tunnel somehow after all?"
		DavidW asks (of Knight), "Maybe yes? He had a scimitar, right?"
		Jacqueline says, "There kinda has to be a reason to go through that tunnel, I'm thinking."
		Knight_Otu says, "Something like that, yes."
		Krumar asks, "I just got back, are we still looking for a blade?"
		DavidW says, "We never used the crocodile."
		DavidW says (to Krumar), "yes"
		DavidW says, "We think maybe there's a scimitar in the trap corridor."
DavidW says (to ClubFloyd), "e" 		
CF ] Crematorium 13/988 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Crematorium 		
CF | The whole set is painted the same light green you see in a hospital 		
CF | ward. You know this is a crematorium because of the word "Crematorium" 		
CF | written in large white letters on the wall. You assume this is to let 		
CF | the audience know too without too much exposition. Dark gaps in the 		
CF | set walls lead north and west. 		
CF | 		
CF | On one wall is the open door to what must be the cremation oven! 		
CF | 		
CF | Extending from the oven into the centre of the room is a wheeled metal 		
CF | gurney. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] The Laboratory of Dr Von Hummels 13/989 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless human torso. Sewn onto its 		
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Workshop 13/990 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot South 13/991 		
CF | > 		
CF | > E 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess sighs heavily. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 13/992 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Guard's Break Room 13/993 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot North 13/994 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 13/995 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Menagerie 13/996 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | You can also see a cage of snakes here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crocodile" 		
CF ] Studio Menagerie 13/997 		
CF | > 		
CF | > X CROCODILE 		
CF | 		
CF | The huge crocodile just stares back at you with heavy lidded eyes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take snakes" 		
CF ] Studio Menagerie 13/998 		
CF | > 		
CF | > TAKE SNAKES 		
CF | 		
CF | You gingerly pick up the cage. The snakes try and bite you with their 		
CF | poisonous fangs, but they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 13/999 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 13/1000 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 13/1001 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | The slumped body of the poor security guard lies a little way down the 		
CF | passage. 		
CF | 		
CF | You can also see a cage of spiders here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put snakes in corridor" 		
CF ] The Ruins of Men-nefer 13/1001 		
CF | > 		
CF | > PUT SNAKES IN CORRIDOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop snakes" 		
CF ] The Ruins of Men-nefer 13/1002 		
CF | > 		
CF | > DROP SNAKES 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open snakes" 		
CF ] The Ruins of Men-nefer 13/1003 		
CF | > 		
CF | > OPEN SNAKES 		
CF | 		
CF | You open the cage. The snakes slither out of it in a tangled mass of 		
CF | scales and flickering tongues! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take spiders" 		
CF ] The Ruins of Men-nefer 13/1004 		
CF | > 		
CF | > TAKE SPIDERS 		
CF | 		
CF | You gingerly pick up the cage. The spiders try and bite you with their 		
CF | poisonous fangs, but they can't reach you through the narrow bars. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 13/1005 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 13/1006 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 13/1007 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop spiders" 		
CF ] Studio Menagerie 13/1008 		
CF | > 		
CF | > DROP SPIDERS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		burl says, "inventory: spider, spider, spider, spider"
DavidW says (to ClubFloyd), "open spiaders" 		
CF ] Studio Menagerie 13/1008 		
CF | > 		
CF | > OPEN SPIADERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open spiders" 		
CF ] Studio Menagerie 13/1009 		
CF | > 		
CF | > OPEN SPIDERS 		
CF | 		
CF | You open the cage, but the spiders wave their front legs nervously and 		
CF | refuse to emerge. There must be something here they don't like. You 		
CF | quickly close the cage again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open crocodile cage" 		
CF ] Studio Menagerie 13/1010 		
CF | > 		
CF | > OPEN CROCODILE CAGE 		
CF | 		
CF | You see the crocodile's huge stained teeth and think better of it! 		
CF | You'd definitely want someone between you and that thing before you 		
CF | opened the cage up! 		
CF | 		
CF | > 		Krumar says, "can we get any of our army tohelp with this"
DavidW says (to ClubFloyd), "push it east" 		
CF ] Studio Menagerie 13/1011 		
CF | > 		
CF | > PUSH IT EAST 		
CF | 		
CF | The huge crocodile stares at you with its dead eyes and you think 		
CF | better of it. 		
CF | 		
CF | > 		DavidW says, "No."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Studio Menagerie 13/1012 		
CF | > 		
CF | > X ME 		
CF | 		
CF | After a long day on the set, your stage makeup, thickly applied, is 		
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and 		
CF | itch in unexpected places, and, to be quite honest, you could do with 		
CF | a good lie down and a cup of tea. 		
CF | 		
CF | > 		DavidW says, "If you talk to any of them, it's just more background info on them."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Studio Menagerie 13/1013 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying an antique blunderbuss loaded with a handful of small 		
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather 		
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo 		
CF | doll, a strawberry milk bottle, an evil book of black magic, a small 		
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the 		
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold 		
CF | pocketwatch and a grey suit. 		
CF | 		
CF | > 		Jacqueline asks, "Do we use the whip?"
		Jacqueline asks, "Or is that just to put thing back in their cages?"
		burl says, "and become a ringmaster of spiders"
		DavidW says, "as far as I know, just to put critters in cages."
		DavidW says, "If there's another use, I don't know of any."
		DavidW says, "'whip' isn't a verb."
		Jacqueline says, "right"
DavidW says (to ClubFloyd), "whip crocodile" 		
CF ] Studio Menagerie 13/1013 		
CF | > 		
CF | > WHIP CROCODILE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW says, "So we can't whip the bones."
		DavidW says, "I'd like to send the crocodile down the passage, but I have no idea how."
		Jacqueline asks, "It's a very silly idea, but could we use the gurney to get through the passage so quickly we miss the spikes?"
		Krumar says, "I think it's on rails."
		Jacqueline asks, "Or is there some other way to avoid triggering them? They're activated by the floor, right?"
		DavidW says, "No, the gurney is attached to the oven."
		burl says, "whare are crocodiles supposed to be afraid of or sensitive to"
		Jacqueline says (to Krumar), "Ah"
Jacqueline says (to ClubFloyd), "turn crocodile cage upside down" 		
CF ] Studio Menagerie 13/1013 		
CF | > 		
CF | > TURN CROCODILE CAGE UPSIDE DOWN 		
CF | 		
CF | I only understood you as far as wanting to turn the crocodile cage. 		
CF | 		
CF | > 		DavidW says, "There's a wheelbarrow, but I think it doesn't trigger anything."
		Knight_Otu says, "Maybe the wheelbarrow can hold off the... yeah."
Jacqueline says (to ClubFloyd), "flip crocodile" 		
CF ] Studio Menagerie 13/1013 		
CF | > 		
CF | > FLIP CROCODILE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		DavidW asks, "Should I get the wheelbarrow?"
		Knight_Otu says, "It can't hurt to try, at least."
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot South 13/1014 		
CF | > 		
CF | > W 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 13/1015 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Guard's Break Room 13/1016 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Alleway, Rue des Verrièrs 13/1017 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 13/1018 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 13/1019 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 13/1020 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | You can also see a wheelbarrow (which contains a sacred voodoo stone) 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take barrow" 		
CF ] The Cemetery of St. Louise de Marillac 13/1021 		
CF | > 		
CF | > TAKE BARROW 		
CF | 		
CF | You grab hold of the wheelbarrow's handles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 13/1022 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 13/1023 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 13/1024 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Guard's Break Room 13/1025 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot North 13/1026 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 13/1027 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The vampire thralls mutter to one another. "We should be getting out 		
CF | of here," says one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Menagerie 13/1028 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | You can also see a cage of spiders here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open crocodile cage" 		
CF ] Studio Menagerie 13/1029 		
CF | > 		
CF | > OPEN CROCODILE CAGE 		
CF | 		
CF | You see the crocodile's huge stained teeth and think better of it! 		
CF | You'd definitely want someone between you and that thing before you 		
CF | opened the cage up! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Shrine of the Sphinx 13/1030 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		
CF | a group of tents. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Archaeological Dig Site 13/1031 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 13/1032 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | The slumped body of the poor security guard lies a little way down the 		
CF | passage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push barrow south" 		
CF ] The Ruins of Men-nefer 13/1033 		
CF | > 		
CF | > PUSH BARROW SOUTH 		
CF | 		
CF | Now you've got the wheelbarrow, you can just move around as normal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop barrow" 		
CF ] The Ruins of Men-nefer 13/1034 		
CF | > 		
CF | > DROP BARROW 		
CF | 		
CF | You let go of the wheelbarrow's handles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push barrow south" 		
CF ] The Ruins of Men-nefer 13/1035 		
CF | > 		
CF | > PUSH BARROW SOUTH 		
CF | 		
CF | You grab the handles of the wheelbarrow. Now you've got it, you can 		
CF | just move around as normal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Ruins of Men-nefer 13/1035 		
CF | > 		
CF | > S 		
CF | 		
CF | You bravely step into the gloom. Oh no! As soon as your foot hits the 		
CF | floor of the passage you realise your terrible mistake! Suddenly, an 		
CF | incredibly sharp circular disk emerges from one of the slots on the 		
CF | wall, shoots across the passage, slices you into two pieces, and 		
CF | disappears through the opposite slot! Your separated halves fall on 		
CF | top of the pile of bones and your vision darkens until everything is 		
CF | black. 		
CF | 		
CF | 		
CF | 		
CF | ***Roll Credits. The End*** 		
CF | 		
CF | 		
CF | You built an undead army! It consisted of, the mummified Pharaoh 		
CF | Nefer-Kare and his shuffling ancient servants, a horde of shambling 		
CF | zombies led by an understandably annoyed Security Guard, a fearsome 		
CF | ravening werewolf, the Count, the Countess and their bloodthirsty 		
CF | vampire thralls. 		
CF | 		
CF | You managed to survive thirteen perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | - You tamed Nefer-Kare and his mummified servants with the ancient 		
CF | magic of his own bracelet! 		
CF | - You cremated a young security guard in a huge oven! 		
CF | - You pushed a decent hard-working security guard into a deep pit 		
CF | for some reason. 		
CF | - You loaded an ancient Blunderbuss with a handful of silver 		
CF | pocket-change and bluffed a Werewolf! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] The Ruins of Men-nefer 13/1035 		
CF | 		
CF | > UNDO 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "eep"
		DavidW says, "The barrow doesn't work the way we'd like."
		Knight_Otu says, "Unfortunately."
		Krumar asks, "Can you throw that stone down the passage?"
		Knight_Otu says, "Likely too heavy."
		DavidW says, "No, it's far to heavy to carry."
		DavidW says, "too heavy"
		DavidW says, "It's after 5 pm here, btw."
		Knight_Otu says, "Oh, true. 1 hour to midnight here."
DavidW says (to ClubFloyd), "talk to skeleton" 		
CF ] The Ruins of Men-nefer 13/1036 		
CF | > 		
CF | > TALK TO SKELETON 		
CF | 		
CF | You can't reach the skeleton from here. 		
CF | 		
CF | > 		MoyTravis says, "Seems a fair place to stop."
		Jacqueline says, "Oh dang, yeah."
		Jacqueline says, "Stuck the same place we were last week, sort of."
		Jacqueline exclaims, "Okay - have a great rest of the week, everyone. Happy 2022!"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		Krumar exclaims, "Have a great day everyone!"
		Knight_Otu says, "I mean, we solved a studio and made progress on the last one."
		MoyTravis says, "Mrm, yep, best wishes for 2022. Cya'll 'round."
		Jacqueline says (to KO), "Yeah. Hence my 'sort of'"
		Jacqueline says, "I'm glad we went and did other stuff."
DavidW says (to ClubFloyd), "cfdrhorrornoblade" 		
CF ] The Ruins of Men-nefer 13/1036 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline says, "But this tunnel continues to confound."
		Knight_Otu says, "May 2022 be better than the last few years. Of course, '21 went downhill very fast."
		DavidW says, "so tired. Shame we're stuck again."
Krumar goes home. 		
MoyTravis goes home. 		Knight_Otu exclaims, "Good night, and stay safe, everyone!"
Knight_Otu goes home. 		
Krumar has arrived. 		
Krumar disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		DavidW says, "thanks all for the game"
		burl exclaims, "thanks!"
		
*** SESSION 5 *** 		
		DavidW says, "I've updated my notes at [LINK]"
		Krumar says, "David, the site is really cool."
		DavidW says, "Also, I discovered that we don't need to solve the deadly corridor yet."
		DavidW says (to Krumar), "thanks"
		Knight_Otu says, "That's good, because my only idea was to try and summon ghosts at that spot."
		DavidW says, "When playing last week, I forgot about a bit of the geography: that the way to the studio crypt is a RAMP."
		DavidW says, "Which means we can take the wheelbarrow to the fridge o' bodyparts."
		Jacqueline says (to DW), "oooh nice"
		Knight_Otu says, "Oh yeah, that would help, wouldn't it."
		Krumar asks, "We still think we are looking for something to cut with right?"
		DavidW says (to Krumar), "Actually no, but there is another blade: the pendulum axe."
		Krumar says, "Cool."
		Jacqueline says, "Yeah, I think we're just getting already severed parts."
		DavidW says, "Anyway, if people are willing, I can solve the frankie puzzle right away."
		Krumar says, "I don't know of a reason not too."
		Jacqueline says, "I am okay with this."
		DavidW says, "Also, I found out that there was a 2nd way to deal with the jovial guard in Studio 1 that didn't involve pushing him into a pit."
		Knight_Otu says, "Please do."
DavidW says (to ClubFloyd), "look" 		
CF ] The Ruins of Men-nefer 13/1037 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | The Ruins of Men-nefer 		
CF | This is quite a set! Against the southern studio wall of the studio 		
CF | are the fronts of a row of crumbling ruins. They are all covered in 		
CF | statues and carvings of monsters and ancient gods - really impressive 		
CF | work by the set designer. They loom over you, the faces of the 		
CF | statues, they seem to leer at you, giving a terrible air of horrifying 		
CF | menace to the whole set! 		
CF | 		
CF | Opposite the ruins, to the north, you can see some buildings. Dunes 		
CF | rise up from the ground to the northwest and northeast are some 		
CF | distant tents. 		
CF | 		
CF | Right in the centre of the row of ruins is an entranceway to a dark 		
CF | passage, leading south. You can see a little way in. There seem to be 		
CF | holes in the floor and narrow slots in the wall. Part way down, 		
CF | slumped against one wall, is an evilly grinning skeleton! Further 		
CF | along, and you can see a pile of bones near one of the wall slots. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A writhing mass of snakes slither all over the set. 		
CF | 		
CF | The slumped body of the poor security guard lies a little way down the 		
CF | passage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Archaeological Dig Site 13/1038 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Archaeological Dig Site 		
CF | The dark entrance to the Mummy's tombs leads down a ladder through a 		
CF | hole in the ground in-between the exposed ancient buildings. But 		
CF | they're not actually buildings. They're just the front walls of 		
CF | buildings held up with wooden scaffolding at the back. 		
CF | 		
CF | Here, right in the middle of the Studio, you can see all across the 		
CF | huge set. To the north is the looming Sphinx, to the west, rolling 		
CF | sand dunes. On the east side of the building are the tops of some 		
CF | colorful tents and to the south of you, what seem like ruins. 		
CF | 		
CF | An empty cage lies open on the floor. 		
CF | 		
CF | A mob of horrific cockroaches scutter in and out of the scenery. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] The Shrine of the Sphinx 13/1039 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | The Shrine of the Sphinx 		
CF | They've only bothered to actually build the front legs of the Sphinx. 		
CF | For longer shots, you assume they use the matte backdrop of the whole 		
CF | thing painted onto the Studio wall to the set's left. The Sphinx's 		
CF | legs extend out from the Studio walls and between them is the Mummy's 		
CF | shrine, carved from greyish sandy painted construction foam. 		
CF | 		
CF | To the west, there is an opening in the Studio wall. Southwest, 		
CF | towards the other side of the Studio, you can see distant sand dunes. 		
CF | The set opens out to the south to reveal some sort of building and 		
CF | beyond it, a group of ruins. To the southeast, you can see the tops of 		Knight_Otu asks, "So Wilma may survive as well?"
CF | a group of tents. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Menagerie 13/1040 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Menagerie 		
CF | This small dingy room is filled with mostly empty cages for the 		
CF | animals the Studio uses in its movies. It smells quite bad, to be 		
CF | honest. A door lies open to the west and, opposite it, a relatively 		
CF | brightly lit space in the wall opens up to the east. 		
CF | 		
CF | On one side of the room, a large cage contains a huge crocodile. 		
CF | 		
CF | You can also see a cage of spiders here. 		
CF | 		
CF | > 		DavidW says (to Knight), "alas, no. Wilma always has to die to catch the werewolf."
		Knight_Otu says, "Aw."
Roger has arrived. 		DavidW says, "The alternate death for the guard is to get the villagers to hang him for being a witch."
		Krumar says, "that sounds worse."
		Knight_Otu says, "Oh dear. Why did I delude myself into being optimistic."
		DavidW says, "But we missed our chance to do that because we didn't ask Derek, love, about the witch business in his dialog tree."
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot South 13/1041 		
CF | > 		
CF | > W 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 13/1042 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot South 13/1043 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Count looks as if he might speak, then seems to think better of 		
CF | it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot North 13/1044 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Guard's Break Room 13/1045 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Alleway, Rue des Verrièrs 13/1046 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Deep in the Bayou 13/1047 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Voodoo Temple 13/1048 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Cemetery of St. Louise de Marillac 13/1049 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Cemetery of St. Louise de Marillac 		
CF | What a set this is! Mallet Studios must have actually spent some real 		
CF | money on this. The large space, bounded by walls painted with distant 		
CF | scenery, is row after row of forbidding tombs, ornamented gravestones 		
CF | and imposing hooded statues. Vines and tropical looking plastic plants 		
CF | wind over everything, giving a real atmosphere of age and shadowy 		
CF | menace. Openings in the set walls lead north and west deeper into the 		
CF | studio. 		
CF | 		
CF | To one side of the set is a row of freshly filled in graves! 		
CF | 		
CF | > 		DavidW says, "I don't remember where we left the wheelbarrow."
DavidW says (to ClubFloyd), "i" 		
CF ] The Cemetery of St. Louise de Marillac 13/1050 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying an antique blunderbuss loaded with a handful of small 		
CF | silver coins, a music box, a coil of cord, a jaunty hat, a leather 		
CF | whip, a reel of strong cotton, a bone needle, a wicked little voodoo 		
CF | doll, a strawberry milk bottle, an evil book of black magic, a small 		
CF | brass key, a tea caddy and a stained crimson robe. You are wearing the 		
CF | Bracelet of Nefer-Kare, Buster's Stetson, a crucifix, a gold 		
CF | pocketwatch and a grey suit. 		
CF | 		
CF | You are pushing a wheelbarrow along. It contains a sacred voodoo 		
CF | stone. 		
CF | 		
CF | > 		DavidW says, "oh duh."
DavidW says (to ClubFloyd), "n" 		
CF ] Voodoo Temple 13/1051 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Voodoo Temple 		
CF | All the masks lining the walls of the set seem to regard you with 		
CF | narrowed, suspicious eyes. There are dozens of them in all shapes and 		
CF | sizes. In between and around them hang colourful drapes, their 		
CF | attractive patterns at odds with the skulls on the floor and 		
CF | statuettes of frightening figures in little alcoves. Unlit candles 		
CF | cover almost every surface and everything is draped in a patina of 		
CF | nylon cobwebs. Doorways in the set walls lead into the gloom to the 		
CF | north and south. 		
CF | 		
CF | Dominating one wall is a large ornately carved wooden throne. 		
CF | 		
CF | In front of the throne is a small black table. 		
CF | 		
CF | A small compartment in the table is open. 		
CF | 		
CF | Scattered across the table are small fragments of bone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deep in the Bayou 13/1052 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Deep in the Bayou 		
CF | Surrounded by the trunks of enormous trees, the Bayou has been emptied 		
CF | for the night. It's just a rubber lined dip in the floor now, with a 		
CF | few sad plastic plants lying in the bottom of it. Openings in the set 		
CF | lead south and east into the gloom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Alleway, Rue des Verrièrs 13/1053 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Alleway, Rue des Verrièrs 		
CF | A set designer has gone to great lengths to re-imagine a narrow 		
CF | alleyway running between rows of townhouses in somewhere like New 		
CF | Orleans. The facades of the houses, propped up by beams at the back, 		
CF | are painted in dusky oranges, reds and creams to resemble stucco 		
CF | rendering. Arches, separated by ornate columns, cover the frontages, 		
CF | each with its own darkened window. Elaborate iron balconies, created 		
CF | from plywood, stretch in between each arch, complete with hanging 		
CF | plastic plants and vines. Here, in the semi-darkness, the false 		
CF | buildings feel oppressive. Like they are hiding secrets! 		
CF | 		
CF | Gloomy openings in the set walls lead south and east deeper into the 		
CF | studio. To the west, a brighter gap opens into the guard's break room. 		
CF | 		
CF | > 		
MoyTravis has arrived. 		
DavidW says (to ClubFloyd), "w" 		
CF ] Guard's Break Room 13/1054 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Guard's Break Room 		
CF | Someone has carved out a comfortable nook in this little space in 		
CF | between the door and the studio proper. There's a small table next to 		
CF | a comfy chair in one corner and on the table is a lit lamp, creating a 		
CF | welcoming pool of light in the gloom. A dingy gap in the wall to the 		
CF | east leads deeper into the studio and the door out to the lot, to the 		
CF | west, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Guard's Break Room 13/1055 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Lot North 13/1056 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot South 13/1057 		
CF | > 		
CF | > S 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Waiting Room 13/1058 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Store 13/1059 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Studio Crypt 13/1060 		
CF | > 		
CF | > D 		
CF | 		
CF | Studio Crypt 		
CF | The square windowless room, grimly lit by a bright light from the 		
CF | naked lightbulb on the ceiling, is surrounded on three sides by a 		
CF | large cage made from iron bars that run from ceiling to floor. A 		
CF | barred door into the cage is open. One one side, next to a 		
CF | lightswitch, a rickety wooden ramp leads up to a hole in the ceiling. 		
CF | The walls are made from grey stone and drip with moisture. The whole 		
CF | room seems to give off a damp earthy smell of decay! 		
CF | 		
CF | In the centre of the room is a large white box that looks like a 		
CF | kitchen refrigerator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open fridge" 		
CF ] Studio Crypt 13/1061 		
CF | > 		
CF | > OPEN FRIDGE 		
CF | 		
CF | The fridge is already open. 		
CF | 		
CF | > 		DavidW says, "Forgive me, but this will be gross."
DavidW says (to ClubFloyd), "take legs" 		
CF ] Studio Crypt 13/1062 		
CF | > 		
CF | > TAKE LEGS 		
CF | 		
CF | The remains are far too bulky to carry around. But fortunately, you 		
CF | have a wheelbarrow. Shuddering with horror, you grasp at Melissa's 		
CF | poor ankles. The two legs come away from the rest of the remains and 		
CF | plop into the wheelbarrow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take arms" 		
CF ] Studio Crypt 13/1063 		
CF | > 		
CF | > TAKE ARMS 		
CF | 		
CF | Beanie's skeleton is too bulky to carry about. Luckily, you have a 		
CF | wheelbarrow with you! Feeling ill, you grasp the relatively unscathed 		
CF | arms of the skeleton and pull. With a terrible sucking sound, Beanie's 		
CF | arms come away from the skeleton and drop horribly into the 		
CF | wheelbarrow! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Studio Store 13/1064 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Studio Store 		
CF | Props from a hundred bad movies loom out of the dim light in piles on 		
CF | the floor and stacked on metal shelving. Wide hangers hold arrays of 		
CF | multi-colored clothing. There may be a storage methodology at work 		
CF | here, but you can't see it. To your eyes, it just looks like random 		
CF | piles of junk made from cloth and plywood. Dimly lit doorways in the 		
CF | west and south walls lead into shadow. 		
CF | 		
CF | A rolled up rug is next to an open trapdoor, leading down into a 		
CF | brightly lit room. 		
CF | 		
CF | A sewing machine sits on a workbench in front of the clothes hangers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Waiting Room 13/1065 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Waiting Room 		
CF | The dim lights barely illuminate the scattering of uncomfortable 		
CF | chairs where actors are supposed to spend their time between takes. A 		
CF | door to the north leads outside and dark doorways lead to the east and 		
CF | west deeper into the studio. 		
CF | 		
CF | The kitchen counter along one wall, stained with coffee mug rings, 		
CF | holds the accumulated detritus of a hundred extras' various drink 		
CF | making ingredients. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Lot South 13/1066 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Studio Workshop 13/1067 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Laboratory of Dr Von Hummels 13/1068 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | In the centre of the slab is a limbless human torso. Sewn onto its 		
CF | neck with haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		Jacqueline says, "I know we play slower together than one person does alone, and that comp games can be longer than two hours, but I am still chuckling about how this was a comp game and we've been playing it for a few weeks."
DavidW says (to ClubFloyd), "put arms on slab" 		
CF ] The Laboratory of Dr Von Hummels 13/1069 		
CF | > 		
CF | > PUT ARMS ON SLAB 		
CF | 		
CF | You pull Beanie's arms onto the slab and arrange them on either side 		
CF | of the torso. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put legs on slab" 		
CF ] The Laboratory of Dr Von Hummels 13/1070 		
CF | > 		
CF | > PUT LEGS ON SLAB 		
CF | 		
CF | You pull Melissa's legs onto the slab and arrange them just below the 		
CF | torso. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sew arms to torso" 		
CF ] The Laboratory of Dr Von Hummels 13/1071 		
CF | > 		
CF | > SEW ARMS TO TORSO 		
CF | 		
CF | The needle leaps in your hand as if some terrible black magic is 		
CF | controlling it! You roughly stitch Beanie's arms onto the torso's 		
CF | shoulders until they are firmly attached. You can't help but feel 		
CF | horrified at what you're doing - surely this is the worst of the 		
CF | terrors you will face! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sew legs to torso" 		
CF ] The Laboratory of Dr Von Hummels 13/1072 		
CF | > 		
CF | > SEW LEGS TO TORSO 		
CF | 		
CF | You begin to sew Melissa's legs onto the lower half of the torso. The 		
CF | needle seems to drag at your hands with a terrible eagerness. as it 		
CF | undertakes the grisly task. When you are done, Melissa's legs are 		
CF | firmly attached to the torso. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cord" 		
CF ] The Laboratory of Dr Von Hummels 13/1073 		
CF | > 		
CF | > X CORD 		
CF | 		
CF | It looks like electric cabling. On both ends of the long piece of cord 		
CF | is some sort of metal clip. You imagine that you could attach the cord 		
CF | to something. If you could find something to attach it to. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "connect cord to ring" 		
CF ] The Laboratory of Dr Von Hummels 13/1073 		
CF | > 		
CF | > CONNECT CORD TO RING 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach cord to ring" 		
CF ] The Laboratory of Dr Von Hummels 13/1074 		
CF | > 		
CF | > ATTACH CORD TO RING 		
CF | 		
CF | You clip one end of the cord onto the metal ring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Glade in the Forest 13/1075 		
CF | > 		
CF | > W 		
CF | 		
CF | The cord trails behind you, the coils getting smaller in your hands. 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | An electric cord stretches back through the doorway to the east. You 		
CF | are carrying the rest of the coil. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Castle Rooftop 13/1076 		
CF | > 		
CF | > S 		
CF | 		
CF | The cord trails behind you, the coils getting smaller in your hands. 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | An electric cord stretches back through the doorway to the north. You 		
CF | are carrying the rest of the coil. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach cord to ring" 		
CF ] The Castle Rooftop 13/1077 		
CF | > 		
CF | > ATTACH CORD TO RING 		
CF | 		
CF | You clip the end of the cord onto the metal ring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Glade in the Forest 13/1078 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | An electric cord stretches across the room, running through the south 		
CF | and east doorways. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Laboratory of Dr Von Hummels 13/1079 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | Connected to a metal ring on the slab, an electric cord stretches out 		
CF | of the room to the west. 		
CF | 		
CF | In the centre of the slab is a human torso. Beanie's amputated arms 		
CF | are crudely sewn onto the torso's shoulders. Roughly stitched to its 		
CF | pelvis are Melissa's dismembered white legs. Sewn onto its neck with 		
CF | haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		DavidW asks, "Everyone ready?"
		Knight_Otu says, "Barely."
		Krumar exclaims, "Ready!"
		Jacqueline says, "Yup"
DavidW says (to ClubFloyd), "pull handle" 		
CF ] The Laboratory of Dr Von Hummels 13/1080 		
CF | > 		
CF | > PULL HANDLE 		
CF | 		
CF | (the brass handle) 		
CF | You pull on the handle. Nothing obvious happens. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		Krumar says, "Exciting"
		DavidW says, "oops. I forgot to charge up by turning the wheel."
DavidW says (to ClubFloyd), "w" 		
CF ] Glade in the Forest 13/1081 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | An electric cord stretches across the room, running through the south 		
CF | and east doorways. 		Jacqueline exclaims, "Still ready!"
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] The Castle Rooftop 13/1082 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | The Castle Rooftop 		
CF | Ah, the roof of Dr Von Hummel's Castle. The set consists of a small 		
CF | catwalk around a tiled dome. The narrow walkway is surrounded by 		
CF | crenelated battlements and the set designers have really gone over the 		
CF | top with the gargoyles! There are dragons, imps, devils and things you 		
CF | don't even know the name of. They all have one thing in common - they 		
CF | seem to stare directly at you with their empty evil eyes! Or you could 		
CF | be just imagining it. Spaces in the set walls lead into dimly lit 		
CF | areas of the studio to the north and east. 		
CF | 		
CF | On top of the dome is a huge metal spike that stretches almost all the 		
CF | way to the studio ceiling. 		
CF | 		
CF | Attached to a metal ring on the domed roof is one end of a long cord 		
CF | which stretches through the doorway to the north. 		
CF | 		
CF | A smooth brass handle pokes out of the set wall. 		
CF | 		
CF | Behind one of the battlements, set into the floor, is a large iron 		
CF | wheel. 		
CF | 		
CF | > 		DavidW says, "I'm still new at this science stuff."
		Knight_Otu exclaims, "For science!"
DavidW says (to ClubFloyd), "turn wheel" 		
CF ] The Castle Rooftop 13/1083 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | (the large iron wheel) 		
CF | You turn the wheel. It's easy at first but gradually gets harder and 		
CF | harder until you can't turn it anymore. 		
CF | 		
CF | For some reason, the hairs on the back of your neck begin to rise and 		
CF | your skin prickles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Glade in the Forest 13/1084 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Glade in the Forest 		
CF | Behind some plywood trees, the rest of the forest is just painted onto 		
CF | the walls. The floor is covered in unconvincing plastic grass, and 		
CF | across the length of the set stretches the riverbed, which is 		
CF | currently just a channel lined with blue rubber sheeting. You suppose 		
CF | they put water in there when they're ready to film. Shadowy doorways 		
CF | lead north and south, and a gap between the forest-painted set boards 		
CF | opens to the east. 		
CF | 		
CF | An electric cord stretches across the room, running through the south 		
CF | and east doorways. 		
CF | 		
CF | Next to the river is a conveniently placed mossy log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] The Laboratory of Dr Von Hummels 13/1085 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | The Laboratory of Dr Von Hummels 		
CF | The centre of the room is dominated by an ominous metallic slab atop 		
CF | an iron plinth. On a large wooden table next to it, tubes, pipes, 		
CF | flasks and beakers bubble and hiss with strange looking liquids that 		
CF | make the room reek with their stinging chemical smell. Around the 		
CF | walls are prop bookcases filled with painted book spines. Doorways 		
CF | gape to the north and west into shadowed darkness and a gap in the 		
CF | fake walls leads south. 		
CF | 		
CF | Attached to one end of the slab is a metal helmet, to the other, a 		
CF | smooth brass handle. 		
CF | 		
CF | Connected to a metal ring on the slab, an electric cord stretches out 		
CF | of the room to the west. 		
CF | 		
CF | In the centre of the slab is a human torso. Beanie's amputated arms 		
CF | are crudely sewn onto the torso's shoulders. Roughly stitched to its 		
CF | pelvis are Melissa's dismembered white legs. Sewn onto its neck with 		
CF | haphazard stitches is Harry Higginbotham's decapitated head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull handle" 		
CF ] The Laboratory of Dr Von Hummels 13/1086 		
CF | > 		
CF | > PULL HANDLE 		
CF | 		
CF | (the brass handle) 		
CF | You pull the handle and suddenly the large slab in the centre of the 		
CF | room begins to crackle and spit out sparks of pure electricity! The 		
CF | torso on the slab is lit up with crawling blue veins of force. All of 		
CF | the torso's limbs twitch and jerk horribly as the terrible power 		
CF | courses through them. And then, suddenly, Harry's eyes flick open! You 		
CF | back away as the monster on the slab slowly sits up. Out if its mouth 		
CF | comes a great groaning sound and it slowly pulls its legs over the 		
CF | side of the slab and stands up. It is huge! It towers over you. 		
CF | 		
CF | "Must...kill..." it snarls, its voice a deep bass rumble and it 		
CF | extends its muscled arms and takes a faltering step towards you. 		
CF | 		
CF | You are in a perilous situation! 		
CF | 		
CF | > 		Jacqueline asks, "Um. Do we have a talisman for this?"
		DavidW says, "Yes we do!"
DavidW says (to ClubFloyd), "play music box" 		
CF ] The Laboratory of Dr Von Hummels 14/1087 		
CF | > 		
CF | > PLAY MUSIC BOX 		
CF | 		
CF | The music box begins to play a tinny, but pleasant little tinkly tune. 		
CF | You almost recognize it, but not quite. 		
CF | 		
CF | The Monster hears the tinny little tune and seems entranced! It stop 		
CF | in its tracks and gives what seems to be a smile. "Music!" it says, 		
CF | "Nice...music!" 		
CF | 		
CF | You have survived a perilous situation! 		
CF | 		
CF | > 		Jacqueline says, "oh RIGHT"
		Roger says, "We should have had a giant beehive wig to put on"
		MoyTravis says, "Nice."
DavidW says (to ClubFloyd), "talk to monster" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | > 		
CF | > TALK TO MONSTER 		
CF | 		
CF | "So," you begin, "how are you, Harry?" 		
CF | 		
CF | There is a moment's pause as the Monster seems to digest this. "Well," 		
CF | it says, "I've been better. No thanks to you." 		
CF | 		
CF | It seems to be able to speak! Maybe it's the music. It's difficult to 		
CF | know what to say, really. Harry certainly doesn't look too pleased. 		
CF | 		
CF | (1) - "What happened to you? 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "What happened to you?" you ask. That might be a good place to start. 		
CF | "I found your head." 		
CF | 		
CF | Harry snorts. "Pah," he says, "I was supposed to find the sacrifice 		
CF | for the Ritual, and then you ran off. We looked for you, but then 		
CF | midnight approached and Arnie decided that he couldn't keep Astaroth 		
CF | waiting. The whole bunch of them unanimously voted me to be the 		
CF | Sacrifice just because you couldn't do what you were told. Me, with 		
CF | twenty Mallet Studios films under my belt! All of them coming in under 		
CF | budget! The ungrateful swine. So they had me on the altar as quick as 		
CF | you like." 		
CF | 		
CF | The Monster sighs heavily. "In fact," it continues, "given that this 		
CF | is all your fault, when this music finishes, I'm going to crush you 		
CF | like a bug." 		
CF | 		
CF | Oh dear. 		
CF | 		
CF | (1) - "Well, at least you're sort of alive again." 		
CF | (2) - "What exactly is the cult up to?" 		
CF | 		
CF | You say > 		DavidW says, "Let me know when to continue"
		Jacqueline says, "I'm caught up"
		Krumar says, "I'm good."
		Knight_Otu says, "Ditto."
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Well, look on the bright side," you say, "at least you're alive 		
CF | again." 		
CF | 		
CF | "What!" says Harry, incredulously. "You call this alive? I've not got 		
CF | matching anything. I look like I've been cobbled together. And what's 		
CF | with the tiny feet? I can barely stand up. And I never had a tattoo 		
CF | before. " 		
CF | 		
CF | (1) - "What exactly is the cult up to?" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "So what, exactly, is the Cult up to?" you ask. 		
CF | 		
CF | "Wouldn't we all like to know," replies Harry. "Arnie's been banging 		
CF | on about summoning Astaroth for ages. Keeps talking about riches and 		
CF | power beyond our wildest imaginings. I can't see it myself, but you've 		
CF | got to play along in this game. The boss wants something? He gets it. 		
CF | The boss wants you to do something? You do it. The boss wants you to 		
CF | dress up in crimson robes, do some chanting and summon Demons? Well, 		
CF | you get the picture." 		
CF | 		
CF | He pauses and thinks for a moment. "Come to think of it, I only got my 		
CF | first directing gig after I put on the robes." 		
CF | 		
CF | (1) - "Aren't you worried about summoning a Demon?" 		
CF | (2) - "Maybe we should stop him." 		
CF | (3) - "I know what Mallet has been doing to actors." 		
CF | (4) - "I know about the undead." 		
CF | 		
CF | You say > 		DavidW says, "We have a red robe, by the way, from the crazed cultist."
		Jacqueline says, "I'm good with any of these choices."
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Aren't you worried that the Cult is going to summon a Demon?" you 		
CF | ask. 		
CF | 		
CF | The Monster just looks at you, his brows raised. "Seriously?" he says, 		
CF | sarcastically, "You're asking me this now? After I've had my head cut 		
CF | off?" He sighs once more. "I wasn't," he continues, "but now maybe I'm 		
CF | thinking I should have thought it through. You can't trust anybody in 		
CF | this business. Arnie least of all." 		
CF | 		
CF | (1) - "Maybe we should stop him." 		
CF | (2) - "I know what Mallet has been doing to actors." 		
CF | (3) - "I know about the undead." 		
CF | 		
CF | You say > 		Jacqueline says, "I am also amused that he is complaining about his tiny feet."
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Maybe we should stop Arnie and his Cult forever," you say. 		
CF | 		
CF | "Hah," replies Harry, "and how do you intend to do that, eh? Once 		
CF | Astaroth and all his minions of hell are here, it's gonna take an army 		
CF | to stop them." 		
CF | 		
CF | (1) - "Well, it's funny you should say that." 		
CF | 		
CF | You say > 		Krumar says, "I was wondering about him having small feet and arms."
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Well, there might be a way of stopping him," you say. "I'm gathering 		
CF | an undead army." 		
CF | 		
CF | Harry looks at you incredulously. "What?" he says, "you're letting the 		
CF | undead out of their cages? That's madness." Then he stops, his brow 		
CF | furrows and he looks down at his own somewhat undead body. "Although," 		
CF | he continues, "given my current state of being, maybe I shouldn't 		
CF | protest too much." 		
CF | 		
CF | (1) - "We need you to be part of the army!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "We need you," you say. "With your strength, and the rest of the 		
CF | undead, we can defeat Arnie's evil!" 		
CF | 		
CF | Harry goes silent for a long while, appearing to be pondering. "Well, 		
CF | I suppose I would like a bit of revenge," he says. "Quite honestly, 		
CF | given what's happened to me, I couldn't care less about what Astaroth 		
CF | and his minions are going to do, but I would like a chance to shove 		
CF | Arnie's head up his ass. Tell you what, I'm in. I'll put crushing you 		
CF | like a grape on hold until after we show Astaroth who he's dealing 		
CF | with." 		
CF | 		
CF | It's all you can do to stop yourself from punching their air with 		
CF | delight. You have the Monster! 		
CF | 		
CF | (1) - "The army is meeting in the Studio Lot." 		
CF | 		
CF | You say > 		Jacqueline says, "yay another recruit"
DavidW says (to ClubFloyd), "1" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "The rest of the army is in the Studio Lot," you say. "When I release 		
CF | all the undead, we're going to march on Astaroth's forces." 		
CF | 		
CF | "I'll be there," says Harry. "I'll try not to kill you, but I'm not 		
CF | sure I'll be able to stop myself. I am a Monster, after all. Hope 		
CF | you've got something to protect yourself with." 		
CF | 		
CF | The Monster turns away from you and shambles out of the Laboratory. 		
CF | 		
CF | You have grown your Undead Army! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "score" 		
CF ] The Laboratory of Dr Von Hummels 14/1088 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You're still in one piece. That's a good start. 		
CF | 		
CF | You are building an undead army! So far, it consists of, the mummified 		
CF | Pharaoh Nefer-Kare and his shuffling ancient servants, a monster 		
CF | manufactured from body parts and brought to terrible life, a horde of 		
CF | shambling zombies led by an understandably annoyed Security Guard, a 		
CF | fearsome ravening werewolf, the Count, the Countess and their 		
CF | bloodthirsty vampire thralls. 		
CF | 		
CF | You have survived fourteen perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | - You tamed Nefer-Kare and his mummified servants with the ancient 		
CF | magic of his own bracelet! 		
CF | - You cremated a young security guard in a huge oven! 		
CF | - You pushed a decent hard-working security guard into a deep pit 		
CF | for some reason. 		
CF | - You loaded an ancient Blunderbuss with a handful of silver 		
CF | pocket-change and bluffed a Werewolf! 		
CF | - You soothed the savage heart of a terrible Monster with some 		
CF | sweet music! 		
CF | 		
CF | > 		Knight_Otu says, "We caught them all! By which I mean, freed them."
		Jacqueline says, "heh"
		MoyTravis says, "hooray"
		DavidW says, "Yes. I don't know what happens after this point."
		Roger says, "so we're building an undead army and somehow we're the good guys"
		DavidW says, "We know that the north bone gate is locked and I have no idea where a key might be, but I'm hoping the Countess will suggest something."
		Knight_Otu says, "It's more of a worldly evil vs otherworldy evil story, I think."
		DavidW says (to Roger), "Yes, that's correct and it worries me. A bill might come due."
		Jacqueline says, "Oh. You mean we not only have to assemble the army but also lead it? *eye roll*"
		DavidW asks, "And what happens to the undead if we win?"
		Jacqueline asks, "We sing Kumbaya?"
		Jacqueline asks, "Hold hands?"
		Jacqueline asks, "Try not to bite one another?"
		Jacqueline says, "I'm honestly not sure."
		MoyTravis asks, "We attempt to take over the world?"
		DavidW says, "oh, um, I skipped over an optional bit with the electricity in this studio."
		DavidW says, "We can connect the roof ring to the evil machinery control panel ring and makes the gears turn there, but nothing else happens."
		Krumar says, "I say we keep progressing."
		DavidW says, "yeah"
DavidW says (to ClubFloyd), "n" 		
CF ] Studio Workshop 14/1089 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Studio Workshop 		
CF | This must be where they build the sets! The walls and most of the 		
CF | floor is covered in offcuts of plywood. Large rectangular pieces of 		
CF | the foam they use to carve all sorts of things out of like boulders 		
CF | and statues lie in piles in between wooden trestles. Pots of paint, 		
CF | dripped and smeared with a hundred different colours, are roughly 		
CF | stacked in the corners. Forbidding doorways lead into shadow to the 		
CF | west and south and the door out of the Studio, to the east, lies open. 		
CF | 		
CF | The music box continues to plink out its song. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Studio Lot South 14/1090 		
CF | > 		
CF | > E 		
CF | 		
CF | Studio Lot South 		
CF | Here, the lot is surrounded on three sides by Studios, looming out of 		
CF | the night like ancient guardians. The lot continues to the north into 		
CF | shadow. To the east side is the door to Studio 3, to the west, Studio 		
CF | 4 and to the south the door to Studio 5 where you have spent so much 		
CF | time over the last two weeks. A sign over each door proclaims the 		
CF | movie that is being made there. 		
CF | 		
CF | The Monster shambles and lurches around the Studio Lot. 		
CF | 		
CF | A ravening Werewolf paces the lot restlessly. 		
CF | 		
CF | Nefer-Kare's ancient servants skulk in a dusty group around their 		
CF | leader. 		
CF | 		
CF | The huge mummified form of Nefer-Kare stands menacingly near the 		
CF | centre of the lot, wrapped in dirty bandages. 		
CF | 		
CF | A horde of shambling zombies, led by a slightly less decomposed 		
CF | Security Guard, stumble around. 		
CF | 		
CF | Vampire thralls stand in a surly group, shooting suspicious glances at 		
CF | you. 		
CF | 		
CF | Over by the studio walls, the Count stands listlessly, staring off 		
CF | into the sky. 		
CF | 		
CF | The Countess paces impatiently around the lot. 		
CF | 		
CF | A dead cultist lies sprawled on the ground, his face frozen in a 		
CF | horrifying rictus. 		
CF | 		
CF | The Countess gives you a big thumbs up. "That's awesome," she says, 		
CF | pointing at the Monster. "I nearly laughed myself to death when that 		
CF | thing wandered in with Harry's head on its shoulders. Couldn't have 		
CF | happened to a nicer guy." She grins viciously. "That's what you get 		
CF | for chumming up with people like Arnie Mallet and thinking they give 		
CF | two figs about you." 		
CF | 		
CF | She looks over at the army. "I think that's everyone," she says. "It's 		
CF | nearly time to go to battle. One more thing, though. You should 		
CF | reconnoiter first and get us some info about the enemy. They've 		
CF | finally opened the bone gates." She looks you up and down. "If you 		
CF | found a disguise so you looked like a cultist, you might be able to 		
CF | sneak in." 		
CF | 		
CF | She grins. "Don't worry. If they catch you, we'll still fight the good 		
CF | fight." 		
CF | 		
CF | The Countess shoots you a troubled glance. "It's getting late." 		
CF | 		
CF | The little music box is still playing a tinkly little tune. The 		
CF | monster seems entranced by the music. 		
CF | 		
CF | > 		MoyTravis says, "Oh, the gates just open. Cool. Nifty."
		DavidW says, "And now we need to put on the robe."
DavidW says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | On either side of the open bone doors stands a red-robed Cultist! 		
CF | 		
CF | The two guards look you up and down and then look at each other. "You 		
CF | were supposed to be the Sacrifice," one of them says. "We had to 		
CF | sacrifice Harry instead. I think Arnie's going to want to have a word 		
CF | with you." They grab your arms and frogmarch you through the bone 		
CF | doors and into horror of Hell! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Knight_Otu says, "Nice of the enemy to just let us in. Surely not a trap."
		DavidW says, "oops. I didn't know they'd be outside here!"
		MoyTravis says, "Well let's see the death scene."
DavidW pushes the green 'space' button. 		
CF ] The Cathedral of Bone 14/1091 		
CF | As you are led through the doors, it's like you are walking into a 		
CF | furnace. The heat blasts your face, and the smell of sulphur almost 		
CF | makes you gag. The doors open up into an enormous room. The decor of 		
CF | the Studio offices has gone. No more light green walls and glass 		
CF | doors. This is a Cathedral. A Cathedral made from bone! 		
CF | 		
CF | The Cathedral of Bone 		
CF | The Cathedral ceiling, made from the gigantic bones of forgotten 		
CF | creatures, soars high above your head. In the centre of the huge sept, 		
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be 		
CF | alive! The faces and limbs of humans, devils and other terrible 		
CF | creatures writhe and gibber from the walls where they are trapped for 		
CF | eternity. Fires in deep pits light the room with a flickering orange 		
CF | glow and fill the air with an evil, oily smoke that burns your lungs. 		
CF | 		
CF | On the huge throne sits a great demon who must surely be Astaroth. His 		
CF | clawed hands hold a great flaming whip! 		
CF | 		
CF | Other demons are gathered around the dais. Demons with leathery skin 		
CF | and sharp teeth. Demons with wings and scales! So many! You recoil in 		
CF | terror. Even the Cultists holding your arms seem afraid. 		
CF | 		
CF | You are led around the room to where the rest of the Cultists are 		
CF | gathered in a nervous-looking group. One of them turns. It's Arnie 		
CF | Mallet! Dr Horror himself! 		
CF | 		
CF | "Look who we found creeping about outside," says one of the Cultists 		
CF | holding your arms. Arnie glances at you. "So?" he says, shortly. "What 		
CF | you bringing him to me for? We don't need another sacrifice." 		
CF | 		
CF | The Cultist flinches. "We just thought, you know," he says, "that 		
CF | you'd want to..." he trails off. 		
CF | 		
CF | Arnie sighs and looks directly at you. You couldn't say for sure, but 		
CF | he looks nervous. He is sweating, and his eyes dart about, first 		
CF | settling on you, then glancing away at the demons. Then again, this is 		
CF | the first time you've ever met him, and he might always be like this. 		
CF | You doubt it, though. "So," he says, "We had to sacrifice Harry 		
CF | because of you. Still, can't blame you, really. I wouldn't want to 		
CF | hang around and be sacrificed either. And Harry's no great loss. 		
CF | Directors like him are ten a penny." 		
CF | 		
CF | (1) - "You're not going to kill me?" 		
CF | 		
CF | You say > 		Jacqueline says, "huh"
		Jacqueline says, "Not a death scene... yet."
		DavidW asks, "has everyone read all that?"
		MoyTravis says, "Yarp."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "So you're not going to have me killed, then?" you say, as bravely as 		
CF | you can. 		
CF | 		
CF | Arnie looks genuinely surprised. "No," he says, "we're going to need 		
CF | all the souls we can get over the next few years. Why would I kill 		
CF | you?" 		
CF | 		
CF | (1) - "I know about what you've been doing to cut costs!" 		
CF | (2) - "I know you've been keeping the undead imprisoned!" 		
CF | (3) - "I know about the Cult and what they're up to!" 		
CF | (4) - "What you're doing's not right!" 		
CF | 		
CF | You say > 		MoyTravis says, "#1 clearly"
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I know everything," you say "I know about how you're cutting costs by 		
CF | killing actors." 		
CF | 		
CF | "Oh, you do, do you?" he replies. "Well, good for you. Killing actors 		
CF | am I? What are you complaining about? You think you'd be in the movies 		
CF | if the herd hadn't thinned out a bit?" 		
CF | 		
CF | (1) - "I know you've been keeping the undead imprisoned!" 		
CF | (2) - "I know about the Cult and what they're up to!" 		
CF | (3) - "Well, it's not right!" 		
CF | 		
CF | You say > 		Jacqueline says, "oof"
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | You pluck up your courage. "I know about how you're keeping the undead 		
CF | locked up in the Studios," you say. 		
CF | 		
CF | "You've been talking to her, haven't you," says Arnie. "Well, 		
CF | you shouldn't believe everything you hear. Of course I am. What, you 		
CF | want them out there in the world, do you?" 		
CF | 		
CF | (1) - "I know about what you've been doing to cut costs!" 		
CF | (2) - "I know about the Cult and what they're up to!" 		
CF | (3) - "Well, it's not right!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "2" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 2 		
CF | 		
CF | I know all about what your Cult are up to," you say. "I watched the 		
CF | ritual." 		
CF | 		
CF | "Oh, you think you do, do you? replies Arnie, narrowing his eyes. "So 		
CF | we've summoned Astaroth and all his infernal demons, we sacrificed a 		
CF | few actors, and suddenly we're the bad guys." 		
CF | 		
CF | (1) - "I know about what you've been doing to cut costs!" 		
CF | (2) - "I know you've been keeping the undead imprisoned!" 		
CF | (3) - "Well it's not right!" 		
CF | 		
CF | You say > 		Jacqueline says, "It's not right."
DavidW says (to ClubFloyd), "3" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 3 		
CF | 		
CF | "Well it's not right," you say, heatedly. There is a roar from behind 		
CF | you as Astaroth stirs on his throne. For a moment you were so angry, 		
CF | you'd forgotten than you are surrounded by a demonic horde! 		
CF | 		
CF | Arnie blanches when he hears Astaroth and starts to sweat a bit more 		
CF | profusely. "What's not right?" he snaps at you, nervously. 		
CF | "Sacrificing a few actors? Keeping the undead locked up? Feeding a few 		
CF | extras to the undead to cut costs? It's suddenly not right is it? It 		
CF | was ok last week. Everyone knew about it and they all thought it was 		
CF | alright. And now, suddenly it isn't according to you." 		
CF | 		
CF | (1) - "I didn't know!" 		
CF | 		
CF | You say > 		
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I didn't know," you shout, surprising yourself with your bravery. 		
CF | 		
CF | Arnie just looks at you incredulously. "Bullshit," he replies. "Yes, 		
CF | you did. You might have pretended to yourself that you didn't to make 		
CF | yourself feel better, but there's no way you can be in this business 		
CF | and not have known. What - you believed all the crap about actors 		
CF | suddenly going to visit their sick mother, or away to play a role 		
CF | overseas? You knew, and now that something might affect you 		
CF | directly, you're suddenly telling me how terrible it all is? Yeah, we 		
CF | do terrible things. Because we can. Because it's ok as long 		
CF | people can see the movies they like and actors like you get paid the 		
CF | big bucks. No one says squat if it's profiting them." 		
CF | 		
CF | No. This isn't right. You didn't know. But, there is an awful 		
CF | wriggling worm of doubt in the back of your mind. 		
CF | 		
CF | (1) - "Well, you're planning to rule the world, now!" 		
CF | 		
CF | You say > 		Jacqueline says, "hahahaha"
		MoyTravis says, "Well, in our defense, Arnie, we're very stupid."
		Jacqueline says, "We super are."
		MoyTravis exclaims, "You fool! You've underestimated our denseness!"
		Knight_Otu says, "It's true, sadly."
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Well, I have to stop you," you shout, "I heard you say you were 		
CF | planning to rule this world and the next." 		
CF | 		
CF | "Yeah, of film-making," says Arnie, "The world of the box 		
CF | office. What the hell did you think I meant. We're gonna hit box 		
CF | office gold. Astaroth wants to be a star! He's sick to death of an 		
CF | eternity in hell and all the politics down there. He thinks it's a 		
CF | good career move, acting. Let's be honest, we've taken the whole 		
CF | undead thing as far as it'll go. I mean, the Return of the Return of 		
CF | the Revenge of the Child of the Vampire? Public are tired of it. It's 		
CF | a whole new series of movies. The Creature from Hell or The Demonic 		
CF | Hordes. And just think of the cost savings. Astaroth, well, he just 		
CF | wants paying in souls. And those are easy to come by in this business. 		
CF | Everyone'll sign that contract. And he says they'll let us use Hell 		
CF | for on-location shooting! For free! No more expensive sets." 		
CF | 		
CF | (1) - "I'm going to stop you!" 		
CF | 		
CF | You say > 		Jacqueline says, "gosh"
		MoyTravis says, "Very curious if we get yoinked anyways if we put the robe on."
		DavidW asks, "Makes Michael Bay look good, doesn't he?"
		Jacqueline says, "heh"
		Knight_Otu says, "I suspect we would be yoinked."
		DavidW says (to Moy), "yeah, I'm thinking that too now."
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Well, I'm still going to stop you," you yell, "I've raised an undead 		
CF | army and we're coming for you." Ouch. Your anger is getting the better 		
CF | of you. Maybe it wasn't such a good idea to tell Arnie your plans. 		
CF | 		
CF | Arnie looks surprised for a moment and then thoughtful. He rubs his 		
CF | chin with his hand and looks around him at the swirling, terrible 		
CF | demons. "An undead army?" he says, slowly. "You've freed the undead, 		
CF | then." He thinks for a moment more and then seems to come to a 		
CF | decision. "Good," he says. "That's good news. I wasn't expecting so 		
CF | many demons. Astaroth has brought quite a horde with him. We certainly 		
CF | don't need this many. It might be difficult to keep them under ... 		
CF | control. I was going to deal with the undead one by one, but, to be 		
CF | honest, having a battle with an army of the undead might make this 		
CF | demon problem a bit more manageable." 		
CF | 		
CF | Well, you were not expecting that. 		
CF | 		
CF | Arnie looks at you directly, and you think there is what might be the 		
CF | beginnings of a grudging respect on his face. "You're going to lead 		
CF | the undead army into battle with us," he orders. "Astaroth will crush 		
CF | you, but I think, on the whole, I'd prefer a few less demons in the 		
CF | Studio." 		
CF | 		
CF | (1) - "Well, OK then. I suppose. But we will defeat you!" 		
CF | 		
CF | You say > 		MoyTravis says, "That's my guess, but I wonder."
DavidW says (to ClubFloyd), "1" 		
CF ] The Cathedral of Bone 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "Well, that's alright then," you reply, somewhat taken-aback by 		
CF | Arnie's attitude. "But my army will defeat you and Astaroth!" 		
CF | 		
CF | "Hmmm," says Arnie. "It's a possibility." He glances once more at the 		
CF | huge form of Astaroth and seems to be wrestling with terrible 		
CF | indecision. "No," he says eventually. "My mind's made up. Off you go. 		
CF | You lead your army to us and we'll defeat you and then nothing will 		
CF | stop us!" 		
CF | 		
CF | He turns to the two Cultists who are still holding onto your arms. "Go 		
CF | on," he says, "let the undead army have their leader." 		
CF | 		
CF | He turns away. 		
CF | 		
CF | (1) - "I'll be back!" 		
CF | 		
CF | You say > 		Knight_Otu asks, "We're going to be offered a Klingon promotion after this by Hammer, aren't we?"
DavidW says (to ClubFloyd), "1" 		
CF ] Studio Lot North 14/1091 		
CF | You say > 		
CF | > 1 		
CF | 		
CF | "I'll be back," you shout, but Arnie ignores you. He walks away, 		
CF | shaking his head. 		
CF | 		
CF | The cultists march you out of the great Cathedral and into the 		
CF | welcoming cool night air of the studio lot. 		
CF | 		
CF | Studio Lot North 		
CF | The northern end of the huge lot, oppressively surrounded by the 		
CF | looming, darkened studio buildings, is overlooked to the north by the 		
CF | ugly and squat offices, their windows watching over the lot like great 		
CF | eyes. Who knows what lurks behind them. To the west, the door to 		
CF | Studio 1 is open. To the east, the open Studio 2 door. On each door, a 		
CF | sign. The lot continues to the south into shadow. 		
CF | 		
CF | The glass doors into the offices to the north have been replaced by 		
CF | gigantic doors that seem to be made entirely from human bones. The 		
CF | doorframe is made from hideous grinning human skulls! 		
CF | 		
CF | Sharp wooden spikes stick out from the ground around the door at all 		
CF | angles. 		
CF | 		
CF | "I wouldn't come back here if I was you," says one of the Cultists, as 		
CF | they turn and march back into the building. "Things are going to get 		
CF | real." 		
CF | 		
CF | > 		MoyTravis asks, "A what now?"
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot North 14/1092 		
CF | > 		
CF | > S 		
CF | 		
CF | You hear a shout from behind you. "Stop!" You turn, and it's Arnie 		
CF | Mallet running after you, his face red. He catches you up and puts one 		
CF | hand on your shoulder. "Hang on," he says, a little out of breath. 		
CF | "I've changed my mind." 		
CF | 		
CF | That doesn't sound right. You'd always heard that Arnie, once he makes 		
CF | up his mind, never changes it. Maybe actually coming face to face with 		
CF | a demon has shaken him up a bit. 		
CF | 		
CF | "Look," he continues. "There's a win win here. It's pretty impressive 		
CF | what you've done with the undead. Forming them up into an army. We 		
CF | need you. Why don't you come and join my army instead. We'll sort out 		
CF | the undead and then we'll make movies. There's gonna be plenty of 		
CF | great roles to go around." 		
CF | 		
CF | Well, that's an unexpected offer! You are genuinely stunned! "Wait," 		
CF | yells a voice behind you. You turn and see the Countess striding up 		
CF | the lot, her face like thunder. 		
CF | 		
CF | "Don't you dare, Arnie Mallet," she yells. "That's mine. Hands off." 		
CF | 		
CF | The little music box is still playing a tinkly little tune. 		
CF | 		
CF | > 		Knight_Otu says, ""You killed my old director, want to be the new director" type of deal."
		MoyTravis says, "Ah."
		DavidW says, "hm. Regular prompt. I suppose the choice is north or south or talk more with one of them."
		MoyTravis asks, "save?"
		Jacqueline says, "He's going to film this battle and if he survives it will probably do well at the box office."
		DavidW says, "weird that the game is offering a choice like this."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Lot North 14/1092 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Krumar says, "Man that was a lot of reading."
		DavidW says, "I think we should stick with the undead army."
		Krumar says, "I want to stick with the undead army."
		MoyTravis says, "Sure. We can always try the other one if we change our minds."
		Knight_Otu says, "Sure."
		Krumar says, "It's funny, we've killed so many poeple we are not much different from him."
		DavidW asks, "So, just continue south?"
		Knight_Otu asks, "I think so?"
DavidW says (to ClubFloyd), "s" 		
CF ] Studio Lot North 14/1093 		
CF | > 		
CF | > S 		
CF | 		
CF | There's no way you're doing anything until you see how this turns out! 		
CF | 		
CF | The music box finishes its tune and the tinny music stops. 		
CF | 		
CF | "Oh," says Arnie, looking none too pleased. "Hello, Charlotte." 		
CF | 		
CF | "That's Countess to you, Arch-vector," snarls the Countess. 		
CF | "You're that desperate are you? You're so scared of those things 		
CF | you've summoned that you need this idiot," and here she points at you, 		
CF | "to lead your army because you've got no idea what you're doing. You 		
CF | think you can control them? Think again. You're screwed, Arnie Mallet, 		
CF | now get the hell out of here and go back to your army, because we're 		
CF | coming for you." 		
CF | 		
CF | "Oh, yeah," replies Arnie. "You're the one who needs to think again. 		
CF | There's no way your grab-bag of undead losers is going to defeat 		
CF | Astaroth. We're gonna make movies together. You should be thanking me. 		
CF | Where were you when I found you? Holed up in that draughty old castle 		
CF | with that useless husband of yours, surrounded by villagers waving 		
CF | pitchforks. Now you're a super star. What are you going to do when 		
CF | this poor idiot," and here he points at you, "realises that you just 		
CF | want to get out of here to continue to wage your war against 		
CF | humanity." 		
CF | 		
CF | You can't help but feel this is all getting a bit personal. It's 		
CF | difficult not to get offended. 		
CF | 		
CF | > 		MoyTravis says, "Oh it's a cutscene."
		MoyTravis says, "Try dancing."
DavidW says (to ClubFloyd), "dance" 		
CF ] Studio Lot North 14/1093 		
CF | > 		
CF | > DANCE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "act" 		
CF ] Studio Lot North 14/1093 		
CF | > 		
CF | > ACT 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sing" 		
CF ] Studio Lot North 14/1094 		
CF | > 		
CF | > SING 		
CF | 		
CF | There's no way you're doing anything until you see how this turns out! 		
CF | 		
CF | "Thanking you?" yells the Countess, her voice rising by at least three 		
CF | octaves. "You imprison me in a cage for years, and I'm supposed to 		
CF | thank you? You're lucky I don't rip your throat out right now." 		
CF | 		
CF | "Yeah, yeah, well try it!" yells Arnie right back. "You know you 		
CF | can't. Now get back down there, and get that ridiculous army of yours 		
CF | together and Astaroth will crush you like bugs." 		
CF | 		
CF | "Oh don't you worry about that Arnold," replies the Countess. 		
CF | "I will. And It's gonna be you that's looking at an eternity in hell 		
CF | by the end of tonight, whichever way this ends." 		
CF | 		
CF | > 		Knight_Otu says, "We are a bad actor."
		MoyTravis says, "We really are."
		DavidW says, "wow, she's mad. She used his government name."
DavidW says (to ClubFloyd), "z" 		
CF ] Studio Lot North 14/1095 		
CF | > 		
CF | > Z 		
CF | 		
CF | There's no way you're doing anything until you see how this turns out! 		
CF | 		
CF | "Come on," says Arnie to you, "don't listen to her. She's just using 		
CF | you to get out of here so she can lead the undead into war against the 		
CF | whole of humanity. Join us. Let's make movies." 		
CF | 		
CF | "Hah," responds the Countess, turning to you. "Don't listen to him. 		
CF | He's lying. He won't be able to control those demons. Come and join us 		
CF | and help us defeat Mallet and his evil forever!" 		
CF | 		
CF | With that, both of them turn on their heels and stamp away. Arnie into 		
CF | the Cathedral, the Countess down the lot. 		
CF | 		
CF | Oh no! Here's a terrible choice. Do you go south and join the undead 		
CF | army and risk them running wild in the human world, or do you go north 		
CF | and join Arnie's army despite all the evil he does? 		
CF | 		
CF | well? > 		Roger says, "I dunno"
		MoyTravis says, "Capitalization error? Also I didn't know you could put the text before the prompt like that."
		MoyTravis says, "Unless that's Floyd doing that."
		DavidW says, "You can change the prompt whenever you like."
		Jacqueline says, "Yeah"
		Roger says, "yeah most languages support it"
		MoyTravis says, "Huh."
		Jacqueline says, "What do you, the detective, want to do next? >"
		DavidW says, "exactly"
		Jacqueline says, "Anyway, I say stick with the original plan. Screw Arnie."
		Knight_Otu says, ">SOLVE THE CASE."
		Krumar says, "I agree."
		Jacqueline says, "He has never been trustworthy."
		Krumar says, "Yep, he's only talking like that because he needs us."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf14" 		
CF | well? > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Studio Lot North 14/1095 		
CF | > SAVEOk. 		
CF | 		
CF | well? > 		Knight_Otu asks, "Have the undead, though?"
		MoyTravis says, "I'm unclear, at this point, why the countess OR Arnie need us."
		MoyTravis says, "We've basically useless."
		Jacqueline says, "Well, we just did a thing."
		MoyTravis says, "In terms, of, like. Army-leading."
		Jacqueline says, "We fumbled a bit, but we got there."
		MoyTravis says, "We're pretty good at puzzle-solving."
		Krumar says, "I wouldn't call us useless, we've done a lot of killing on our own here."
		MoyTravis says, "Yeah, we're kind of a doofus-savant."
		Jacqueline says (to Krumar), "Truth"
		Knight_Otu says, "We're the easily-targeted flagbearer."
		DavidW says, "Perhaps the choice is illusionary and we become a third force that defeats both."
		MoyTravis says, "Us, as we ascend to the Ruler of the World atop a throne of skulls: "Gosh, I wonder how all these skulls got here. Anwyays...""
		DavidW says, "I think we should still go south."
		Jacqueline asks (of DW), "That would be interesting... but with what army?"
		DavidW says (to Jacqueline), "well, we have a voodoo stone, a book of magic spells, a crocodile, ..."
		Knight_Otu asks, "The Naivety army?"
		DavidW says, "Maybe the ghosts can do something. I dunno."
		Krumar asks, "By ghosts do you mean the ones from the Witch Doctor scene?"
		Krumar says, "I thought they were all gone now."
		MoyTravis asks, "Anyways, we goin'?"
		Jacqueline says (to KO), "hee"
		DavidW says (to Krumar), "maybe yes. Maybe the voodoo sorceress can call them back. I don't know."
		Jacqueline says, "Yeah, I'm still on Team Undead."
		Roger says, "I'll vote Team Undead"
		Krumar says, "haha, bring the wheelbarrow to battle with us."
		DavidW says, "Maybe we can summon angels later. We won't know our options until we choose a side and advance the plot."
DavidW says (to ClubFloyd), "s" 		
CF | well? > 		
CF | > S 		
CF | 		
CF | You take a deep breath and walk down the lot toward your undead army, 		
CF | turning your back on Arnie Mallet. "Good choice," says the Countess, 		
CF | as you enter the undead-infested southern end of the lot. "It was the 		
CF | right decision. Now, come on, we've got a war to win." 		
CF | 		
CF | You flex your shoulders and can't help but feel that no matter what 		
CF | happens, this isn't going to end well. Your army form up into ranks 		
CF | and you march north into the huge, smoke-filled furnace of the 		
CF | Cathedral of Bone! The demons line up in front of the throne, howling 		
CF | and eager to kill! The undead face them, ready for battle! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] The Cathedral of Bone 14/1096 		
CF | 		
CF | The Cathedral of Bone 		
CF | The Cathedral ceiling, made from the gigantic bones of forgotten 		
CF | creatures, soars high above your head. In the centre of the huge sept, 		
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be 		
CF | alive! The faces and limbs of humans, devils and other terrible 		
CF | creatures writhe and gibber from the walls where they are trapped for 		
CF | eternity. Fires in deep pits light the room with a flickering orange 		
CF | glow and fill the air with an evil, oily smoke that burns your lungs. 		
CF | 		
CF | Your army of the undead yearn for battle! 		
CF | 		
CF | The Countess, the Count and their vampire thralls look hungrily at the 		
CF | demonic army. A horde of zombies, led by a determined Security Guard, 		
CF | shuffle mindlessly. A monster made from body parts growls and rages. 		
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for 		
CF | battle. A fearsome werewolf snarls at the opposing army showing 		
CF | vicious white fangs. 		
CF | 		
CF | The terrible demonic army await your forces! 		
CF | 		
CF | Astaroth sits brooding on the throne of Hell. Beelzebub and his choir 		
CF | of demented Angels swoop and soar in the vaulted ceiling. A coven of 		
CF | lesser demons and archfiends surround the dais. A small group of 		
CF | red-robed Cultists, led by Arnie Mallet, huddle uncertainly in the 		
CF | corner. Belphegor, in all his malevolent glory, is tended by a flock 		
CF | of ravening Succubi. 		
CF | 		
CF | The Countess puts one hand on your shoulder. "This is it," she says. 		
CF | "This is where you really earn your keep. We're the undead. Good at 		
CF | some things. Not so much at others. Like organizing ourselves with a 		
CF | sensible plan, for example. We need you to be our general and tell us 		
CF | who to fight. Otherwise we'll just be all over the place." 		
CF | 		
CF | "Everyone's got different strengths and weaknesses," she continues. 		
CF | "You can see them better than we can. Take a good look at everyone 		
CF | (Examine Astaroth, for example), and work out who will do 		
CF | well against their opponent. Then, when you think you know, tell one 		
CF | of us to attack one of them." 		
CF | 		
CF | (You can order one of the undead to attack by telling them who: 		
CF | Zombies, attack demons, for example) 		
CF | 		
CF | "You can check out our army if you lose track of who's attacking who 		
CF | (Examine, or X ARMY) and when everyone's got an opponent, 		
CF | just tell us to go into battle!" 		
CF | 		
CF | (To order your army into battle, just type BATTLE) 		
CF | 		
CF | "Be warned, though," says the Countess. "We're undead. Once you give 		
CF | us an opponent, there's no going back. We'll fight till one of us is 		
CF | dead. You can't change your mind." 		
CF | 		
CF | 		
CF | > 		Roger says, "well I wasn't expecting this"
		MoyTravis says, "Gosh now we have a battle minigame."
		MoyTravis says, "This is a quite high-effort game, I'm impressed."
		DavidW says, "hm. I need to take notes of who all is here."
		Knight_Otu says, "Well, well, well."
		Krumar says, "This is really awesome."
DavidW says (to ClubFloyd), "x army" 		
CF ] The Cathedral of Bone 14/1097 		
CF | > 		
CF | > X ARMY 		
CF | 		
CF | You have not yet ordered any of your army to attack. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x arnie" 		
CF ] The Cathedral of Bone 14/1098 		
CF | > 		
CF | > X ARNIE 		
CF | 		
CF | The cultists look a little worried, to be honest. As if they're having 		
CF | second thoughts. They are really agile and quite weak. They are also 		
CF | quite slow. The amount of damage they dish out is very low and their 		
CF | main weapon, the power of their black magic hexes is not very 		
CF | powerful. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x succubi" 		
CF ] The Cathedral of Bone 14/1099 		
CF | > 		
CF | > X SUCCUBI 		
CF | 		
CF | Belphegor, in all his malevolent glory, is tended by a flock of 		
CF | ravening Succubi. The troup don't have much of a special weapon - a 		
CF | sort of song that lures their opponents in. It is not powerful at all. 		
CF | To make up for it, they are very strong, really agile and pretty 		
CF | quick. The amount of damage Belphegor and the succubi deals to their 		
CF | opponent is very high. 		
CF | 		
CF | > 		Knight_Otu says, "Don't send frankie against Bel, I guess."
		Jacqueline says, "I feel like she should have said, 'We are undead; we'll fight until one of is actually permanently for real dead.'"
DavidW says (to ClubFloyd), "x angels" 		
CF ] The Cathedral of Bone 14/1100 		
CF | > 		
CF | > X ANGELS 		
CF | 		
CF | Beelzebub and his choir of demented Angels swoop and soar in the 		
CF | vaulted ceiling. They are agile enough, very fast and quite weak. 		
CF | Their unique ability, a swooping attack with the sharp pinions of 		
CF | their black wings, is not bad. They deal a reasonable level of damage 		
CF | to their foes. 		
CF | 		
CF | > 		Jacqueline asks, "Is this a A->B only situation, or will our winners get to be sent back into battle?"
		Roger says, "no way to know"
DavidW says (to ClubFloyd), "x demons" 		
CF ] The Cathedral of Bone 14/1101 		
CF | > 		
CF | > X DEMONS 		
CF | 		
CF | A coven of lesser demons and archfiends surround the dais near the 		
CF | throne. The amount of damage they deal to their opponent is quite low. 		
CF | The demons are reasonably strong. They have a natural ability to emit 		
CF | noxious clouds of gasses, which means their abilities are not very 		
CF | powerful. They are also agile enough and of average speed. 		
CF | 		
CF | > 		Krumar says, "I'm treating this like one of theose tests wherey ou have two rows and you have to match one to one."
		Knight_Otu asks, "Zombies vs demons? Zombies have no sense of smell, right?"
DavidW says (to ClubFloyd), "x zombies" 		
CF ] The Cathedral of Bone 14/1102 		
CF | > 		
CF | > X ZOMBIES 		
CF | 		
CF | The zombies shuffle mindlessly around a plucky Security Guard. Their 		
CF | special ability, a sort or relentless gradual grinding down of their 		
CF | opponent, is not bad. They are very strong and a bit clumsy. They do a 		
CF | very low amount of damage. Obviously, they are also very slow. 		
CF | 		
CF | > 		Krumar asks, "Can we look at our armiesfor the ame?"
		Knight_Otu says, "(Just theorizing.)"
		Krumar says, "Looks liek it."
DavidW says (to ClubFloyd), "x werewolf" 		
CF ] The Cathedral of Bone 14/1103 		
CF | > 		
CF | > X WEREWOLF 		
CF | 		
CF | The fearsome werewolf snarls at the opposition. She is pretty quick 		
CF | and really agile, but quite weak, and her special attack, a furious 		
CF | berserk rage, is not powerful at all. She deals a quite low amount of 		
CF | damage to her foes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x monster" 		
CF ] The Cathedral of Bone 14/1104 		
CF | > 		
CF | > X MONSTER 		
CF | 		
CF | The monster made from assorted body parts is extremely strong and his 		
CF | special attack, using his monstrous strength to squeeze the life out 		
CF | of his opponents is extremely powerful. Unfortunately, he is also very 		
CF | slow and a bit clumsy. The amount of damage he deals to his opponent 		
CF | is very high. 		
CF | 		
CF | > 		Jacqueline says, "I did not see this coming."
DavidW says (to ClubFloyd), "x vampires" 		
CF ] The Cathedral of Bone 14/1105 		
CF | > 		
CF | > X VAMPIRES 		
CF | 		
CF | The Countess, the Count and their vampire thralls look hungrily at the 		
CF | demonic army. They are reasonably strong, really agile and of average 		
CF | speed. They have a range of abilities like turning into bats or smoke, 		
CF | or becoming invisible which they can use to disconcerting and 		
CF | devastating effect, making their attacks really quite powerful. The 		
CF | amount of harm they inflict is extremely high. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] The Cathedral of Bone 14/1106 		
CF | > 		
CF | > X ME 		
CF | 		
CF | After a long day on the set, your stage makeup, thickly applied, is 		
CF | all over the place. Your ill-fitting clothes from wardrobe chafe and 		
CF | itch in unexpected places, and, to be quite honest, you could do with 		
CF | a good lie down and a cup of tea. 		
CF | 		
CF | > 		Knight_Otu says, "We's no army."
		Krumar says, "Not sounding too good for us."
DavidW says (to ClubFloyd), "x mummies" 		
CF ] The Cathedral of Bone 14/1107 		
CF | > 		
CF | > X MUMMIES 		
CF | 		
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for 		
CF | battle. They are very strong and they use this strength to deliver a 		
CF | devastating unstoppable crushing attack which is extremely powerful. 		
CF | They are also quite slow and very clumsy. They dish out a reasonable 		
CF | amount of damage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] The Cathedral of Bone 14/1108 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | The Cathedral of Bone 		
CF | The Cathedral ceiling, made from the gigantic bones of forgotten 		
CF | creatures, soars high above your head. In the centre of the huge sept, 		
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be 		
CF | alive! The faces and limbs of humans, devils and other terrible 		
CF | creatures writhe and gibber from the walls where they are trapped for 		
CF | eternity. Fires in deep pits light the room with a flickering orange 		
CF | glow and fill the air with an evil, oily smoke that burns your lungs. 		
CF | 		
CF | Your army of the undead yearn for battle! 		
CF | 		
CF | The Countess, the Count and their vampire thralls look hungrily at the 		
CF | demonic army. A horde of zombies, led by a determined Security Guard, 		
CF | shuffle mindlessly. A monster made from body parts growls and rages. 		
CF | The hulking Mummy Nefer-Kare and his malevolent servants line up for 		
CF | battle. A fearsome werewolf snarls at the opposing army showing 		
CF | vicious white fangs. 		
CF | 		
CF | The terrible demonic army await your forces! 		
CF | 		
CF | Astaroth sits brooding on the throne of Hell. Beelzebub and his choir 		
CF | of demented Angels swoop and soar in the vaulted ceiling. A coven of 		
CF | lesser demons and archfiends surround the dais. A small group of 		
CF | red-robed Cultists, led by Arnie Mallet, huddle uncertainly in the 		
CF | corner. Belphegor, in all his malevolent glory, is tended by a flock 		
CF | of ravening Succubi. 		
CF | 		
CF | > 		Krumar says, "I only counted 4 armies on the demon side"
		Krumar says, "x astaroth"
DavidW says (to ClubFloyd), "x astaroth" 		
CF ] The Cathedral of Bone 14/1109 		
CF | > 		
CF | > X ASTAROTH 		
CF | 		
CF | Astaroth sits brooding on the throne of Hell. He is quite slow and 		
CF | extremely strong. Astaroth is agile enough and his special ability, a 		
CF | flaming whip which contains all the fires of hell is really quite 		
CF | powerful. The amount of damage he deals to his opponent is extremely 		
CF | high. 		
CF | 		
CF | > 		Knight_Otu says, "I think astaroth is an army of himself, yes."
		Knight_Otu asks, "So there are five attributes? Speed, strength, agility, special, and damage?"
		DavidW says, "yes, that sounds right"
		Krumar says, "I feel like the zombies could take down the cultists."
		Krumar says, "I don't see them taking anyone else down."
		DavidW says, "I was thinking the werewolf vs the cultists."
		DavidW says, "The werewolf seems to be our weakest force."
		Krumar says, "She probably can handle some people without much problem."
		DavidW asks, "Perhaps the zombies vs the demons?"
		Jacqueline asks, "Is it about numbers?"
		Krumar says, "Zombies, stronger than demons but not as agile."
		Knight_Otu says, "I guess the fighters should have an advantage in three attributes over their foes, but I'm not sure that works out."
		DavidW says, "I'm guessing Monster vs angels."
		DavidW says, "That leaves mummies vs Belphegor and the succubi, and the vampires against Asteroth himself."
		DavidW says, "I'm not certain of my picks, but it's a plan."
		Jacqueline gives a thumbs up.
		DavidW says, "okay, we'll try it."
		Knight_Otu says, "We can save beforehand if we want to, but it sounds plausible."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Cathedral of Bone 14/1109 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "vampires, attack Asteroth" 		
CF ] The Cathedral of Bone 14/1110 		
CF | > 		
CF | > VAMPIRES, ATTACK ASTEROTH 		
CF | 		
CF | There's no time for that! You need to give orders to your army! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "vampires, attack astaroth" 		
CF ] The Cathedral of Bone 14/1111 		
CF | > 		
CF | > VAMPIRES, ATTACK ASTAROTH 		
CF | 		
CF | You order the vampires to attack Astaroth! "Good," snarls the 		
CF | Countess. "About time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "werewolf, attack arnie" 		
CF ] The Cathedral of Bone 14/1112 		
CF | > 		
CF | > WEREWOLF, ATTACK ARNIE 		
CF | 		
CF | You order the werewolf to attack the red-robed cultists! The Werewolf 		
CF | snarls viciously, obviously ready to go. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mummies, attack succubi" 		
CF ] The Cathedral of Bone 14/1113 		
CF | > 		
CF | > MUMMIES, ATTACK SUCCUBI 		
CF | 		
CF | You order the mummies to attack Belphegor and his succubi! Nefer-Kare 		
CF | raises his arms and declaims "To battle!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "monster, attack beelzebub" 		
CF ] The Cathedral of Bone 14/1114 		
CF | > 		
CF | > MONSTER, ATTACK BEELZEBUB 		
CF | 		
CF | You order the Monster to attack Beelzebub and his choir of demented 		
CF | Angels! Harry gives a ghastly smile. "I'll stomp them, good," he says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zombies, attack demons" 		
CF ] The Cathedral of Bone 14/1115 		
CF | > 		
CF | > ZOMBIES, ATTACK DEMONS 		
CF | 		
CF | You order the zombies to attack the lesser demons and archfiends! The 		
CF | zombies moan and raise their arms ready for battle! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "battle" 		
CF | > 		
CF | > BATTLE 		
CF | 		
CF | "To battle," you cry, and your army roars in anticipation! As one, 		
CF | they charge the enemy, and the enemy army, in response, screams their 		
CF | own defiance at your forces and breaks into a chaotic charge of their 		
CF | own. This is it! This is where the fate of this world (and, 		
CF | incidentally, your own) will be decided! 		
CF | 		
CF | The army of the undead and the demonic army of Astaroth clash! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Jacqueline says, "This is reminding me of a game I loved when I was a kid: Archon."
		Jacqueline | [LINK]
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The vampires go into glorious battle with Astaroth! 		
CF | 		
CF | The vampires flicker between forms faster than you can see. They 		
CF | attack Astaroth as bats or as great red-eyed rats, They turn to smoke 		
CF | and coil around his form. Astaroth responds by cracking his great 		
CF | flaming whip at them, searing them with heat from the very depths of 		
CF | hell! 		
CF | 		
CF | It is a draw! Both groups of combatants fall, mortally wounded! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The werewolf goes into dreadful battle with the red-robed cultists! 		
CF | 		
CF | The cultists cast great hexes of green light at the wolf, which burns 		
CF | her fur wherever it touches. The werewolf is quick, though. She races 		
CF | into the group of cultists, biting and snapping at their fragile skin. 		
CF | 		
CF | Hurray! The werewolf wins the fight! The red-robed cultists fall in 		
CF | dreadful battle. 		
CF | 		
CF | After the fight, the werewolf is wounded! She's lost some strength. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Jacqueline says, "Oh, maybe that's what happens - the best goal is that both armies fall, and the world ends up being safe."
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The Mummies go into horrifying battle with Belphegor and his succubi! 		
CF | 		
CF | Belphegor blows his terrible horn and the sound reverberates around 		
CF | the Cathedral, allowing the flock of succubi to descend on the mummies 		
CF | and sing their evil songs. Which the mummies completely ignore. They 		
CF | advance on Belphegor, ready to crush, brutally swatting the succubi 		
CF | into crumpled heaps when they come too close. 		
CF | 		
CF | Oh no! Belphegor and his succubi win the fight! The Mummies fall in 		
CF | dreadful battle. 		
CF | 		
CF | After the fight, Belphegor and his succubi are wounded! They've lost 		
CF | some speed and special ability power. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		DavidW says, "I'm sensing a round two."
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The Monster goes into dreadful battle with Beelzebub and his choir of 		
CF | demented Angels! 		
CF | 		
CF | The angels swoop down from the ceiling at the Monster, wailing in 		
CF | unison, their great black wings swept back. Beelzebub uses his 		
CF | terrible strength, swinging his black sword to great effect. The 		
CF | Monster takes great damage, but he swats angels out of the air like so 		
CF | many flies and grapples with Beelzebub fiercely. 		
CF | 		
CF | Hurray! The Monster wins the fight! Beelzebub and his choir of 		
CF | demented Angels fall in glorious battle. 		
CF | 		
CF | After the fight, the Monster is wounded! He's lost some strength, 		
CF | special ability power and speed. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Knight_Otu says, "Yeah."
		Jacqueline says, "Yeah"
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The zombies go into dreadful battle with the lesser demons and 		
CF | archfiends! 		
CF | 		
CF | The demons and zombies are evenly matched in number! The demons 		
CF | clamber up the walls and drop down on the zombies from above, using 		
CF | their sharp claws to terrible effect. The zombies ignore their wounds 		
CF | and continue to advance, ripping at the demons with their teeth. 		
CF | 		
CF | Oh no! The lesser demons and archfiends win the fight! The zombies 		
CF | fall in glorious battle. 		
CF | 		
CF | After the fight, the lesser demons and archfiends are wounded! They've 		
CF | lost some agility. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		DavidW says, "Two wins, two loses, and a draw."
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | The armies withdraw. Both sides have suffered losses. The corpses of 		
CF | the losing creatures pile up in terrible stacks of both undead and 		
CF | demons! All the remaining combatants have injuries and look the worse 		
CF | for wear. But there can only be one victor in this war between undead 		
CF | and demon! You must order the survivors back into battle and finish 		
CF | your foes once and for all! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] The Cathedral of Bone 14/1116 		
CF | 		
CF | The Cathedral of Bone 		
CF | The Cathedral ceiling, made from the gigantic bones of forgotten 		
CF | creatures, soars high above your head. In the centre of the huge sept, 		
CF | on a raised dais, is the throne of Hell. The Cathedral seems to be 		
CF | alive! The faces and limbs of humans, devils and other terrible 		
CF | creatures writhe and gibber from the walls where they are trapped for 		
CF | eternity. Fires in deep pits light the room with a flickering orange 		
CF | glow and fill the air with an evil, oily smoke that burns your lungs. 		
CF | 		
CF | Your army of the undead yearn for battle! 		
CF | 		
CF | A monster made from body parts growls and rages. A fearsome werewolf 		
CF | snarls at the opposing army showing vicious white fangs. 		
CF | 		
CF | The terrible demonic army await your forces! 		
CF | 		
CF | A coven of lesser demons and archfiends surround the dais. Belphegor, 		
CF | in all his malevolent glory, is tended by a flock of ravening Succubi. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x succubi" 		
CF ] The Cathedral of Bone 14/1117 		
CF | > 		
CF | > X SUCCUBI 		
CF | 		
CF | Belphegor, in all his malevolent glory, is tended by a flock of 		
CF | ravening Succubi. The troup don't have much of a special weapon - a 		
CF | sort of song that lures their opponents in. It is not powerful at all. 		
CF | To make up for it, they are very strong, really agile and quite slow. 		
CF | The amount of damage Belphegor and the succubi deals to their opponent 		
CF | is very high. 		
CF | 		
CF | > 		Krumar says, "I wonder if there is a path were you could win all battles, lose all battles, tie on all battles and have ending like that."
		DavidW says, "perhaps"
DavidW says (to ClubFloyd), "x demons" 		
CF ] The Cathedral of Bone 14/1118 		
CF | > 		
CF | > X DEMONS 		
CF | 		
CF | A coven of lesser demons and archfiends surround the dais near the 		
CF | throne. The amount of damage they deal to their opponent is quite low. 		
CF | The demons are reasonably strong. They have a natural ability to emit 		
CF | noxious clouds of gasses, which means their abilities are not very 		
CF | powerful. They are also a bit clumsy and of average speed. 		
CF | 		
CF | > 		Krumar says, "May be do Werewolf vs. demonds"
		Krumar asks, "Monster vs. Succubi?"
DavidW says (to ClubFloyd), "werewolf, attack demons" 		
CF ] The Cathedral of Bone 14/1119 		
CF | > 		
CF | > WEREWOLF, ATTACK DEMONS 		
CF | 		
CF | You order the werewolf to attack the lesser demons and archfiends! The 		
CF | Werewolf snarls viciously, obviously ready to go. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "monster, attack succubi" 		
CF ] The Cathedral of Bone 14/1120 		
CF | > 		
CF | > MONSTER, ATTACK SUCCUBI 		
CF | 		
CF | You order the Monster to attack Belphegor and his succubi! Harry gives 		
CF | a ghastly smile. "I'll stomp them, good," he says. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "battle" 		
CF | > 		
CF | > BATTLE 		
CF | 		
CF | "To battle," you cry, and your army roars in anticipation! As one, 		
CF | they charge the enemy, and the enemy army, in response, screams their 		
CF | own defiance at your forces and breaks into a chaotic charge of their 		
CF | own. This is it! This is where the fate of this world (and, 		
CF | incidentally, your own) will be decided! 		
CF | 		
CF | The army of the undead and the demonic army of Astaroth clash! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The werewolf goes into dreadful battle with the lesser demons and 		
CF | archfiends! 		
CF | 		
CF | The werewolf advances on the demons, moving quicker than you can 		
CF | follow, snapping her strong jaws and biting at them with white fangs. 		
CF | The demons respond by raking at her fur with their sharp claws and 		
CF | skittering along the ceiling to fall down on her from above. 		
CF | 		
CF | It is a draw! Both groups of combatants fall, mortally wounded! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The Monster goes into horrifying battle with Belphegor and his 		
CF | succubi! 		
CF | 		
CF | The Monster takes great damage from the claws of the Succubi, but he 		
CF | swats them out of the air like so many flies and grapples with 		
CF | Belphegor fiercely. The succubi sing their evil songs, which seem to 		
CF | affect the Monster! But he shakes his head as if to clear it and 		
CF | continues to fight. 		
CF | 		
CF | It is a draw! Both groups of combatants fall, mortally wounded! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | The battle is over! Everyone is dead! Undead and demon lie strewn 		
CF | across the floor in untidy piles. You gaze over the carnage. Well. Now 		
CF | what? Is that it? Could this be the end of both these threats to 		
CF | humanity? The Cathedral begins to fade, the throne disappearing back 		
CF | to wherever it came from. Hell, you suppose. Gradually, the walls 		
CF | become, once again, the light green of the studio offices. The doors 		
CF | slowly turn back into glass. 		
CF | 		
CF | It's nearly dawn. Through the windows, a gentle light is beginning to 		
CF | shine. Can it really have been that long since all this terror and 		
CF | death began? As you walk away from the piled up corpses, you can't 		
CF | help but think of all the terrible things you had to do to stop the 		
CF | Cult's evil. Can you live with yourself? 		
CF | 		
CF | What's going to become of Mallet Studios? 		
CF | 		
CF | What are you going to do now? 		
CF | 		
CF | Has this evil ended forever? 		
CF | 		
CF | You step cautiously over the carnage. Surely there's a way out of 		
CF | these studios. Surely there a life out there waiting for you to live 		
CF | that doesn't involve such horror! 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Dr. Horror's House of Terror 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Starring 		
CF | 		
CF | 		
CF | You, the Player as Unnamed Protagonist 		
CF | 		
CF | 		
CF | Charlotte Day as The Countess 		
CF | 		
CF | 		
CF | Harry Higginbotham as Himself 		
CF | 		
CF | 		
CF | Arnie Mallet as Himself 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Also featuring 		
CF | 		
CF | 		
CF | Blake Lively - A vampire 		
CF | 		
CF | Gemma Bellerton - Elise, the Voodoo Priestess 		
CF | 		
CF | Melissa Clumb - A pair of white legs 		
CF | 		
CF | Beanie Havel - Some dismembered arms 		
CF | 		
CF | Chloe - A security guard 		
CF | 		
CF | Jim McBean - a crazed cultist 		
CF | 		
CF | Derek Paisley - a medieval villager 		
CF | 		
CF | Billy Ambler - Corpse #1 		
CF | 		
CF | 		
CF | and introducing 		
CF | 		
CF | 		
CF | Wilma the Sheep 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		DavidW says, "Movie credits"
		Knight_Otu exclaims, "WIIILMAAA!"
		Roger says, "woo well done everyone"
DavidW pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Tested for the screen by 		
CF | 		
CF | 		
CF | Christopher Merriner, Mandy, ChrisP and Jay 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Additional testing by 		
CF | 		
CF | 		
CF | Mathbrush, Mike Russo, Mike Spivey and Rovarsson 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Jacqueline says (to KO), "I feel you on the Wilma thing, for real."
		DavidW says, "yay testers!"
DavidW says (to ClubFloyd), "push space" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		Jacqueline says, "Credits is fun."
CF | 		
CF | 		
CF | Written and Directed by 		
CF | 		
CF | 		
CF | Ade McT 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Krumar says, "That was really cool."
		DavidW asks, "Will there be a post-credits scene?"
DavidW says (to ClubFloyd), "push space" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Six Months Later.... 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		Krumar says, "Yep"
DavidW pushes the green 'space' button. 		
CF ] Your Tiny Apartment 14/1121 		
CF | Phew. That was a long day! You open your front door with relief. It's 		
CF | time to sit down, rest for a while and watch some TV. Your feet are 		
CF | killing you. You rip off your apron and drape it over the back of the 		
CF | kitchen chair. Difficult customers today. Sometimes you think it's 		
CF | pure madness just how complicated making a simple cup of coffee is 		
CF | getting. What is wrong with people? Coffee, white or black. Decaf or 		
CF | low fat milk. It should be that simple. Customers coming in and 		
CF | ordering low fat double soy expresso macche latte with an extra shot 		
CF | of something or other. You swear they're only doing it so other people 		
CF | think they have good taste. 		
CF | 		
CF | Your Tiny Apartment 		
CF | Basically, just a tiny kitchen area and a tiny living area, your flat 		
CF | came pre-populated with a smelly old sofa, a kitchen chair and a 		
CF | pull-down bed. A small TV sits on the floor in the corner. 		
CF | 		
CF | You sigh and throw your tired body onto the sofa. Never mind. Some TV 		
CF | will cheer you up. You grab the remote from the floor thinking once 		
CF | again that you really ought to get a table. If you ever have any spare 		
CF | cash, that is. 		
CF | 		
CF | > 		Knight_Otu says, "Some of the studios were too campy for their own good, I feel."
DavidW says (to ClubFloyd), "i" 		
CF ] Your Tiny Apartment 14/1122 		
CF | > 		
CF | > I 		
CF | 		
CF | You're too tired. All you want to do now is turn on the TV and relax 		
CF | for an hour. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on tv" 		
CF ] Your Tiny Apartment 14/1123 		
CF | > 		
CF | > TURN ON TV 		
CF | 		
CF | You press the power button on the remote. The TV flickers to reluctant 		
CF | life. Not much on really, but it doesn't matter. You're content to 		
CF | just sit here and let it flow over you. An old Mallet Studios horror 		
CF | film is on later. You might watch that. You might even see someone you 		
CF | used to know. 		
CF | 		
CF | In your pocket, your phone begins to ring. You take it out and look at 		
CF | the screen. Hmmm.... Unknown number. Who could be ringing you at this 		
CF | hour? you really should answer it, you suppose. 		
CF | 		
CF | > 		Knight_Otu says, "Others were great. Overall, pretty good, I feel."
DavidW says (to ClubFloyd), "answer phone" 		
CF | > 		
CF | > ANSWER PHONE 		
CF | 		
CF | You sigh and put the phone to your ear. "Hello?" you say. 		
CF | 		
CF | "Darling," replies a shrieking voice. A voice you know very well. "How 		
CF | are you! It's been for ever since we spoke!" 		
CF | 		
CF | It's your agent, Daphne! Well, it's been a while since you heard from 		
CF | her! 		
CF | 		
CF | "Now, don't hang up, darling," continues Daphne, "I know I should have 		
CF | called, but since Mallet went bust, there's simply been nothing in the 		
CF | pipeline. But, exciting news! I just got a call today from Heinrich 		
CF | Werner! You know him, darling, of course you do. He's the head honcho 		
CF | at Bavaria Studios in Germany of all places! Are you still there, 		
CF | dear?" 		
CF | 		
CF | "Well, I'm not really.." you begin. 		
CF | 		
CF | Daphne doesn't let you finish. "So they're beginning a line of horror 		
CF | movies," she burbles, "Low budget of course. And they called me and 		
CF | asked me if I knew anyone, and I thought of you straight away. In 		
CF | fact, there's a film The Evil of The Crypt of the Walking Dead about 		
CF | to start shooting right now. I told them you were interested of 		
CF | course...." 		
CF | 		
CF | She continues to speak, but your mind is elsewhere. A way back in! But 		
CF | should you take it? 		
CF | 		
CF | Daphne has finished speaking and is waiting on the other end of the 		
CF | line expectantly. 		
CF | 		
CF | "Well," you say, "I.........." 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | ...Press any key........ 		
DavidW pushes the green 'space' button. 		
CF ] Your Tiny Apartment 14/1123 		
CF | 		
CF | 		
CF | 		
CF | ***The End. Thank you for Watching*** 		
CF | 		
CF | 		
CF | You built an undead army! It consisted of, the mummified Pharaoh 		
CF | Nefer-Kare and his shuffling ancient servants, a monster manufactured 		
CF | from body parts and brought to terrible life, a horde of shambling 		
CF | zombies led by an understandably annoyed Security Guard, a fearsome 		
CF | ravening werewolf, the Count, the Countess and their bloodthirsty 		
CF | vampire thralls. 		
CF | 		
CF | You led the undead army you built into battle against Astaroth and his 		
CF | demonic hordes. It was a draw. Everyone killed each other. 		
CF | 		
CF | You managed to survive fourteen perilous situations! 		
CF | 		
CF | - You avoided the murderous attentions of the Cult of Astaroth! 		
CF | - You managed to escape from the Cult's Lair! 		
CF | - You killed a crazed Cultist with a wooden stake! 		
CF | - You chopped a relatively blameless security guard into little 		
CF | pieces with a huge axe! 		
CF | - You protected yourself from vampires with a simple golden 		
CF | crucifix! 		
CF | - You managed to sort out a bunch of squabbling ghosts! 		
CF | - A horde of shambling zombies stopped attacking you because you 		
CF | were holding a voodoo doll of power! 		
CF | - You inadvertently led a horde of zombies to a poor Security 		
CF | Guard and they bit and infected her! 		
CF | - You terrified a nice security guard so much with horrible 		
CF | creatures that he ran into a trapped passageway and got speared to 		
CF | death! 		
CF | - You tamed Nefer-Kare and his mummified servants with the ancient 		
CF | magic of his own bracelet! 		
CF | - You cremated a young security guard in a huge oven! 		
CF | - You pushed a decent hard-working security guard into a deep pit 		
CF | for some reason. 		
CF | - You loaded an ancient Blunderbuss with a handful of silver 		
CF | pocket-change and bluffed a Werewolf! 		
CF | - You soothed the savage heart of a terrible Monster with some 		
CF | sweet music! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Krumar says, "That was fanastic."
		Jacqueline says, "That was a lot. But yes."
		DavidW says, "And we somehow survived."
		Knight_Otu says, "I feel the final fight ought to count as a perilous situation, but no big deal."
		Roger says, "Not my usual cup of tea, but yeah that was fun, especially in CF"
		DavidW says, "It was a nice, meaty, sort of game."
		Jacqueline says (to KO), "True. It was perilous."
		Jacqueline says, "DavidW Yes, and sometimes you sew the meat together."
		Krumar says, "I guess you could also control the demon army."
		Roger asks, "was this in a comp, and if so how did it place?"
		Knight_Otu says, "And it would round up the "points" to 15."
		DavidW asks, "It was in the IF Comp, I think?"
		Jacqueline says, "It came in second last year, Roger."
		Jacqueline says, "As in, this past IFComp"
		DavidW says, "People are probably already working on games for the next comp."
		Roger says, "ah, very good"
		Jacqueline says, "Some have probably been working on the 2022 comp for a while now, yeah."
		DavidW says, "heh."
		DavidW asks, "I can see the titles now: The Skeleton Prince. The Big Bagel Bluff. Who Mourns for Quislet?"
		DavidW says, "The House That Looks Like Another House Returns: The Sequel."
		DavidW says, "Running With Scissors: A Skip Johnston Mystery"
		DavidW says, "A Novel Endeavour."
		DavidW says, "Mrs Wobbles and Grandma Bethlinda Share a Lunch."
		DavidW says, "lots and lots and lots of games"
		DavidW says, "I wonder what happens if one side or the other wins. Losing endings, I suppose."
		Krumar asks, "Did you make those up or did you just findthem?"
		DavidW says, "I made them up, of course."
		Krumar says, "I was wondering about what would happen if we won the battles."
		DavidW says, "I think having either side win would be a problem."
		DavidW says, "Whoever is left would just kill the player-character, I think."
		Krumar says, "It would be very different than going to work at a coffee shop."
		DavidW says, "We never used the crocodile."
		Krumar says, "I was thinking about that too."
		Krumar says, "Or solve the skeleton puzzle."
		DavidW says, "It must've been for an alternate solution for getting rid of the guard, but I'm not sure... oh wait."
		DavidW says, "If we used the rats, spiders, etc to herd him into the menagerie room, THEN we could open the croc cage, I bet."
		Krumar says, "Seems like that would back us up even further on getting to the skeleton though."
		DavidW says, "No, because we never ever needed to get to the skeleton."
		DavidW says, "I now belive that passage is always deadly and there's no way in there that's safe."
		DavidW says, "There may be two ways to get rid of all the guards but Chloe."
		Krumar says, "I just thought it was possible because it seemed like we defeated the spike trap and now just needed to defeat the saw blade trap."
		DavidW says, "nah."
		Krumar says, "It might just be there to tell us that the passage is dangerous."
		DavidW says, "oh, I just noticed that we finished a bit early. I guess that's okay."
		Krumar says, "Is there any chance this is spoofing off of "Dr. Terror's house of Horrors", just did a little googling on the game and gotthat right off the bat."
		DavidW says, "I don't know. The genre has a lot of similar silly titles like that."
		DavidW says, "It's horror-camp, more or less."
		DavidW says, "anyway, Thanks everyone. This was a good game. Hopefully we can find a good game for next week."



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ClubFloyd Transcript:
Sting by Mike Russo
As played on ifMUD on January 16, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Sting written by Mike Russo. Sting was released as part of the 2021 Interactive Fiction Competition, in which it took 13th place. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		Jacqueline says, "I think Sting is the next one that would run on Floyd. I think it might be a sad one, not sure if people are up for sad stuff right now."
		Krumar says, "Sounds good to me Jacqueline."
		MoyTravis says, "It's not super sad."
		Jacqueline says, "I'll upload Sting and then I need to step away for about 10 for a time-sensitive thing. You all can wait or proceed without me. One sec, will upload before I go."
		DavidW says, "hm. The description of Sting says it's puzzleless. That's unusual."
		MoyTravis says, "Oh dang some mad fool is rewriting all of Quest in JS. Hence, uh, QuestJS."
		MoyTravis says, "Sting's a memoir, basically."
		Jacqueline asks, "What makes that person a mad fool?"
		Jacqueline says, "Never mind."
		Jacqueline exclaims, "Upload is ready!"
Jacqueline says (to ClubFloyd), "load sleepmask sting" 		
CF ] Back Yard 		
CF | 		
CF | 		
CF | 		
CF | Port Washington, NY -- 1985 		
CF | 		
CF | Mom said you and Liz can play for ten more minutes, because that's how 		
CF | long it is until lunchtime. Sometimes ten minutes feels very long and 		
CF | sometimes it feels very short. 		
CF | 		
CF | Sting 		
CF | An interactive memoir by Mike Russo 		
CF | Release 2 / Serial number 211211 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Back Yard 		
CF | The back yard of your family's house is really big. The garden, with 		
CF | a pagoda, is on one side, the swing set is on the other, and a fence 		
CF | runs around it. The back door goes into the kitchen, and you could go 		
CF | north past the house to the front yard except you're not supposed to 		
CF | go there by yourself. 		
CF | 		
CF | Liz is here, sticking out her tongue at you. 		
CF | 		
CF | (Type ABOUT for some general information about the game or CREDITS for 		
CF | the acknowledgments. If you haven't played interactive fiction 		
CF | before, you can type BASICS for some of the simple commands used to 		
CF | play the game). 		
CF | 		
CF | > 		Krumar asks, "Does interactive memoir mean it is one of those where you just kind of go places and talk to people for a while?"
		DavidW says, "I don't know. I haven't seen an IF work labelled this way before."
DavidW says (to ClubFloyd), "credits" 		
CF ] Back Yard 		
CF | > 		
CF | > CREDITS 		
CF | 		
CF | Sting was written in Inform 7, by Graham Nelson. It uses the 		
CF | extensions Basic Screen Effects by Emily Short, and Quip-Based 		
CF | Conversation and Reactable Quips by Michael Martin, so thanks are due 		
CF | to them. Thanks too to Adrian Welcker on the IntFiction.org forum for 		
CF | a clever bit of Inform 6 hacking I don't understand to enable a minor 		
CF | bon mot. The cover art is courtesy of my wife. 		
CF | 		
CF | It's difficult to adequately express my gratitude to my testers, who 		
CF | put Sting through its paces with great diligence and great sympathy: 		
CF | Andrew Schultz, Christopher Merriner, Daniel River, J. J. Guest, Peter 		
CF | M.J. Gross, Travis Moy, and Truthcraze. 		
CF | 		
CF | This post-Comp version benefitted from all those who wrote reviews, 		
CF | wrote feedback, and sent bug reports -- that's too many folks to list, 		
CF | but if you were one of them, thank you as well! 		
CF | 		
CF | > 		MoyTravis says (to Jacqueline), "Just 'cuz it's a lotta work. That was meant to be a marker of admiration."
		DavidW says, "Andrew Schultz must be a testing god."
		DavidW says, "He is credited as a tester in so. many. games."
		MoyTravis says, "If he tests like he writes his games, he must be."
		MoyTravis exclaims, "Hahahahahaha!"
		Krumar asks, "I see Travis Moy listed up there, any relation to MoyTravis here?"
		DavidW says, "possibly"
		MoyTravis says, "Yeah, same person. Also: Andrew Schultz tested my game too."
		Krumar exclaims, "Awesome!"
		DavidW says, "One of these years, I should attempt to write an Andrew Schultz style game just so he can have the pleasure of playing it."
		MoyTravis says, "God. You know, I respect his games, but they are utterly incomprehensible to me."
		DavidW says, "I can deal with the wordplay ones."
		MoyTravis asks, "Have you played Psyops, Yo?"
		DavidW says, "I have, yes."
		DavidW says, "That one's quite small, I think."
		DavidW says, "And it was broken, if I recall correctly."
		MoyTravis says, "I tried it, completely did not understand the premise, looked at the walkthrough and...still didn't understand the premise."
		DavidW says, "The winning command didn't work."
		MoyTravis says, "Hahahahaha! Well, it was made in 4 hours."
		DavidW says, "The commands are the same letters done twice."
		DavidW says, ""Psyops, Yo" is PSYO PSYO."
		MoyTravis says, "...huuuuuuuuuuh."
		DavidW says, "So if you find a hat, you have to try a command like SHATS HAT."
		DavidW says, "I forget the actual commands to use, though. You either guess them or are stumped forever."
		MoyTravis says, "Hahaha."
		MoyTravis says, "Anyways, I'm mostly gonna sit 'round for Sting."
		DavidW says, "I'd like to wait for Jacq to return."
		Jacqueline says, "I'm back."
		DavidW says, "hey"
		Jacqueline says, "Just was reading all your conversation."
		Jacqueline exclaims, "Sorry!"
		Krumar says, "Just an FYI, I did some digging and at comp place 18th, Finding Light, says it is glulx based."
		DavidW says, "I think I played Finding Light, but I can't recall which game that is."
		Krumar says, "The summary says you are a fox after raiders invade a town."
		Knight_Otu says, "I think that's one we started and abandoned - it's where we are a fox? familiar that can turn... yeah."
		DavidW says, "oh right. We didn't quite finish it."
		Krumar says, "OK, I was just looking for the highest rank one I could with file we could run."
		DavidW says, "There was a maze and we collectively groaned and never returned to the game."
		Jacqueline asks, "Eep. A real, honest-to-goodness maze?"
DavidW says (to ClubFloyd), "x me" 		
CF ] Back Yard 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You're four (just like Liz, since being twins means you're the same 		
CF | age). Your hair is quite blond, though that will start changing in a 		
CF | year or two. You're small, or at least smaller than Liz. You've got 		
CF | on a yellow (that's a hard word to pronounce) polo shirt and khaki 		
CF | shorts, both a bit dirty. 		
CF | 		
CF | > 		Knight_Otu says, "That, and it had an mportant but obscure exit in one room."
		MoyTravis says, "I think there was a trick to the maze, maybe? but eeeeeh."
		Knight_Otu says, "I don't think we ever entered the maze itself in our Club playthrough."
		DavidW says, "I'm sure the maze had a trick but we didn't learn it."
DavidW says (to ClubFloyd), "i" 		
CF ] Back Yard 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a ball 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ball" 		
CF ] Back Yard 		
CF | > 		
CF | > X BALL 		
CF | 		
CF | A pink rubber ball, less bouncy than when it was new. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bounce ball" 		
CF ] Back Yard 		
CF | > 		
CF | > BOUNCE BALL 		
CF | 		
CF | You dribble the ball onto the ground, and grab it back after an 		
CF | unsatisfying bounce. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x swing" 		
CF ] Back Yard 		
CF | > 		
CF | > X SWING 		
CF | 		
CF | Wait, there wasn't a swing set yet when this happened -- my mistake. 		
CF | 		
CF | > 		DavidW says, ">FOOF<"
		DavidW asks, "Also, when *what* happened, dear author?"
DavidW says (to ClubFloyd), "l" 		
CF ] Back Yard 		
CF | > 		
CF | > L 		
CF | 		
CF | Back Yard 		
CF | The back yard of your family's house is really big. The garden, with 		
CF | a pagoda, is on one side and a fence runs around it. The back door 		
CF | goes into the kitchen, and you could go north past the house to the 		
CF | front yard except you're not supposed to go there by yourself. 		
CF | 		
CF | Liz is here, smelling the flowers. 		
CF | 		
CF | > 		Knight_Otu says, "Memory is a fickle thing."
DavidW says (to ClubFloyd), "x pagoda" 		
CF ] Back Yard 		
CF | > 		
CF | > X PAGODA 		
CF | 		
CF | The pagoda is made out of concrete and looks like a little temple 		
CF | ("pagoda" is probably the fanciest word you know right now, though 		
CF | there are lots more to come). It's maybe half as tall as you are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter pagoda" 		
CF ] Back Yard 		
CF | > 		
CF | > ENTER PAGODA 		
CF | 		
CF | The pagoda looks really neat, but it's heavy and the roof comes off 		
CF | and it can fall over, so Mom says not to play with it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x garden" 		
CF ] Back Yard 		
CF | > 		
CF | > X GARDEN 		
CF | 		
CF | It's a nice small flower-garden, with dandelions and snapdragons and 		
CF | lots of other flowers you don't know the names of yet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell flowers" 		
CF ] Back Yard 		
CF | > 		
CF | > SMELL FLOWERS 		
CF | 		
CF | They're nice! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x liz" 		
CF ] Back Yard 		
CF | > 		
CF | > X LIZ 		
CF | 		
CF | Liz is a little taller than you are, even though you're older by one 		
CF | minute. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask liz about mom" 		
CF ] Back Yard 		
CF | > 		
CF | > ASK LIZ ABOUT MOM 		
CF | 		
CF | [Use TALK TO to interact with characters.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to liz" 		
CF ] Back Yard 		
CF | > 		
CF | > TALK TO LIZ 		
CF | 		
CF | You'd rather play than talk right now. 		
CF | 		
CF | (If you have a game in mind, you can just try playing it with Liz). 		
CF | 		
CF | > 		Knight_Otu says, "Because one grows so much in a minute."
DavidW says (to ClubFloyd), "play ball with liz" 		
CF ] Back Yard 		
CF | > 		
CF | > PLAY BALL WITH LIZ 		
CF | 		
CF | You call out to Liz and throw the ball to her, but it goes too far 		
CF | away from her. She rolls her eyes as you trot over to pick the ball 		
CF | back up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play ball with liz" 		
CF ] Back Yard 		
CF | > 		
CF | > PLAY BALL WITH LIZ 		
CF | 		
CF | You call out to Liz and throw the ball to her, but it goes too far 		
CF | away from her. She rolls her eyes as you trot over to pick the ball 		
CF | back up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give ball to liz" 		
CF ] Back Yard 		
CF | > 		
CF | > GIVE BALL TO LIZ 		
CF | 		
CF | You call out to Liz and throw the ball to her, but it goes too far 		
CF | away from her. She rolls her eyes as you trot over to pick the ball 		
CF | back up. 		
CF | 		
CF | You're starting to get a bit tired from all this playing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit" 		
CF ] Back Yard 		
CF | > 		
CF | > SIT 		
CF | 		
CF | (on the ground) 		
CF | You are a little sleepy, but you can't take a nap outside! 		
CF | 		
CF | You're starting to get a bit tired from all this playing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Kitchen 		
CF | > 		
CF | > IN 		
CF | 		
CF | (first opening the back door) 		
CF | "I'm done playing," you call over to Liz, then trot to the back door 		
CF | to go inside. You reach up to pull open the screen door, then drop 		
CF | your ball and use your other hand to open the regular door. Suddenly 		
CF | you hear a loud buzzing -- there was a bee stuck behind the screen 		
CF | door -- 		
CF | 		
CF | "MOOOM", you sob, as your hand explodes with the worst pain you've 		
CF | ever felt. 		
CF | 		
CF | Your mom hears your wail from inside in the kitchen -- she pops open 		
CF | the door and scoops you up into her arms. "What's wrong, pumpkin?" 		
CF | she asks, brow creased with worry. 		
CF | 		
CF | [1] "IT HURTS!" 		
CF | [2] "Ah- ah- a bee." 		
CF | [3] (Inarticulate with sobbing, you present your burning hand to her) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "2" 		
CF ] Kitchen 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Oh no, a bee sting!" she says. 		
CF | 		
CF | Your mom sets you down, then rummages around in the first aid kit 		
CF | under the sink and finds some cream and tweezers. Liz heard you yell 		
CF | and ran over -- she's standing behind you, craning her neck to see as 		
CF | your mom plucks out the stinger. She smears the cream on the sting; 		
CF | it's cold and feels weird on your skin. 		
CF | 		
CF | "You're OK," your mom says, rubbing your back. "Anyway it's hurt 		
CF | worse than you are. It must have been very scared, because a bee can 		
CF | only sting once -- then it dies." 		
CF | 		
CF | [1] "Oh no, the poor bee! It didn't mean to sting me." 		
CF | [2] "Good! I'm glad it's dead!" 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
		DavidW asks, "How do we feel about bee death?"
		Knight_Otu asks, "1?"
		Jacqueline says, "Yeah, 1"
DavidW says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I know, honey," your mom says. She kisses your hand, then gathers 		
CF | you and Liz in for a hug. 		
CF | 		
CF | Your hand stops hurting so much after a minute or two, and then your 		
CF | mom says you can have ice cream even though you haven't had your lunch 		
CF | yet, so you don't think about it again until after you finish eating. 		
CF | 		
CF | "Did it hurt?" Liz asks, and you think for a minute, then nod your 		
CF | head. "You cried a lot," she continues, and you flush because you're 		
CF | not a crybaby. 		
CF | 		
CF | "I hope you get stung by a bee too!" you say back at her. "Then you'd 		
CF | cry a lot -- you'd cry even more." She sticks her tongue out, but 		
CF | then your mom tells you to apologize to Liz, and tells Liz to 		
CF | apologize to you, so you do, and then you hug her to show you're 		
CF | sorry. 		
CF | 		
CF | (Press any key to continue) 		Jacqueline says (to KO), "Belatedly, I think a lot of older twins like to talk about who is older, even if it's by mere minutes."
		DavidW asks, "ready to continue?"
		Knight_Otu says, "So I hear."
		Knight_Otu says (to David), "Ready."
		DavidW says, "I wonder what flavour of ice cream we had."
DavidW pushes the green 'space' button. 		
CF ] Nantucket Harbor 		
CF | Nantucket, MA -- Summer 1995 		
CF | 		
CF | "We're going to win this race," Liz says, a mutter only barely audible 		
CF | over the sound of the mainsail snapping taut. Just as well she's 		
CF | talking to herself and not to you, because if forced to reply you'd 		
CF | point out that Ridgie and Emily won the last race, and the one before 		
CF | that, and probably like 80% of all the practice races the team's done 		
CF | this summer -- and of course Dave and the other Liz won the remaining 		
CF | 20-odd percent so the exact breakdown between them doesn't change the 		
CF | 0.0% chance statistics gives you of winning this time. 		
CF | 		
CF | But math annoys Liz in the best of circumstances, all the more so when 		
CF | it's getting in the way of her competitive streak, so you keep your 		
CF | mouth shut and your eyes on the jib. Maybe if you're lucky you'll get 		
CF | second place this time? Second place would be nice. 		
CF | 		
CF | > 		Jacqueline says, "Ten years later"
		DavidW says, "I wonder if ghost bees will find us here."
		Jacqueline says, "I admit that I am worried that Liz will die of a bee sting at some point."
		Knight_Otu says, "Maybe sea bees."
		DavidW says, "I know zilch about sailing so maybe someone else should steer."
Jacqueline says (to ClubFloyd), "win" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > WIN 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		Knight_Otu says, "And yeah, I was originally worried we might be allergic, but our sister might be."
		DavidW says (to Knight), "yikes"
		Knight_Otu says, "Well, now we know why we can't win."
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "get second place" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > GET SECOND PLACE 		
CF | 		
CF | I only understood you as far as wanting to get the second buoy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sail" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > SAIL 		
CF | 		
CF | Yes, that's the general idea. 		
CF | 		
CF | > 		Jacqueline says, "har"
		Knight_Otu says, "Haw haw."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | The first buoy is upwind to the north, still a good way away. 		
CF | 		
CF | Ridgie and Emily are going to win. They're currently in first place, 		
CF | heading upwind to the first buoy, and they're surprisingly close. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in second -- they're still in the first part of the race, 		
CF | going upwind. They're not too far ahead of you. 		
CF | 		
CF | > 		MoyTravis says, "This is, technically, winnable."
		DavidW says, "> use milkshake to bring all the buoys to my yardarm."
		Jacqueline says, "yay"
		Knight_Otu says, ">FIRE CANNONS"
		Jacqueline asks, "N?"
		Roger says, "yeah I'm not sure what it wants"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > N 		
CF | 		
CF | Liz is skippering, so she's steering the boat and you're along for the 		
CF | ride. 		
CF | 		
CF | > 		Roger says, "oh"
		Jacqueline says, "Well, okay then."
		Jacqueline says, "Good to know we're useful."
Jacqueline says (to ClubFloyd), "cheer liz" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > CHEER LIZ 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		DavidW says, "So wait or talk to Liz."
		Jacqueline says, "It was funnier when that default response was for 'win'"
Jacqueline says (to ClubFloyd), "talk to liz" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TALK TO LIZ 		
CF | 		
CF | You turn your head back to look at Liz. 		
CF | 		
CF | "We're getting close to Dave!" you yell, indicating their boat. 		
CF | "Steer clear!" 		
CF | 		
CF | "Are you driving or am I?" she snaps. 		
CF | 		
CF | > 		Jacqueline says, "dang, liz"
		Jacqueline says, "I would rather not drive, btw..."
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | "Ready about," Liz calls, and you nod, getting ready for the tack. 		
CF | 		
CF | > 		Jacqueline says, "..."
		MoyTravis says, "It really doesn't matter if you win or lose though."
		DavidW asks, "Tack means turn, I think?"
		Knight_Otu says, "I guess we have a task."
		Jacqueline says (to KO), "A tack task, if you will"
		Jacqueline says, "Say that three times really fast."
		Knight_Otu asks, "Or a tacky task?"
		Jacqueline says, "I cannot say it twice."
		DavidW says, "well, I bet we have to lean into or away from the tack, but not explicitly"
		Roger says, "yeah that sort of thing is common enough"
		DavidW says, "and if our jib is glib, then our dab is dibbed."
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You look at Liz and time your roll with hers, throwing your weight out 		
CF | as she steers the boat through the wind -- the roll helps you turn 		
CF | that much faster, so you don't lose much speed from the tack. You 		
CF | flip the jib over to the new leeward side and take your seat on the 		
CF | new windward rail. "Nice tack," Liz grunts. 		
CF | 		
CF | > 		Jacqueline asks, "Yay I did it?"
		DavidW says, "yes!"
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | The first buoy is upwind to the north, and you've covered maybe half 		
CF | the distance to it. 		
CF | 		
CF | Ridgie and Emily are going to win. They're currently in first place, 		
CF | heading upwind to the first buoy, and they're surprisingly close. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in second -- they're still in the first part of the race, 		
CF | going upwind. They're jostling with you and (your sister) Liz for 		
CF | position right now. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Jacqueline says (to ClubFloyd), "adjust sail" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > ADJUST SAIL 		
CF | 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | You see the jib's looking too tight -- the wind must have shifted 		
CF | slightly without you noticing. "Russo, come on!" Liz shouts in 		
CF | frustration. "Eyes on the telltale!" 		
CF | 		
CF | > 		Krumar asks, "Should we lossen it?"
		Jacqueline says, "I feel like I just did a thing and the game did an automatic thing it would have done regardless of what I had done."
Jacqueline says (to ClubFloyd), "loosen sail" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LOOSEN SAIL 		
CF | 		
CF | You play the sheet out an inch or two, loosening the jib. Liz sees 		
CF | what you're doing and adjusts the mainsail to match. 		
CF | 		
CF | "Think we should tack?" Liz asks -- you look at the buoy, and yeah, 		
CF | you're getting pretty far to one side, so you nod. "Ready about," she 		
CF | announces, and looks around to make sure you're clear of the other 		
CF | boats. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry game, we missed the sailing tutorial."
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You roll through the tack, keeping up your speed. 		
CF | 		
CF | You wind up running alongside Dave and the other Liz's boat. They're 		
CF | to windward, and you've got the right of way, so your sister tries to 		
CF | take advantage: "go up!" she shouts, steering into them so they're 		
CF | forced to head into the wind. They lose some speed, leaving Dave 		
CF | cursing in frustration. 		
CF | 		
CF | > 		Jacqueline asks, "go up?"
		Krumar says, "sounds good."
		Knight_Otu says, "That feels less than sportspersonlike."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > U 		
CF | 		
CF | Liz is skippering, so she's steering the boat and you're along for the 		
CF | ride. 		
CF | 		
CF | You surge past Dave and (the other) Liz's 420, taking second place -- 		
CF | Liz grins at you, purely happy, though you know the lead might not 		
CF | last. 		
CF | 		
CF | > 		Knight_Otu says, "What we just did I mean."
		DavidW says, "I don't know what UP means in this situation."
		Jacqueline says (to KO), "I think it's call strategy."
		Jacqueline says, "But yeah, maybe. Not sure if what Liz did was cool or not."
		Krumar says, "This unsportsman like conduct is much better than all the killng we did in previous games."
		Knight_Otu says, "It may be strategy. Doesn't mean it's fair."
		Knight_Otu says (to Krumar), "True. Very true."
		DavidW says, "I have no idea."
		SkipperLiz says, "RAM THEM"
		Roger says, "Okay what it means is that we have the right of way, so we're telling the other boat they need to 'go up' (into the wind) so point their bow more directly into the wind"
		Roger says, "of course, a boat can't sail directly into the wind, so it's a tactical move"
		Krumar asks, "can we look at this telltale? would that tell us stuff?"
		Jacqueline says (to Krumar), "You make a good point that this is more sportsmanlike than leaving a trail of dead security guards as we did in Dr Horror over the past few weeks. True dat."
		Jacqueline asks, "Should I just wait?"
		DavidW asks, "sure?"
		Knight_Otu says, "I guess."
		Jacqueline says, "I said I did not wish to drive but I appear to be ... driving. Except not really. Liz apparently is the skipper."
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | Ridgie and Emily round the first buoy, and Emily's spinnaker set is 		
CF | textbook -- they accelerate, and you know you're never going to beat 		
CF | them. 		
CF | 		
CF | You're getting pretty close to the first buoy. 		
CF | 		
CF | > 		Krumar says, "Earlier Liz said to keep an eye on the telltale, I didn'tk now if that would give us a hint."
		Jacqueline says (to Krumar), "oh ah"
		Jacqueline asks, "Should I >X TELLTALE or >LEAN?"
		DavidW says, "no idea what 'spinnaker' means."
		Knight_Otu says, "I would guess it's a type of turn."
		Jacqueline says, "According to the internet, Spinnaker is an open source, multi-cloud continuous delivery platform for releasing software changes with high velocity and confidence."
		Jacqueline says, "(I suspect I should look for a different definition)"
		Krumar says, "spinnaker is a sale for going downwind"
		Jacqueline | A spinnaker is a sail designed specifically for sailing off the wind from a reaching course to a downwind, i.e. with the wind 90–180° off bow.
		Roger says, "a spinnaker is a big fluffy parachute sail that goes at the front of the boat"
		Roger says, "also that"
		Krumar says, "I think they are talking abotua software company though guys."
		Jacqueline says, "I also have lived in a bunch of coastal communities, and can tell you that 'Spinnaker's' is a common name for restaurants & bars."
		Knight_Otu says, "Water is soft, logic checks out."
		Jacqueline says, "heh"
		Jacqueline says, "It's soft until you hit it."
		Krumar says, "Haha"
		DavidW says, "okay, I'm imagining the parachute that comes out of the 60's Batmobile somehow at the front of a sailboat."
		Krumar says, "The pictures really kind of look like a parachute pulling the boat."
		Jacqueline asks, "Annyway, whaddowedo?"
		Krumar says, "leaning has seemed to get us this far."
		Jacqueline asks, "Anyway, I mean. Whaddowedo, anyway?"
		DavidW says, "I don't know. Wait. Talk to Liz."
		Jacqueline exclaims, "Let us lean again!"
		Knight_Otu says, "I got an F in sailing class. (Not really.)"
Jacqueline clears the save counter. 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Nantucket Harbor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | You've reached the first buoy, and Liz rounds it nicely, turning the 		
CF | boat downwind. "OK, get that chute up!" Liz yells, and you nod, 		
CF | getting ready for the set. 		
CF | 		
CF | The jib starts to luff as the wind flags for a moment. "Crank it in!" 		
CF | Liz shouts, as she tightens the mainsheet. 		
CF | 		
CF | > 		DavidW says, "I've never sailed."
		Jacqueline says, "I've sailed a couple of times, but always as a clueless passenger."
		DavidW says, "'Jib' starts to 'luff'."
		DavidW asks, "Is this game changing languages?"
Jacqueline says (to ClubFloyd), "set" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > SET 		
CF | 		
CF | (the jib sheet) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. "Good," Liz says, "let's keep everything trimmed right." 		
CF | 		
CF | Dave and (other) Liz get to the first buoy. Liz gets the pole a 		
CF | little tangled in the halyards, so it takes longer for her to get the 		
CF | chute up, but they quickly start making up the lost time. 		
CF | 		
CF | > 		Krumar asks, "Would the command, Crank it in, work?"
		Jacqueline says, "HAHAHA suck it, (other) Liz"
		Jacqueline says, "Kidding. I am not that person."
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You're not sure why, but Ridgie and Emily suddenly seem to be going 		
CF | faster (maybe if you were a better sailor you'd be able to tell?) 		
CF | "All -- the -- fucking -- breaks," Liz grunts, keeping her eyes locked 		
CF | on the buoy. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | You're racing downwind towards the second buoy, with a ways to go yet. 		
CF | 		
CF | Ridgie and Emily are going to win. They're currently in first place, 		
CF | flying downwind on their way to the second buoy, and they're 		
CF | surprisingly close. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in third -- they have their spinnaker up, on their way to 		
CF | the second buoy. They're jostling with you and (your sister) Liz for 		
CF | position right now. 		
CF | 		
CF | "Come on, get the spinnaker up!" Liz exhorts you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put up spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > PUT UP SPINNAKER 		
CF | 		
CF | You pull the chute out of the pouch and crank back on the halyard. 		
CF | It's looking like a good set, but you realize your mistake half a 		
CF | second before Liz does -- "Russo! You forgot the pole! Fuck!" 		
CF | Hastily you cram the spinnaker back down, trying not to let the hot 		
CF | flush of embarrassment throw your head too far out of the race. 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | The wind starts to flag, getting calmer and slower. "This is the 		
CF | opposite of fast," Liz groans. 		
CF | 		
CF | > 		Jacqueline says, "Gosh dangit, Russo."
		Jacqueline asks, "Should I undo and figure out the pole?"
		Krumar says, "jeeze jacq, you forgot the pole."
		DavidW asks, "Who's Russo again?"
		MoyTravis says, "The author."
		Knight_Otu says, "We are."
		Jacqueline sticks her tongue out at Krumar.
		Jacqueline says, "Russo is the author, but also us."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "set pole" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > SET POLE 		
CF | 		
CF | You pull the pole out of its clip and snap it into place on the mast 		
CF | -- now you're ready to hoist the chute. 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | The wind starts to flag, getting calmer and slower. "This is the 		
CF | opposite of fast," Liz groans. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put up spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > PUT UP SPINNAKER 		
CF | 		
CF | You haul up on the halyard and pull the chute out of the pouch as the 		
CF | rope lifts it up. With the pole keeping it clear of the mainsail's 		
CF | wind-shadow, the spinnaker catches the breeze with a loud thump -- and 		
CF | the boat starts going faster, kicking up spray as it cuts through the 		
CF | waves. "Ugh, that set took forever," Liz complains. "No it didn't!" 		
CF | you yell back, though you're pretty sure she's right. 		
CF | 		
CF | > 		Jacqueline says, "Okay, one sec."
		Knight_Otu says, "I guess we should've started sooner."
		Krumar says, "Nice job"
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF ] Nantucket Harbor 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | You've reached the first buoy, and Liz rounds it nicely, turning the 		
CF | boat downwind. "OK, get that chute up!" Liz yells, and you nod, 		
CF | getting ready for the set. 		
CF | 		
CF | You're not sure why, but Ridgie and Emily suddenly seem to be going 		
CF | faster (maybe if you were a better sailor you'd be able to tell?) 		
CF | "Shit -- why do they always get lucky?" Liz spits when she sees what's 		
CF | happened. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "set" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > SET 		
CF | 		
CF | (the jib sheet) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | Dave and (other) Liz get to the first buoy. Liz gets the pole a 		
CF | little tangled in the halyards, so it takes longer for her to get the 		
CF | chute up, but they quickly start making up the lost time. 		
CF | 		
CF | > 		DavidW asks, "Since this is a puzzleless game, perhaps it doesn't matter how well we do in this race?"
		Krumar asks, "now we can set the pole?"
Jacqueline says (to ClubFloyd), "set pole" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > SET POLE 		
CF | 		
CF | You pull the pole out of its clip and snap it into place on the mast 		
CF | -- now you're ready to hoist the chute. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put up spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > PUT UP SPINNAKER 		
CF | 		
CF | You haul up on the halyard and pull the chute out of the pouch as the 		
CF | rope lifts it up. With the pole keeping it clear of the mainsail's 		
CF | wind-shadow, the spinnaker catches the breeze with a loud thump -- and 		
CF | the boat starts going faster, kicking up spray as it cuts through the 		
CF | waves. "Good set," Liz says, which is a rare nice word from her. 		
CF | 		
CF | You come next to Dave and the other Liz's boat, both of you shearing 		
CF | through the waves as you fly downwind. Your speeds are nearly 		
CF | matched, and you're only a few feet away. "Nice day," Dave says to 		
CF | you and Liz, just to make conversation you guess. 		
CF | 		
CF | > 		Krumar says, "I think you got it."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Nantucket Harbor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jacqueline says, "I know it doesn't matter, but I want to make Liz happy, DW."
		Jacqueline says, "I don't like disappointing her."
		Roger says, "Go to Hell, Dave"
		Jacqueline says, "Now I'm nervous again. What to do next."
Jacqueline says (to ClubFloyd), "talk to dave" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TALK TO DAVE 		
CF | 		
CF | "Yeah, nice," you reply, but then can't think of what else to say. 		
CF | It's a little weird. 		
CF | 		
CF | "Russo, can we concentrate on sailing? This isn't the time for you to 		
CF | come out of your shell," Liz says, then nods to Dave and the other 		
CF | Liz. "Sorry, he's socially awkward." 		
CF | 		
CF | > 		Knight_Otu says, "Gee Liz."
		Jacqueline says, "Dang, Sis"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | You're racing downwind towards the second buoy, with a ways to go yet. 		
CF | 		
CF | Ridgie and Emily are going to win. They're currently in first place, 		
CF | flying downwind on their way to the second buoy, and they're 		
CF | surprisingly close. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in third -- they have their spinnaker up, on their way to 		
CF | the second buoy. They're jostling with you and (your sister) Liz for 		
CF | position right now. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The telltale is a little piece of orange ribbon is tied to one of the 		
CF | stays, and shows you exactly which way the wind is blowing -- right 		
CF | now it's coming from the north. Liz sees you checking it out. "Yeah, 		
CF | keep an eye on the wind," she says The telltale's at too much of an 		
CF | angle to the jib, indicating you've got it trimmed too tightly. 		
CF | 		
CF | You're not sure why, but Ridgie and Emily suddenly seem to be going 		
CF | faster (maybe if you were a better sailor you'd be able to tell?) 		
CF | "All -- the -- fucking -- breaks," Liz grunts, keeping her eyes locked 		
CF | on the buoy. 		
CF | 		
CF | > 		Roger says, "that's not true"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "loosen trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LOOSEN TRIM 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | Even putting all your strength into it, the jib won't come any 		
CF | tighter. 		
CF | 		
CF | A gust fills the sails of Dave and Liz's boat, making them faster. 		
CF | You're not sure Liz notices, but there's not any upside to pointing it 		
CF | out. 		
CF | 		
CF | > 		Knight_Otu says, "Secret motor on the first boat."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Roger says, "I mean, as far as I know, telltales are attached to the sails themselves, not the stays (the wires holding up the mast)"
		Jacqueline asks, "I want to loosen the trim. ... untrim?"
		Roger says, "ease the jib"
Jacqueline says (to ClubFloyd), "ease the jib" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > EASE THE JIB 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "untrim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > UNTRIM 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		Roger says, "fine, loosen maybe"
Jacqueline says (to ClubFloyd), "loosen jib" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LOOSEN JIB 		
CF | 		
CF | You play the sheet out an inch or two, loosening the jib. Liz sees 		
CF | what you're doing and adjusts the mainsail to match. 		
CF | 		
CF | > 		Roger says, "(it is called 'easing' though)"
		Jacqueline nods.
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Nantucket Harbor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | You're racing downwind towards the second buoy, maybe halfway through 		
CF | this leg. 		
CF | 		
CF | Ridgie and Emily are going to win. They're currently in first place, 		
CF | flying downwind on their way to the second buoy, and they're way ahead 		
CF | of you. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in third -- they have their spinnaker up, on their way to 		
CF | the second buoy. They're jostling with you and (your sister) Liz for 		
CF | position right now. 		
CF | 		
CF | Ridgie and Emily must have run into a bad current, though you can't 		
CF | see it -- anyway they've slowed down a bit. Liz leans forward, 		
CF | wanting to make sure she catches every detail. 		
CF | 		
CF | > 		Knight_Otu doesn't know thetechnical terms.
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The telltale is a little piece of orange ribbon is tied to one of the 		
CF | stays, and shows you exactly which way the wind is blowing -- right 		
CF | now it's coming from the north. Liz sees you checking it out. "Yeah, 		
CF | keep an eye on the wind," she says. 		
CF | 		
CF | Ridgie and Emily pull off a nice jibe as they pass the second buoy, 		
CF | Emily smoothly moving the spinnaker pole from one side to the other 		
CF | and Ridgie keeping the boom under control as it sweeps all the way 		
CF | across the boat. 		
CF | 		
CF | > 		Roger says, "'jibe' is another turning-the-boat thing"
		Jacqueline asks, "Do I just keep watching the telltale until we get to the buoy, then lean?"
		Krumar asks, "I feel like it didn't tell you to do anythign different so may be you are on the right path as is?"
		Roger says, "there's sort of a double-lean manouever, but I'm not sure the game implements that"
		Krumar says, "I don't know anything about sailing though."
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The wind is blowing from the north.. 		
CF | 		
CF | You're closing in on the second buoy -- Liz will be calling the jibe 		
CF | soon. 		
CF | 		
CF | > 		Roger says, "get ready to duck"
		Knight_Otu says, "Quack."
		Krumar asks, "Jibe might mean to move the spinnaker?"
		Roger says, "no"
Jacqueline says (to ClubFloyd), "duck" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > DUCK 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		Roger says, "I mean it might but no"
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | "Ready to jibe," Liz calls out as you near the second buoy -- you 		
CF | prepare to move the pole over and jibe. 		
CF | 		
CF | ("Jibe" and "jib" are completely different things, but names that make 		
CF | sense aren't a major feature of sailing). 		
CF | 		
CF | The chute gives a powerful surge as a gust hits you from behind; Liz 		
CF | is steering you through it, surfing the crest of a wave, but you 		
CF | should let out the sheets to get the benefit of more wind! 		
CF | 		
CF | > 		Knight_Otu says, "Ha."
Jacqueline says (to ClubFloyd), "let out sheets" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LET OUT SHEETS 		
CF | 		
CF | You ease the chute out so it catches more of the wind. "Ha, there we 		
CF | go!" you yell back at Liz, feeling the acceleration. 		
CF | 		
CF | You're moving past the second buoy, but you haven't got the spinnaker 		
CF | pole ready to switch. "Jibe ho!" Liz calls out anyway, impatient with 		
CF | your delay, and moves the tiller, forcing you to rush to swap the pole 		
CF | as the boom comes crashing across the boat. You just manage to duck 		
CF | out of the way, but the spinnaker's been left to luff and it takes you 		
CF | a while to get the pole clipped back into the right place. 		
CF | 		
CF | "Why'd you do that?" you scream at Liz, "I wasn't ready!" 		
CF | 		
CF | "You should have been," she shrugs. "I don't want to lose because 		
CF | you're spacing out." 		
CF | Dave and (other) Liz do a cautious jibe around the second buoy, 		
CF | cranking the mainsail all the way to the center of the boat so it 		
CF | doesn't fly far as it shifts through the wind. 		
CF | 		
CF | > 		Jacqueline says, "I'm glad I don't have a sibling. Particularly one with whom I go sailing."
		Roger says, "This is actually captures the experience pretty well, I'll say; sorry if I was sounding negative"
		Jacqueline says, "You don't sound negative, Roger. But Liz does."
		Krumar says, "Haha"
		Roger says, "oh, there's always someone who takes sports way too seriously"
		Jacqueline asks, "So, what should I do now?"
		Jacqueline asks, "We already jibbed, right?"
		Krumar asks, "Did you move the pole?"
		Roger says, "we did, but late"
		Knight_Otu asks, "Seems so?"
		Krumar says, "looks likeit."
		Jacqueline says, "Right"
		Roger says, "I guess we can look at telltales, or the water, or the other boats, or maybe it'll let us look at the wind"
		Krumar says, "we could always lean or look at the telltale."
		Jacqueline says, "It's a tad annoying that looing at the telltale takes time. In real life it would be a split second."
		Krumar says, "I was wondering if we could look at the bouy."
		Roger says, "sure worth a try"
		Jacqueline says, "We could also undo and make that last bit better."
		Jacqueline says, "Or just roll with it."
		Krumar says, "We do want to make Liz happy."
		Jacqueline says, "Let me see.."
		Knight_Otu exclaims, "I'll be back in a bit. Smooth sailing!"
Jacqueline says (to ClubFloyd), "undo. undo." 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > UNDO. UNDO. 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		MoyTravis says, "I will say that trying too hard on this section really bogs down the game; it's not necessarily meant to be Boat Simulator 2021."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | You're moving past the second buoy, but you haven't got the spinnaker 		
CF | pole ready to switch. "Jibe ho!" Liz calls out anyway, impatient with 		
CF | your delay, and moves the tiller, forcing you to rush to swap the pole 		
CF | as the boom comes crashing across the boat. You just manage to duck 		
CF | out of the way, but the spinnaker's been left to luff and it takes you 		
CF | a while to get the pole clipped back into the right place. 		
CF | 		
CF | "Why'd you do that?" you scream at Liz, "I wasn't ready!" 		
CF | 		
CF | "You should have been," she shrugs. "I don't want to lose because 		
CF | you're spacing out." 		
CF | Dave and (other) Liz do a cautious jibe around the second buoy, 		
CF | cranking the mainsail all the way to the center of the boat so it 		
CF | doesn't fly far as it shifts through the wind. 		
CF | 		
CF | > 		Jacqueline says, "It seems I either didn't go far enough back or it doesn't matter."
		Roger says, "yeah we'll have to take the pole, or ready the pole, or go forward"
		Jacqueline asks, "But what if I want to play Boat Sim 2021?"
Jacqueline says (to ClubFloyd), "take pole" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TAKE POLE 		
CF | 		
CF | The chute will get all messed up if you take the pole down now! 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TAKE SPINNAKER 		
CF | 		
CF | You need to get the pole out of the way first. 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | > 		Roger says, "well I don't know"
		Jacqueline's eye narrow.
		Roger says, "this is JK Simmons Teaches Sailing"
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf3" 		
CF ] Nantucket Harbor 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The telltale is a little piece of orange ribbon is tied to one of the 		
CF | stays, and shows you exactly which way the wind is blowing -- right 		
CF | now it's coming from the north. Liz sees you checking it out. "Yeah, 		
CF | keep an eye on the wind," she says. 		
CF | 		
CF | The chute gives a powerful surge as a gust hits you from behind; Liz 		
CF | is steering you through it, surfing the crest of a wave, but you 		
CF | should let out the sheets to get the benefit of more wind! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "let out sheet" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LET OUT SHEET 		
CF | 		
CF | (the spinnaker sheet and guy) 		
CF | You ease the chute out so it catches more of the wind. "Ha, there we 		
CF | go!" you yell back at Liz, feeling the acceleration. 		
CF | 		
CF | Ridgie and Emily pull off a nice jibe as they pass the second buoy, 		
CF | Emily smoothly moving the spinnaker pole from one side to the other 		
CF | and Ridgie keeping the boom under control as it sweeps all the way 		
CF | across the boat. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | You're closing in on the second buoy -- Liz will be calling the jibe 		
CF | soon. 		
CF | 		
CF | > 		Krumar asks, "When she calls we move the pole?"
		Jacqueline says, "I don't think I know the right command."
		Jacqueline says, "I think if we move the pole we'll get a comment about how it will mess up the sail"
		Roger says, "I think taking the pole is correct, if the timing is right"
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Nantucket Harbor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take pole" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TAKE POLE 		
CF | 		
CF | The chute will get all messed up if you take the pole down now! 		
CF | 		
CF | "Ready to jibe," Liz calls out as you near the second buoy -- you 		
CF | prepare to move the pole over and jibe. 		
CF | 		
CF | ("Jibe" and "jib" are completely different things, but names that make 		
CF | sense aren't a major feature of sailing). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "jibe" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > JIBE 		
CF | 		
CF | You unclip the pole from the mast so you're ready to swap it, and nod 		
CF | to Liz. "Jibe ho!" she yells, and turns you around the second buoy. 		
CF | 		
CF | You duck the boom as it rushes across to the other side of the boat, 		
CF | and clip in the pole into the new windward side, keeping the spinnaker 		
CF | pretty full throughout. "Ha!" you crow, "that was a good jibe!" Liz 		
CF | rolls her eyes at you and calls you a dork, but who cares. 		
CF | 		
CF | Dave and (other) Liz do a cautious jibe around the second buoy, 		
CF | cranking the mainsail all the way to the center of the boat so it 		
CF | doesn't fly far as it shifts through the wind. 		
CF | 		
CF | > 		Roger says, "oh there we go"
		Krumar says, "Nice job jacqeline."
		Jacqueline asks, "I was excellent, and she calls me a dork?"
		Jacqueline's eyes narrow again, this time at Liz.
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The wind is blowing from the north.. 		
CF | 		
CF | > 		Jacqueline says, ".."
		Roger exclaims, "sorry y'all -- I'm going ice-skating IRL. have fun!"
		Krumar asks, "does that mean to lean?"
		Jacqueline exclaims, "Bye, R!"
		Krumar says, "Good bye, have fun."
		MoyTravis exclaims, "Have fun!"
		Jacqueline says (to Krumar), "I dunno, and our sailor is going skating."
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to liz" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TALK TO LIZ 		
CF | 		
CF | You turn your head back to look at Liz. 		
CF | 		
CF | "I don't think we're going to catch them," you say, jerking your chin 		
CF | at Ridgie and Emily. 		
CF | 		
CF | "Christ, Russo, why do you say shit like that?" Liz says. "They're 		
CF | not any better than you or me, they've just been sailing a little 		
CF | longer. So let's keep sailing and beat them!" 		
CF | 		
CF | Ridgie's boat gets to the third buoy. Emily gets the spinnaker down 		
CF | in a flash, and soon they're heading upwind again, on their way to the 		
CF | finish line. 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | The chute gives a powerful surge as a gust hits you from behind; Liz 		
CF | is steering you through it, surfing the crest of a wave, but you 		
CF | should let out the sheets to get the benefit of more wind! 		
CF | 		
CF | > 		Krumar says, "maybe we have time to look at things."
		Jacqueline says, "What"
		Jacqueline asks, "Last place?"
		Jacqueline asks, "WHY? HOW?"
		Krumar says, "nevermind, time to let the sheets out again."
Jacqueline says (to ClubFloyd), "let out sheet" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LET OUT SHEET 		
CF | 		
CF | (the spinnaker sheet and guy) 		
CF | You ease the chute out so it catches more of the wind. "Ha, there we 		
CF | go!" you yell back at Liz, feeling the acceleration. 		
CF | 		
CF | You surge past Dave and (the other) Liz's 420, taking second place -- 		
CF | Liz grins at you, purely happy, though you know the lead might not 		
CF | last. 		
CF | 		
CF | > 		Jacqueline asks, "So, when we hit the third buoy, I should take down the spinnaker?"
		Krumar says, "I think it will go something like that."
		Krumar says, "Let me look back real quick."
Jacqueline says (to ClubFloyd), "x buoy" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X BUOY 		
CF | 		
CF | Which do you mean, the first buoy, the second buoy, the third buoy, or 		
CF | the final buoy? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x third buoy" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X THIRD BUOY 		
CF | 		
CF | This buoy -- yes, bright and orange and floating, just like all the 		
CF | others -- is the end of the downwind leg. 		
CF | 		
CF | The third buoy is getting pretty close so you should get ready to 		
CF | douse the spinnaker. 		
CF | 		
CF | A gust fills the sails of Dave and Liz's boat, making them faster. 		
CF | You're not sure Liz notices, but there's not any upside to pointing it 		
CF | out. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "douse spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > DOUSE SPINNAKER 		
CF | 		
CF | You need to get the pole out of the way first. 		
CF | 		
CF | You're pretty much on top of the third buoy -- you need to get that 		
CF | chute down! 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "move pole" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > MOVE POLE 		
CF | 		
CF | You unclip the pole and stow it, so it'll be out of the way when you 		
CF | douse the chute. 		
CF | 		
CF | You're pretty much on top of the third buoy -- you need to get that 		
CF | chute down! 		
CF | 		
CF | You're back in last place now, with Dave and (the other) Liz's 420 		
CF | blowing past you. "Not again!" Liz groans. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "douse spinnaker" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > DOUSE SPINNAKER 		
CF | 		
CF | You let loose the halyard and pull down the chute, stuffing it into 		
CF | the pouch as you go. "Good timing on the douse!" Liz shouts in 		
CF | encouragement. 		
CF | 		
CF | Dave and Liz round the third buoy, but they doused their chute a 		
CF | little too early. 		
CF | 		
CF | You're coming up on the last buoy, and Liz cuts the turn around it 		
CF | tight, sending you speeding upwind towards the finish. "Come on, we 		
CF | can do this," she calls at you. 		
CF | 		
CF | The wind starts to flag, getting calmer and slower. "This is the 		
CF | opposite of fast," Liz groans. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Nantucket Harbor 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Nantucket Harbor 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Nantucket Harbor 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x telltale" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > X TELLTALE 		
CF | 		
CF | The wind is blowing from the north.. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		Jacqueline says, "That helps me zero, telltale."
		DavidW says, "sorry, building lost power"
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | You and Liz see the patch of dead wind ahead at the same time -- it's 		
CF | just about time to tack anyway so better to it now and avoid the lull. 		
CF | "Ready about," she announces, and looks around to make sure you're 		
CF | clear of the other boats. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Eep"
		Knight_Otu says, "That's some back and forth."
		Knight_Otu says, "Oh dear."
Jacqueline says (to ClubFloyd), "tack" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TACK 		
CF | 		
CF | You roll through the tack, keeping up your speed. 		
CF | 		
CF | > 		Krumar asks, "do we lean on a tack?"
		Jacqueline says, "dunno"
		DavidW says, "Took a while for internet connection to be reestablished. Could go again without warning."
		Jacqueline says (to DW), "You have not missed much. Mostly just me flailing."
		Jacqueline says, "I think we're in second still."
		Krumar says, "I think we are in last."
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in but since the boat isn't heeling at the moment, 		
CF | that doesn't do much. 		
CF | 		
CF | Suddenly the wind gusts, speeding up your boat but also making it 		
CF | start to heel over, tipping the side you're sitting on up and the 		
CF | leeward side down! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lean" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > LEAN 		
CF | 		
CF | (out) 		
CF | You throw the full 100 pounds of your weight back, trusting the hiking 		
CF | straps to keep you in, which, combined with Liz doing the same behind 		
CF | you, brings the boat back to an even keel. 		
CF | 		
CF | Ridgie and Emily glide through the finish line, winning the race. 		
CF | "Not again," Liz says, her voice cracking with frustration, but you're 		
CF | not surprised. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > L 		
CF | 		
CF | Nantucket Harbor (in the Russo 420) 		
CF | You're in a 420 with Liz, inside the harbor. There are three buoys 		
CF | marking the race course, plus a final buoy across from the Whaler 		
CF | marking the finish line. You're a couple hundred yards off the shore, 		
CF | with beach to the east and south and open water to the west and north. 		
CF | The wind's blowing a moderate breeze. 		
CF | 		
CF | This is it -- the final leg, heading upwind to the finish line, with 		
CF | not too far left to go. 		
CF | 		
CF | Ridgie and Emily have already crossed the finish line. 		
CF | 		
CF | You might have a shot at beating Dave and (the other) Liz, who are 		
CF | currently in second -- they're making their final run upwind. They're 		
CF | not too far ahead of you. 		
CF | 		
CF | > 		Jacqueline says, "Oh. Or we're losing."
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | Even putting all your strength into it, the jib won't come any 		
CF | tighter. 		
CF | 		
CF | The jib starts to luff as the wind flags for a moment. "Crank it in!" 		
CF | Liz shouts, as she tightens the mainsheet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "jibe" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > JIBE 		
CF | 		
CF | You don't need to do that right now. 		
CF | 		
CF | Dave and the other Liz have reached the finish line, getting their 		
CF | usual second place. 		
CF | 		
CF | You're closing in on the finish line, and you lean forward, trying to 		
CF | get every bit of speed you can -- 		
CF | 		
CF | And then suddenly there's a super loud buzzing and it's like somebody 		
CF | just punched you in the arm, and you yell out a "fuck!" and slap your 		
CF | hand over the hurt, only to cup a fluttering, buzzing thing clinging 		
CF | to your sleeve. Just as you process that you're holding a bee, it 		
CF | comes loose and falls into the water. 		
CF | 		
CF | > 		Roger says, "what sort of villain thwarts our hero with bees"
		Krumar says, "Got us again."
		Jacqueline says, "I guess that was all a lead up to us being stung again"
		Knight_Otu says, "Those insects are beesy."
		Jacqueline says, "All that work, just to go into anaphylactic shock"
Jacqueline says (to ClubFloyd), "die" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > DIE 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | You're too distracted by pain to do anything except yelp again. 		
CF | "What's wrong?" Liz says. 		
CF | 		
CF | "A fucking bee just stung me!" you shout, your words whipped back to 		
CF | her by the wind. You drop the jib-sheet and rub the sting. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "jibe" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > JIBE 		
CF | 		
CF | The race is almost over, and you can't get over that you just got 		
CF | stung by a bee this far out on the water. "Only you could get stung 		
CF | by a bee in the middle of the harbor, Russo," Liz says, having the 		
CF | same thought but in less charitable terms. 		
CF | 		
CF | > 		Jacqueline says, "I guess we are giving up."
Jacqueline says (to ClubFloyd), "pout" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > POUT 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | "Fucking bee," you say, still too rattled to focus on sailing, then 		
CF | rub some water on the sting in case that'll make it feel better. It 		
CF | doesn't, and you yelp again. "That's salt water, genius," Liz says, 		
CF | shifting her focus back to the race. 		
CF | 		
CF | > 		Krumar asks, "just wait for us to cross?"
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over -- might as well just wait for the end. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over -- might as well just wait for the end. 		
CF | 		
CF | Finally, you cross the line and finish the race. You're cold and your 		
CF | arm really hurts, but at least the day's over and you can go ashore 		
CF | and take a warm bath once you get home. You look over to Liz to 		
CF | console her, but from the set of her jaw you can tell she doesn't want 		
CF | to hear it -- she's not as good at rolling with the punches as you 		
CF | are. 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] Residential Quad 		
CF | Exeter, NH -- September 1997 		
CF | 		
CF | You know that it's lame to be happy that you're back at school. But 		
CF | as Liz has never tired of informing you, you are lame, and after 		
CF | sixteen years you've finally learned to embrace it. 		
CF | 		
CF | It's awesome to see your friends again, it's awesome that you're not 		
CF | working that busboy summer job anymore, it's awesome Liz is going to 		
CF | be here instead of in France like she was last year, and it's awesome 		
CF | that it's senior year: you might actually make varsity on the 		
CF | wrestling team this time, you get to take AP classes -- and after what 		
CF | happened on the beach last month, this might even be the year you 		
CF | finally get together with Laura. Sure, it ended a little weird, but 		
CF | it was still progress! 		
CF | 		
CF | I mean, you're pretty sure it was progress. 		
CF | 		
CF | Anyway, you haven't seen her since then, but she's at this 		
CF | welcome-back barbecue, so there's nothing stopping you from asking her 		
CF | out. 		
CF | 		
CF | > 		Krumar says, "Good job on completing sailing simulator 2022."
		Jacqueline says, "Thanks. I suck at it."
		Krumar says, "I'm guessing you can't win, the bee will get you and you become immobile."
		Knight_Otu says, "And it sounds like we#re entering dating simulator 2022 now."
		Jacqueline says, "I'm worried. Dating is probably harder than sailing."
Jacqueline says (to ClubFloyd), "x laura" 		
CF ] Residential Quad 		
CF | > 		
CF | > X LAURA 		
CF | 		
CF | You've known Laura since you were both kids, and you always thought 		
CF | she was awesome because she's really nice and into the same nerdy 		
CF | stuff as you (like, she's the one who introduced you to D&D). And 		
CF | then she got really pretty too, with amazing hazel eyes and her hair 		
CF | cut into a sexy bob, and alright yes, as your friends always get you 		
CF | to admit, she's completely stacked too. A smile forms on your lips as 		
CF | you look at her -- wait, did she notice you? You blush and turn 		
CF | aside. 		
CF | 		
CF | > 		Jacqueline says, "ugh. boys"
Jacqueline says (to ClubFloyd), "talk to laura" 		
CF ] Residential Quad 		
CF | > 		
CF | > TALK TO LAURA 		
CF | 		
CF | Your footsteps slow as you get closer to Laura, but your heart makes 		
CF | up for it by accelerating fast -- do you even know what you're going 		
CF | to say? She hasn't seen you yet, you could turn off and talk to Liz 		
CF | instead, since she might be able to give you some advice... 		
CF | 		
CF | > 		Krumar says, "Liz is mean, I don't know if I trust her advice..."
		Jacqueline asks, "I am still mad at Liz for making me go sailing two years ago, why would I want her advice?"
Jacqueline says (to ClubFloyd), "talk to liz" 		
CF ] Residential Quad 		
CF | > 		
CF | > TALK TO LIZ 		
CF | 		
CF | "What's up," Liz nods at you as you come over to where she's sitting. 		
CF | 		
CF | [1] "I'm glad we're going to be together this year. I missed you when 		
CF | you were in France." 		
CF | [2] "So what do your friends think of your new haircut?" 		
CF | [3] "I'm going to go over and talk to Laura." 		
CF | [4] "How do you tell if a girl likes you? Just out of curiosity." 		
CF | [5] "Anyway, bye." 		
CF | 		
CF | > 		Krumar asks, "Just go down the list?"
		Jacqueline says, "1? or 3? or 4. I expect if we bring up Laura, Liz will mock us."
		Jacqueline says, "Oh, I could lawnmower it. True."
		Jacqueline says, "Maybe it's mowerable."
		Jacqueline says, "I feel bad for not loving Liz, given that this is based on Mike's actual sister."
		Jacqueline says, "But she seems not entirely nice to us."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Aww, Russo, you're getting sentimental in your old age," she says, 		
CF | then looks around the quad. "I definitely did not miss this place, 		
CF | but I missed you too." 		
CF | 		
CF | [1] "So what do your friends think of your new haircut?" 		
CF | [2] "I'm going to go over and talk to Laura." 		
CF | [3] "How do you tell if a girl likes you? Just out of curiosity." 		
CF | [4] "Anyway, bye." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I haven't asked them yet, I was too busy telling them about how you 		
CF | made the driver's ed instructor scream," she says. 		
CF | 		
CF | "He didn't scream," you protest (this is technically true, it was more 		
CF | like a sharp inhale). "The turn was a little tight but I totally 		
CF | would have made it." 		
CF | 		
CF | "Oh yeah, I remember that. I actually meant the other time." 		
CF | 		
CF | "I got a perfect score on the written test," you reply lamely. 		
CF | 		
CF | [1] "I'm going to go over and talk to Laura." 		
CF | [2] "How do you tell if a girl likes you? Just out of curiosity." 		
CF | [3] "Anyway, bye." 		
CF | 		
CF | > 		Krumar says, "aww, she missed us."
		Jacqueline says, "She missed us, but still makes fun of us."
		Knight_Otu says, "She really wanted to hit us with that beam."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Oh Jesus," Liz says -- she rolls her eyes at you like she usually 		
CF | does when you talk to her about Laura, but at least she turns away 		
CF | from her friends so you've got a little bit of privacy. "Please just 		
CF | kiss her and get it over with." 		
CF | 		
CF | [1] "What? Of course not!" 		
CF | [2] "Would that actually work?" 		
CF | [3] (Blush silently). 		
CF | 		
CF | > 		Krumar asks, "2?"
		Jacqueline says, "Yeah, I like 2."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | Liz has that look in her eyes that she gets when she thinks you're 		
CF | being stupid, but she's being polite so she doesn't want to say it. 		
CF | "You know Laura likes you. Unless you were making up that she told 		
CF | you that when you had your weird meeting of the minds." 		
CF | 		
CF | "She didn't tell me," you say, annoyed. "When Saul said that we were 		
CF | obviously crazy about each other, she nodded right after I did. And 		
CF | then Saul went to the other side of the beach, and she let me hold her 		
CF | hand and we watched the sunset. I told you this like ten times!" 		
CF | 		
CF | "Russo, the fine details of your love life, or lack thereof, are not 		
CF | as interesting to the rest of us as you think," she says. She goes to 		
CF | run her hand through her hair, but she's not used to how short it is 		
CF | so it looks weird. "Count yourself lucky that so many people are 		
CF | trying to help you get laid, but at some point you're gonna need to do 		
CF | some of the work." 		
CF | 		
CF | [1] "So, assuming she likes me, what should I say?" 		
CF | [2] "You're right, this shouldn't be hard!" 		
CF | [3] "If you don't want to help me anymore, fine! I can do this 		
CF | myself." 		
CF | 		
CF | > 		Krumar says, "1"
		Jacqueline says, "I guess 1..."
		Krumar says, "I'm going to make a prediction that as we talk to her, we get stung."
		Jacqueline says, "oh god you're probably right"
		Krumar says, "Like right before we tell her how we feel."
		Jacqueline says, "We'll be in the middle of our first kiss when BAM and then we'll, like, bite Laura's tongue and she'll hate us forever."
		Krumar says, "Hahaha, that's how I see it going."
Jacqueline says (to ClubFloyd), "KO? DW?" 		
CF ] Residential Quad 		
CF | > 		
CF | > KO? DW? 		
CF | 		
CF | Despite your hypertrophied vocabulary, you're worried that didn't make 		
CF | any sense. 		
CF | 		
CF | > 		Krumar says, "Let's do option 1"
		Jacqueline says, "oops"
		Jacqueline asks, "KO? DW? Y'all okay with 1?"
		Knight_Otu says, "I guess so."
		Jacqueline says, "DW may not be here."
		DavidW says, "sure"
		DavidW says, "I'm feeling less invested in this game the longer it continues, I guess."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | Liz sighs. "How long ago did the beach thing happen again?" 		
CF | 		
CF | You do some quick math in your head. "Four weeks and three days. 		
CF | Thirty-one days." 		
CF | 		
CF | "Well if your precision timekeeping doesn't get her panties wet, I 		
CF | don't know what will." You blush fit to beat a tomato as Liz shakes 		
CF | her head at you. "Russo, you schmuck, this girl told you she likes 		
CF | you a month ago. How many times have you talked to her since then?" 		
CF | 		
CF | This one doesn't take any math. "Zero," you admit. "But we were with 		
CF | mom after that, so this is the first time I've seen her since!" 		
CF | 		
CF | "And you didn't call why?" 		
CF | 		
CF | [1] "I just hate talking on the phone." 		
CF | [2] "It felt like it would be super awkward?" 		
CF | [3] "...I don't actually know." 		
CF | 		
CF | > 		Jacqueline says, "Oh gosh. Russo."
		Jacqueline asks, "She said she likes you and then you have not spoken to her in four weeks?"
		Krumar says, "Sounds like option 3 here."
Jacqueline says (to ClubFloyd), "3" 		
CF ] Residential Quad 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Russo, Russo, Russo," she shakes her head. "No call, no letter, no 		
CF | pony fucking express. She opened her heart up to you and you left her 		
CF | hanging." 		
CF | 		
CF | You suddenly have a sour feeling in your stomach, the same one you 		
CF | always used to feel right before going in to confession. "That's not 		
CF | a big deal, though. She knew we'd meet up once school started again. 		
CF | And now she knows I like her too!" 		
CF | 		
CF | Liz just sighs. "Yeah, that part makes it even worse." 		
CF | 		
CF | [1] "Wait, I can fix this though, right?" 		
CF | [2] "Come on, you're wrong -- there's no way she's pissed. I'll just 		
CF | talk to her, it'll be fine." 		
CF | [3] "Oh shit, how could I be so dumb?" 		
CF | [4] (Moan with incompletely-suppressed self-loathing). 		
CF | 		
CF | > 		Jacqueline says, "I want to say 2."
		Knight_Otu says, "3 again."
		Jacqueline says, "I'm open to anything."
		Krumar says, "2"
		Jacqueline says, "Krumar, 2 or -- okay"
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Sounds good," Liz says, and turns back to her friends. "Knock her 		
CF | dead, cowboy." 		
CF | 		
CF | [1] "Anyway, bye." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Later, Russo," Liz says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to laura" 		
CF ] Residential Quad 		
CF | > 		
CF | > TALK TO LAURA 		
CF | 		
CF | Laura pretends not to notice you coming up to her until you're close 		
CF | enough to talk. "Hey Mike," she says, eying you -- is that warily? 		
CF | She must be nervous too. 		
CF | 		
CF | [1] "Uh, hi." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Hi," she repeats, then waits to see what you're going to say (you're 		
CF | sort of curious about that too). 		
CF | 		
CF | [1] "How was your summer?" 		
CF | [2] "Read any good books lately?" 		
CF | [3] "Taking any fun classes this year?" 		
CF | [4] "You know, I really like you." 		
CF | [5] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		Jacqueline says, "I feel like 4 is too sudden"
		Jacqueline says, "1 or 5"
		Krumar says, "agree"
		Krumar says, "1"
		Knight_Otu says, "1 I think."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Umm, complicated," she says, and blushes slightly. 		
CF | 		
CF | Of course, you know how one part of her summer was: the part where a 		
CF | month ago you told her you liked her and held her hand, then never 		
CF | called or talked to her until just now. 		
CF | 		
CF | [1] "I mean, like June, July, early summer." 		
CF | [2] "I mean, I'm sorry I didn't call -- it was just really intense, 		
CF | you know?" 		
CF | [3] "I mean, maybe let's not talk about the summer?" 		
CF | 		
CF | > 		Jacqueline asks, "2?"
		Krumar says, "not a good sign here."
		Knight_Otu asks, "Feels like a lie, but I guess?"
		Krumar says, "I think 2"
		Jacqueline says (to KO), "I don't think it's a lie."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | "It's OK," she says -- yes, she's definitely holding back tears now. 		
CF | "I figured you didn't mean it." 		
CF | 		
CF | [1] "...wait, what do you mean by it?" 		
CF | 		
CF | > 		Knight_Otu says, "Well, maybe a fib."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That you liked me," she says simply. 		
CF | 		
CF | "Oh, no no no," you hurriedly say, I did! I mean I do. It's just -- 		
CF | um." You have no idea how to finish that sentence, and as longed-for 		
CF | declarations of love go, the ones before were no great shakes either. 		
CF | 		
CF | [1] "Read any good books lately?" 		
CF | [2] "Taking any fun classes this year?" 		
CF | [3] "You know, I really like you." 		
CF | [4] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		Jacqueline says, "3"
		Krumar asks, "3?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "3" 		
CF ] Residential Quad 		
CF | > 		
CF | > 3 		
CF | 		
CF | You lack the nerve when it comes to the crucial moment. 		
CF | 		
CF | [1] "Read any good books lately?" 		
CF | [2] "Taking any fun classes this year?" 		
CF | [3] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Jacqueline says, "GAME"
		Krumar says, "oh man"
		Knight_Otu says, "Haw haw."
		Jacqueline says, "GAME!>?!?!JERTIU)G(UW#U()&%TTJ: GIBvb8"
		Jacqueline says, "Sorry, can't type anymore. Flipped my table and my laptop broke."
		Krumar asks, "3 seems like the next best option, something we have in common?"
		Jacqueline looks annoyed. "Yes."
Jacqueline says (to ClubFloyd), "3" 		
CF ] Residential Quad 		
CF | > 		
CF | > 3 		
CF | 		
CF | She doesn't seem as excited as you think she'd be -- she loves 		
CF | Dragonlance! But she still asks "D&D or SAGA rules?" 		
CF | 		
CF | [1] "I'm not really sure yet -- the SAGA rules seem like they're less 		
CF | focused on combat, so you can tell a better story." 		
CF | 		
CF | > 		Krumar says, "such a werid follow up to admiting we like her."
		Knight_Otu says, ""Dragonlance? That stupid setting? I thought Iknew yuo!""
		DavidW says, "Eventually we'll learn she's already dating someone else now."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That makes sense." 		
CF | 		
CF | Weird Laura's not saying much -- you used to spend tons of time 		
CF | talking about this stuff, once you debated how to pronounce "Takhisis" 		
CF | for like an hour (she was right). 		
CF | 		
CF | [1] "But I'm not sure how balanced they are -- I did a playtest, and 		
CF | the spells seem overpowered." 		
CF | 		
CF | > 		Krumar says, "That's what I think "complicated" means."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Uh huh?" 		
CF | 		
CF | You open your mouth, thinking what to say next -- 		
CF | 		
CF | Wait, what's that buzzing? -- 		
CF | 		
CF | You jerk your head back, but it's too late, as you feel something 		
CF | small and furry smack into your eye-socket -- 		
CF | 		
CF | "MOTHERFUCKER!" you shout, as pain blossoms through your face. The 		
CF | bastard didn't sting you in the actual eye, but not for lack 		
CF | of trying; you probe gently with a finger and pull the stinger out of 		
CF | some soft tissue that's maybe only half an inch away. 		
CF | 		
CF | "You're not allergic, are you?" In pain and with one eye closed, 		
CF | you're not really alive to the nuances of her tone, so you can't tell 		
CF | if Laura's worried about you (good!) or just finds you pathetic (bad!) 		
CF | 		
CF | "No, I'm not," you say, after swallowing once or twice. "Or I 		
CF | wasn't," you amend, "you can develop an allergy any time you get 		
CF | stung." Yes, even now you're trying to impress her with your 		
CF | knowledge of bee facts. 		
CF | 		
CF | "Your face is pretty red," she says, peering closely at you -- in 		
CF | other circumstances, you'd be thrilled to be so near to her -- "maybe 		
CF | you should go to the infirmary?" 		
CF | 		
CF | [1] "Uh, yeah, I should probably go to the infirmary." 		
CF | 		
CF | > 		Jacqueline says, "BAM"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Okay. Bye," she says. Her forehead wrinkles, like she's thinking of 		
CF | saying something else, but she doesn't. 		
CF | 		
CF | (At least the infirmary is close -- you just need to head west through 		
CF | the Academic Quad). 		
CF | 		
CF | > 		
Jacqueline I am so annoyed. 		Knight_Otu asks, "Are we sure the bees aren't out for our blood?"
		Jacqueline says, "I am so annoyed."
Jacqueline says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | You trudge away from the barbeque. Liz shoots you a sympathetic smile 		
CF | as you walk past her, then goes back to talking to her friends, but 		
CF | that's OK, you don't mind being alone for a minute -- this way you can 		
CF | think about Laura. It's hard to figure out exactly how you feel about 		
CF | her right now, or what's going to happen -- you've had a crush on her 		
CF | from afar for so so long, you almost can't imagine your life if that 		
CF | changed (a weird thought pops into your head: you'd been thinking it'd 		
CF | change if you started dating, but the crush could go away someday, 		
CF | too). 		
CF | 		
CF | Your face throbs again, jolting you back to reality. You're walking 		
CF | through the Academic Quad now, tall brick buildings rising all around 		
CF | you, and the sun's starting to go down, cooling off the day. The 		
CF | infirmary's a five minute walk away, and halfway there the sting is 		
CF | already not throbbing so much, so you probably don't need anything for 		
CF | it. 		
CF | 		
CF | Still, you don't go back immediately: it feels nice to be away from 		
CF | the hubbub, much as you missed your friends over the summer, and much 		
CF | as you missed Liz over the year before that. It's kind of rare you 		
CF | ever get a chance to be alone, what with living with 40 other guys 9 		
CF | months of the year and living with your twin for the rest of it. 		
CF | Might as well enjoy it while you can. 		
CF | 		
CF | And, uh, give Laura time to leave the quad. 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] Your Bedroom 		
CF | Bayville, NY -- Summer 1998 		
CF | 		
CF | Since summers stopped being sailing in Nantucket and started being 		
CF | bussing tables on Long Island, you've stopped liking them nearly as 		
CF | much. For one thing, there's no one to hang out with except Liz, 		
CF | unless you're able to align your days off with Chew and then take the 		
CF | train into the city to meet him. For two, a busboy's work so far as 		
CF | you've made it out is hard, long, dirty, and markedly lacking in 		
CF | intellectual stimulation -- plus while the paycheck isn't bad, all you 		
CF | want to buy with your earnings is video games, and you're working so 		
CF | much you don't have much time to play them. And three, with just a 		
CF | few weeks to go before you leave for college (you're going to 		
CF | California, Liz to Boston) and get to meet new people and study hard 		
CF | math, every day is dragging. 		
CF | 		
CF | You slept in because you're only working a night shift today, and 		
CF | you're alone in the house since everyone else is out shopping (Liz 		
CF | totaled her car in the mall parking lot last month, so she's been 		
CF | reduced to asking your mom for rides, same as you have to). You 		
CF | begged off -- shopping is the worst -- and now you get to play video 		
CF | games with no one around to bother you! 		
CF | 		
CF | You pull yourself out of bed, wincing slightly at a dull headache. 		
CF | Okay, first down to the kitchen to get tea (to get ahead of this 		
CF | caffeine-withdrawal headache) and breakfast (to stop the tea from 		
CF | giving you a stomachache), then there's a dungeon in Might and Magic 		
CF | VI with your name on it. 		
CF | 		
CF | (Actually, it has Ethric the Mad's name on it, since it's his tomb, 		
CF | but same diff). 		
CF | 		
CF | > 		Krumar says, "I was hoping she would come with us."
		Jacqueline says, "I was too"
		Krumar asks, "I guess we are going down to make tea?"
		Jacqueline says, "I guess."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Your Bedroom 		
CF | > 		
CF | > D 		
CF | 		
CF | That's a wall, not a door. 		
CF | 		
CF | > 		Jacqueline says, "There's a floor, probably."
		Jacqueline says, "But thank you for your sarcasm."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Your Bedroom 		
CF | > 		
CF | > L 		
CF | 		
CF | Your Bedroom 		
CF | The house your mom moved into after the divorce is much smaller than 		
CF | the one you grew up in. You have your own bedroom, but it's smaller 		
CF | than your old dorm room was, and since Liz called dibs on the room 		
CF | with a closet, half of it's taken up by a giant armoire. 		
CF | 		
CF | Your bookshelves and bed see to most of the remaining space between 		
CF | them, leaving just a little postage-stamp of carpet leading south to 		
CF | the landing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | The high-pile carpet feels nice on your bare feet. 		
CF | 		
CF | Landing 		
CF | The small landing has doors leading north to your room, south to 		
CF | Liz's, and northwest to the bathroom, plus stairs going down to the 		
CF | first floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Living Room 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your mom's living room is comfortable but snug, since her half of the 		
CF | furniture from the divorce overfills this smaller house. There's a 		
CF | couch and loveseat, several side tables, and lots of knick-knacks, 		
CF | plus the TV. 		
CF | 		
CF | The front door's to the west, the kitchen is east, and the dining room 		
CF | and your mom's bedroom are north (the computer is in the loft in her 		
CF | room). You can go back up to the second-floor landing, and the stairs 		
CF | to the basement are tucked away around a corner behind the TV. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Your mom's kitchen gets the job done, with the usual fridge, sink, 		
CF | oven, toaster, kettle, trash can, etc., plus a phone on the wall. 		
CF | Today's newspaper is on the table, alongside a note. Godiva and Emma 		
CF | are snoring on their dog-beds in the corner, enjoying their 		
CF | mid-morning naps. 		
CF | 		
CF | The living room is back to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read note" 		
CF ] Kitchen 		
CF | > 		
CF | > READ NOTE 		
CF | 		
CF | It's in your mom's handwriting: "Mike -- Liz and I went out to do some 		
CF | shopping. Back around noon." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paper" 		
CF ] Kitchen 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | Today's Times. You like to read it over breakfast. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "make tea" 		
CF ] Kitchen 		
CF | > 		
CF | > MAKE TEA 		
CF | 		
CF | You need to get it out of the cabinets first. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dogs" 		
CF ] Kitchen 		
CF | > 		
CF | > X DOGS 		
CF | 		
CF | Godiva and Emma are sprawled out, napping on their beds. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF ] Kitchen 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | Your breakfast every morning is a bagel, washed down with some Earl 		
CF | Grey tea, so you take them out of the freezer and cupboard 		
CF | respectively. 		
CF | 		
CF | > 		Jacqueline says, "I'm just gonna make tea and eat and read the paper unless I get stung or one of you has a suggestion."
Jacqueline says (to ClubFloyd), "make tea" 		
CF ] Kitchen 		
CF | > 		
CF | > MAKE TEA 		
CF | 		
CF | You put the kettle on and grab your maroon Exeter mug for the tea. 		
CF | Idly, you leaf through the newspaper as the kettle boils and the tea 		
CF | brews -- must be a slow news day since the lead stories are all just 		
CF | speculation about what Starr is going to write in his report. 		
CF | 		
CF | > 		Krumar says, "Sounds like a good plan."
		Knight_Otu says, "Suggestion - don't get stung."
		Jacqueline says, "I'll sure try"
		DavidW says, "I wonder if he nukes the bagel or uses a toaster oven."
Jacqueline says (to ClubFloyd), "toast bagel" 		
CF ] Kitchen 		
CF | > 		
CF | > TOAST BAGEL 		
CF | 		
CF | You toast the bagel, flipping through the newspaper as you wait -- 		
CF | there's a review of Saving Private Ryan, which sounds intense. Once 		
CF | the toaster dings, you smear some veggie cream cheese on both sides. 		
CF | 		
CF | > 		Jacqueline says, "Oh gosh. Veggie cream. I used to eat that stuff."
		DavidW asks, "oh. Bagels fit inside toasters now?"
		Jacqueline says, "They make toasters that are bagel sized."
Jacqueline says (to ClubFloyd), "drink tea" 		
CF ] Kitchen 		
CF | > 		
CF | > DRINK TEA 		
CF | 		
CF | You sit down at the kitchen table with your freshly-toasted bagel and 		
CF | nicely-steeped tea, and open up the newspaper, which you've recently 		
CF | made your habit for breakfast -- it makes you feel grown-up. Today 		
CF | there's a science supplement, so you read an article about the 		
CF | implications of the recent experiment proving that neutrinos have 		
CF | mass, and another one about ongoing work to nail down the cosmological 		
CF | constant. 		
CF | 		
CF | You flip through the headlines as you finish -- these are much less 		
CF | interesting, mostly about this Clinton blowjob stuff, which makes you 		
CF | embarrassed to read about -- then clean up. 		
CF | 		
CF | > 		DavidW says, "huh"
		DavidW asks, "No articles about bee colony collapse?"
Jacqueline says (to ClubFloyd), "eat bagel" 		
CF ] Kitchen 		
CF | > 		
CF | > EAT BAGEL 		
CF | 		
CF | You've already eaten. 		
CF | 		
CF | > 		Krumar says, "could be time to go up and play the game."
		Jacqueline says (to DW), "This was before Mike Russo found a way to make bees go extinct."
Jacqueline says (to ClubFloyd), "clean dishes" 		
CF ] Kitchen 		
CF | > 		
CF | > CLEAN DISHES 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Living Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your mom's living room is comfortable but snug, since her half of the 		
CF | furniture from the divorce overfills this smaller house. There's a 		
CF | couch and loveseat, several side tables, and lots of knick-knacks, 		
CF | plus the TV. 		
CF | 		
CF | The front door's to the west, the kitchen is east, and the dining room 		
CF | and your mom's bedroom are north (the computer is in the loft in her 		
CF | room). You can go back up to the second-floor landing, and the stairs 		
CF | to the basement are tucked away around a corner behind the TV. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room doesn't see much use outside of the rare holiday 		
CF | gathering, so serves more as an intermediate hallway between the 		
CF | living room to the south and your mom's bedroom and loft to the north. 		
CF | Of course, there's a bunch more furniture, including a yellow sofa 		
CF | that came from the Nantucket house, and the nice dining table. 		
CF | 		
CF | That's strange -- one of your mom's bright-orange dumbbells is stood 		
CF | on its end in the middle of the carpet. 		
CF | 		
CF | > 		DavidW says, "I wanna know if the swings are here now and if the pagoda is safe."
		Krumar says, "DavidW, I think we left that hosue."
Jacqueline says (to ClubFloyd), "x dumbbell" 		
CF ] Dining Room 		
CF | > 		
CF | > X DUMBBELL 		
CF | 		
CF | It's one of a pair of light dumbbells, maybe three or four pounds, 		
CF | coated in orange plastic to make it easier to grip. For some reason 		
CF | it's standing on end in the middle of the room, and now that you look 		
CF | closer, there's a paper towel under it, scrunched up into a kind of 		
CF | pouch. What is this doing here? 		
CF | 		
CF | > 		DavidW asks, "Aren't we in our mom's house?"
		Jacqueline says, "Yeah, mom and dad got a divorce. We're not in that house anymore."
		DavidW says, "oh"
		DavidW says, "drat"
Jacqueline says (to ClubFloyd), "x paper towel" 		
CF ] Dining Room 		
CF | > 		
CF | > X PAPER TOWEL 		
CF | 		
CF | It's one of a pair of light dumbbells, maybe three or four pounds, 		
CF | coated in orange plastic to make it easier to grip. For some reason 		
CF | it's standing on end in the middle of the room, and now that you look 		
CF | closer, there's a paper towel under it, scrunched up into a kind of 		
CF | pouch. What is this doing here? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dumbbell" 		
CF ] Dining Room 		
CF | > 		
CF | > TAKE DUMBBELL 		
CF | 		
CF | Without consciously thinking about who put the dumbbell here or why, 		
CF | you reach for it -- it belongs in your mom's room with the other one, 		
CF | not weirdly on its own like this -- but just as you dislodge it and 		
CF | free a bit of paper towel stuck under it, you think wait, there must 		
CF | be some reason it's here -- and then you hear the buzzing -- 		
CF | 		
CF | There's frantic pressure against your foot as it brushes against the 		
CF | paper towel, and then you feel the sting, hitting the thin vein-rich 		
CF | skin at the top of your foot and making you yelp and hop into the air 		
CF | (it's not a very helpful reflex, your foot hurts even more once you 		
CF | land). 		
CF | 		
CF | Gingerly you probe the paper towel that had been trapped under the 		
CF | dumbbell with your other foot, and sure enough, there's a once-living, 		
CF | now very dead, bee in there. You're torn between being impressed that 		
CF | someone -- I mean, it was Liz, obviously -- managed to catch a bee 		
CF | like that, and incredulous anger that she just left it there. 		
CF | 		
CF | > 		Krumar asks, "can we take it or move it?"
		Jacqueline says, "I don't f'in believet his."
		Jacqueline says, "*this, rather"
		Krumar says, "Wow, his only suggestion was don't get stung, and look what happened to us."
		Jacqueline asks, "Should I undo?"
		DavidW says, "There's so many of these Vitamin Bees."
		Knight_Otu says, "Not how I expected us to be stung."
		Krumar says, "I say undo, I want to see what the computer can do."
		Jacqueline says (to KO), "That's how the bees get you."
		Jacqueline says, "They're like the Spanish Inquisition. No one expects them."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Dining Room 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Dining Room 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Krumar asks, "Who leaves a bee under a paper towel under a dumbbell?"
		Knight_Otu says, "True."
		DavidW says (to Krumar), "Liz"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | > 		
CF | > N 		
CF | 		
CF | The real-world mystery of what the hell the dumbbell is doing here is 		
CF | momentarily more compelling than the prospect of virtual 		
CF | dungeon-delving. 		
CF | 		
CF | > 		Jacqueline says, "We are not allowed to proceed."
		Knight_Otu exclaims, "NO!"
		Jacqueline says, "Sad trombone."
		Jacqueline says (to Game), "I would rather play video games than be stung."
		Knight_Otu says, ">WAIT UNTIL NOON."
		DavidW says, "There must be a second bee."
		Krumar asks, "undo some more and explore the house or keep moving forward?"
		Jacqueline asks, "Anyone else a little salty? Is it just me?"
Jacqueline says (to ClubFloyd), "push down on dumbbel" 		
CF ] Dining Room 		
CF | > 		
CF | > PUSH DOWN ON DUMBBEL 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		MoyTravis says, "The game's called Sting."
		Jacqueline frowns at Travis.
		Knight_Otu says, "I mean, if it's autobiograohical, then that's how it happened, most likely."
Jacqueline says (to ClubFloyd), "crush bee under dumbbell" 		
CF ] Dining Room 		
CF | > 		
CF | > CRUSH BEE UNDER DUMBBELL 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		MoyTravis says, "I mean, look, the tagline is "Six bees. Five bags of groceries. A four-pound dumbbell. Three sailboats. One twin.""
		Jacqueline says, "SIX BEES"
		Jacqueline starts to count.
		MoyTravis says, "It tells you exactly how many scenes there will be."
		Krumar says, "This is bee 4"
		Jacqueline asks, "This is... bee #4?"
		Jacqueline says, "Right"
		Knight_Otu says, "Yeah."
		DavidW says, "Door bee. Sail bee. Laura bee. Dumbbell bee."
		Jacqueline says, "I guess we just get it over with and get stung then."
		Krumar says, "OK."
		Jacqueline is still annoyed.
Jacqueline says (to ClubFloyd), "move dumbbell" 		
CF ] Dining Room 		
CF | > 		
CF | > MOVE DUMBBELL 		
CF | 		
CF | Without consciously thinking about who put the dumbbell here or why, 		
CF | you reach for it -- it belongs in your mom's room with the other one, 		
CF | not weirdly on its own like this -- but just as you dislodge it and 		
CF | free a bit of paper towel stuck under it, you think wait, there must 		
CF | be some reason it's here -- and then you hear the buzzing -- 		
CF | 		
CF | There's frantic pressure against your foot as it brushes against the 		
CF | paper towel, and then you feel the sting, hitting the thin vein-rich 		
CF | skin at the top of your foot and making you yelp and hop into the air 		
CF | (it's not a very helpful reflex, your foot hurts even more once you 		
CF | land). 		
CF | 		
CF | Gingerly you probe the paper towel that had been trapped under the 		
CF | dumbbell with your other foot, and sure enough, there's a once-living, 		
CF | now very dead, bee in there. You're torn between being impressed that 		
CF | someone -- I mean, it was Liz, obviously -- managed to catch a bee 		
CF | like that, and incredulous anger that she just left it there. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bee" 		
CF ] Dining Room 		
CF | > 		
CF | > X BEE 		
CF | 		
CF | A dead bee, wrapped in a paper towel. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x foot" 		
CF ] Dining Room 		
CF | > 		
CF | > X FOOT 		
CF | 		
CF | You have a giant red welt slowly expanding across the top of your 		
CF | foot. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | > 		
CF | > N 		
CF | 		
CF | As you leave the dining room, you drop the dumbbell off by its mate 		
CF | next to your mom's bed. 		
CF | 		
CF | If music hath charms to soothe a savage breast, so too does a 		
CF | dungeon-crawler hath charms to soothe a savaged foot. You go up the 		
CF | spiral stairs in your mom's bedroom and boot up the PC in the loft, 		
CF | then load your MM VI save and take stock of the situation. Your 		
CF | doughty party are midway through a raid on the Tomb of Ethric the Mad, 		
CF | in search of the skull of the eponymous maniac, but after a run-in 		
CF | with some power liches you're wondering if you're here too early. 		
CF | Some quick healing patches up your front-liners, but your starting to 		
CF | run low on magic points... 		
CF | 		
CF | Suddenly the house phone rings -- you groan, your concentration 		
CF | broken, and consider letting the answering machine get it, but then 		
CF | you see from the ID that it's Liz. 		
CF | 		
CF | [1] "Hello?" 		
CF | 		
CF | > 		MoyTravis says, "I mean, Mike Russo seems particularly prone to bee stings for somebody not in a bee-related profession, but it's also, like, six stings over a lifetime of however old Mike Russo is, so it's not that often."
		Knight_Otu says, "Savage beast, I think you mean, game."
		Jacqueline says, "ha. Yes, I think he means savage beats, but savage breast is a good typo"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Dining Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Hey Russo," Liz says. The connection's scratchy, and you can hear 		
CF | the sound of traffic in the background. "What's up?" 		
CF | 		
CF | [1] "Oh, nothing much." 		
CF | [2] "Oh, nothing much, except a bee trapped under a dumbbell just 		
CF | stung me. You know, normal stuff." 		
CF | 		
CF | > 		Krumar says, "I've only been stung twice in my life time and I used to spend a lot of time outside."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Dining Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Oh, you found it, huh?" she says, with the slight drawl she gets when 		
CF | she's trying to downplay doing something wrong. 		
CF | 		
CF | [1] "Why did you do that? You didn't even leave a note!" 		
CF | [2] "Why the fuck did you do that? You didn't even leave a note!" 		
CF | 		
CF | > 		Jacqueline says, "Going with 1"
		Jacqueline asks, "Any objections?"
		Knight_Otu says, "Sure."
		Krumar says, "I like 1"
		DavidW says, "no pton"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Dining Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I don't know, it was scary and I panicked!" she says. "Mom was 		
CF | already in the car and annoyed because I was taking too long to get 		
CF | ready, and I wasn't sure what to do with the bee once I caught it. 		
CF | Bees freak me out!" 		
CF | 		
CF | That's weird -- Liz is the one who's never afraid of anything, why 		
CF | would she be scared of bees? 		
CF | 		
CF | [1] "It's really quite painful." 		
CF | [2] "The sting didn't hurt so much, don't worry." 		
CF | 		
CF | > 		DavidW says, "er no prob"
		Jacqueline asks, "1?"
		Krumar says, "2, we did go play games afterwards."
		Jacqueline asks, "Or 2?"
		Knight_Otu says, "2, sure."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Dining Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Of course it didn't, you're a big tough wrestler now," she says, her 		
CF | voice only like 50% mocking. "Glad it was no big deal." 		
CF | 		
CF | [1] "Anyway. See you later." 		
CF | 		
CF | > 		Jacqueline says, "Thank you for calling for no apparent reason, Liz."
		Krumar says, "She want's to know if we fell into her trap."
		Knight_Otu says, "Maybe she wanted to warn us about the bee and, well, it was too late."
		DavidW says, "huh yeah. Why did she call>"
		Jacqueline says (to KO), "Hm. Perhaps, yeah."
		Knight_Otu says, "Predicted our wak-up time wrong."
		Knight_Otu says, "*wake-up"
Jacqueline says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Yeah. We've got some more shopping to do, but we should be home in 		
CF | like an hour," Liz says. "And mom said I can borrow the car to drive 		
CF | us to work, assuming you can still fit your foot into your dress 		
CF | shoes." 		
CF | 		
CF | You hang up the phone. There's still a couple of hours before you 		
CF | need to get ready for work, so might as well try to salvage the day. 		
CF | 		
CF | You're quickly sucked into the game -- it's been years since there's 		
CF | been a good RPG to play -- and your foot doesn't really hurt that 		
CF | much, thankfully, so it's not too distracting as you kill liches, pick 		
CF | locks, and level up, getting in the zone. 		
CF | 		
CF | "I'm up here," you call down when you hear the door open, and Liz 		
CF | comes into your mom's room, drops off some shopping bags, then clomps 		
CF | up the stairs to the loft. 		
CF | 		
CF | After apologizing again, she looks over at the game and asks how it's 		
CF | going. You tell her about your progress, maybe a little 		
CF | over-enthusiastically. "You're pretty cheerful for someone who might 		
CF | need their foot amputated at the knee," she says. 		
CF | 		
CF | "Oh, I am," you reply. "It's because no matter how far apart we are, 		
CF | no matter whatever happens from this day forward, I am never, ever 		
CF | going to let you live this down." 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] California Ave 		
CF | Pasadena, CA -- August 2011 		
CF | 		
CF | It's hot, and these groceries are heavy. Most of the time not driving 		
CF | is no big deal -- LA's public transit isn't as bad as everyone says -- 		
CF | but food-shopping in the summer does make you wish you and Kaylee had 		
CF | a car, even though the store is only like four blocks from your 		
CF | apartment. Sweat's stinging your eyes, but you can't wipe them clear 		
CF | without putting down the grocery bags and you'd feel dumb telling 		
CF | Kaylee you need a break. Anyway the apartment is just around the 		
CF | corner to the north. 		
CF | 		
CF | > 		DavidW says, "s/need a break/need a beret/"
		DavidW says, "I hope celery is one of the groceries."
		Krumar asks, "x Karylee?"
		Krumar says, "Kaylee"
		DavidW says, "It's not a proper shopping bag story without a big stalk o' celery sticking out of the top of a bag."
		Jacqueline says, "Mike and Kaylee need to do what we do and have a backpack for grocery-schlepping"
Jacqueline says (to ClubFloyd), "put down bag" 		
CF ] California Ave 		
CF | > 		
CF | > PUT DOWN BAG 		
CF | 		
CF | Here, in the street? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] California Ave 		
CF | > 		
CF | > Y 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		Krumar says, "hahah"
		Jacqueline is again annoyed
Jacqueline says (to ClubFloyd), "n" 		
CF ] El Molino Ave 		
CF | > 		
CF | > N 		
CF | 		
CF | As you turn onto El Molino, Kaylee slows to look at a strange sight. 		
CF | 		
CF | There's a beekeeper (I mean, you assume he's a beekeeper based on his 		
CF | outfit of coveralls and veil) up on a ladder, futzing with one of the 		
CF | palm trees -- that's right, you'd noticed a bee hive up there a couple 		
CF | of days ago, so it's good that he's getting rid of it before the bees 		
CF | sting somebody, like for example you. 		
CF | 		
CF | You start to walk up the path into your building, but then you realize 		
CF | Kaylee's not following. "Hi," she calls up to the guy. "What are you 		
CF | doing?" 		
CF | 		
CF | A flush comes over your face, over and above the strain of carrying 		
CF | heavy groceries in this heat -- you always feel so awkward when she 		
CF | starts conversations with strangers like this, but the beekeeper 		
CF | doesn't seem fazed: "The city's having me move this hive since it's in 		
CF | a residential area," he says. "You ever see a hive moved before?" 		
CF | Kaylee hasn't and starts peppering the guy with questions, as 		
CF | oblivious to your physical and social discomfort as she is to the 		
CF | obvious risks of hanging out next to a soon-to-be-disturbed bee hive. 		
CF | 		
CF | El Molino Ave 		
CF | The stretch of El Molino Avenue outside your -- well, technically 		
CF | Kaylee's is the only name on the lease -- apartment building presents 		
CF | a green and pleasant prospect, with a wide lawn, a grass-bordered 		
CF | sidewalk, and gently-swaying palm trees. California Avenue is to the 		
CF | south and Del Mar is to the north, but now that you're done running 		
CF | your errands you'd rather head inside the apartment than wander around 		
CF | any more. 		
CF | 		
CF | The main excitement is around the palm tree right in front of your 		
CF | apartment. The beekeeper's got a ladder set up against the tree so he 		
CF | can get to the hive, and his bag of tools and a giant box are set down 		
CF | on the sidewalk within easy reach. 		
CF | 		
CF | > 		DavidW says, "I'm ready for the can of cling peaches (in heavy syrup) to roll out into the street."
		Jacqueline says, "Of course there's a damn beekeeper."
		Knight_Otu says, "I mean, yeah."
		Krumar says, "David, I bet we do spill the grocceries."
		Knight_Otu says, ">RUN FOR YOUR LIFE"
		DavidW says, "And a neighbor's dog gets its leash twisted around our ankles."
		DavidW says, "So no running."
		Knight_Otu says, "Dangit."
		DavidW asks, "I suppose we can't just go north and hope Kaylee gets the hint and follows?"
		Krumar says, "we should probably keep heading for the door but it probably won't let us."
		DavidW says, "or whichever way the door is."
Jacqueline says (to ClubFloyd), "n" 		
CF ] El Molino Ave 		
CF | > 		
CF | > N 		
CF | 		
CF | It's way too hot to go randomly wandering around Pasadena. 		
CF | 		
CF | > 		DavidW asks, "in?"
Jacqueline says (to ClubFloyd), "in" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > IN 		
CF | 		
CF | You walk into the building and trudge up the stairs to the apartment 		
CF | you've shared with Kaylee for the last four years. 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		Knight_Otu says, "That worked, huh."
		Jacqueline says, "I do not want to join the beekeeper."
		DavidW says, "w to kitchen. put bags on table."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | As far as you can tell, everyone in your socioeconomic bracket 		
CF | (overeducated, slightly underearning cusp-of-thirtysomethings) who 		
CF | lives in LA has some version of this kitchen: the cabinets look 		
CF | Sixties-vintage, with ever-thicker coats of white paint the only 		
CF | concession to modernity, while the tile and stove lack even that. At 		
CF | least you've never had any problems with the fridge. 		
CF | 		
CF | The main part of the apartment is back east. 		
CF | 		
CF | > 		DavidW says, "or counter or floor."
Jacqueline says (to ClubFloyd), "drop groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > DROP GROCERIES 		
CF | 		
CF | You quickly stow the groceries in the fridge and cabinets. 		
CF | 		
CF | > 		DavidW says, "hurray"
		Krumar says, "We have avoided one catastrophe."
		DavidW says, "Go find a cloth and dry our face."
		Jacqueline says, "Now let's go get that ting."
		Jacqueline says, "sting, even"
		DavidW says, "One of those bees will get us no matter what."
		Krumar says, "The twist should be that the bee is in the kitchen :-P"
		Knight_Otu says, "The bee is already here I'm sure."
		DavidW says, "There's windows. It can happen."
		Krumar says, "Could be the bed room, go let the cat out and get stung."
		DavidW says, "Don't let the cat out. We'll be forced to chase the cat to the hive."
		Jacqueline exclaims, "The sting is comeing from inside the house! Get out! Get out!"
		Krumar says, "May be if we get some of the beekeeper tools from that tool box we could protect ourselves."
		DavidW says, "Tiny knock on the door. 'Candygram'"
		Jacqueline says, "I am guessing we must be stung. It is fate."
		Knight_Otu says, "May bee, may bee not."
		Jacqueline says (to DW), "haha"
		Jacqueline says (to KO), "Nice."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | > 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | You pause for a moment to take in the kitchen: cabinets, stove, and 		
CF | fridge are all accounted for. 		
CF | 		
CF | The main part of the apartment is back east. 		
CF | 		
CF | > 		Jacqueline says, "Good, good. Nothing stolen."
		DavidW asks, "This is bee five, right? Who's bee siz? Mike Tyson?"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open window" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | It's hotter outside than it is in here, so better to keep them closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] El Molino Ave 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | El Molino Ave 		
CF | The stretch of El Molino Avenue outside your -- well, technically 		
CF | Kaylee's is the only name on the lease -- apartment building presents 		
CF | a green and pleasant prospect, with a wide lawn, a grass-bordered 		
CF | sidewalk, and gently-swaying palm trees. California Avenue is to the 		
CF | south and Del Mar is to the north, but now that you're done running 		
CF | your errands you'd rather head inside the apartment than wander around 		
CF | any more. 		
CF | 		
CF | The main excitement is around the palm tree right in front of your 		
CF | apartment. The beekeeper's got a ladder set up against the tree so he 		
CF | can get to the hive, and his bag of tools and a giant box are set down 		
CF | on the sidewalk within easy reach. 		
CF | 		
CF | The beekeeper comes down the ladder, pulls a recondite tool out of his 		
CF | bag, then climbs back up. 		
CF | 		
CF | Kaylee cranes her neck to get a better view of what the beekeeper is 		
CF | doing. 		
CF | 		
CF | > 		DavidW says, "'recondite'"
		DavidW says, "all these newfangled words"
		Knight_Otu says, "I sure don't recondite that word."
		DavidW says, "talk to kaylee"
		MoyTravis says, "It's a pretty old word, though."
		Jacqueline | rec·on·dite; ad (of a subject or knowledge) little known; abstruse.
		Jacqueline says, "Weird. The mud cut some of that out."
		Jacqueline says, "(ad should have been adj)"
		Jacqueline says, "Anyway... obscure tool."
		DavidW says, "got it"
		Knight_Otu nods.
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | "Isn't this cool?" Kaylee asks, completely focused on the bees and not 		
CF | looking at you even a little. 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] "Don't you want to come inside and get out of the heat?" 		
CF | [3] "Aren't you worried it'll be dangerous if the bees get angry?" 		
CF | [4] "This looks like it's going to take a while -- why not watch from 		
CF | the windows in the apartment?" 		
CF | [5] (Turn away from her) 		
CF | 		
CF | > 		Krumar says, "I like 3 and 4."
		Knight_Otu says, "4, I'd say."
Jacqueline says (to ClubFloyd), "4" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 4 		
CF | 		
CF | "Oh, I'm just about ready to move the hive," the beekeeper says. "It 		
CF | shouldn't be more than another minute or two." 		
CF | 		
CF | Kaylee smiles, eager for the big event. This beekeeper sure strikes 		
CF | you as irresponsible -- maybe he likes the attention? 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] "Don't you want to come inside and get out of the heat?" 		
CF | [3] "Aren't you worried it'll be dangerous if the bees get angry?" 		
CF | [4] (Turn away from her) 		
CF | 		
CF | > 		Knight_Otu says, "(I know, it won't help.)"
		MoyTravis says, "To be honest I'd be pretty interested in watching a beekeeper cut down a hive. Then again I'm not, as far as I know, a bee magnet like Mike."
		Jacqueline asks, "3?"
		Krumar says, "Haha."
		Krumar says, "3"
		DavidW says, "quick poll: have any of us been bee-stung? I have not."
		Jacqueline says, "Yes. Multiple times."
		Knight_Otu says, "I mean, yeah, but I think I'd like a bit of distance and glass in btween."
		Krumar says, "I've been stung twice in my life."
		MoyTravis says, "I haven't, but I'm also a city person."
		Knight_Otu says, "I don't recall being stung, at least."
		Krumar says, "My brother once got stung about 5 times at once, he found a hive."
		Jacqueline says, "Bees do not bother me, but once I was hit by a yellow jacket and the flesh of my arm swelled up enough to make it painful on my bones and I thought the skin might split open (but it did not). Thank god that sting was not near my windpipe."
		MoyTravis says, "I do have a lot of memories of when I was a child, and bees would land on me, because I was terrified that I was allergic to bees."
		DavidW says (to Jacq), "yow"
		Jacqueline says, "yeah, and the sting was while I was fishing, alone, a couple of miles into the woods."
MoyTravis..Jacqueline Oh, wow, that's pretty rough. 		Jacqueline says, "I packed up when I noticed the swelling start, but I had to go some distance and was concerned for a bit."
		Krumar asks, "Are you allergic to them?"
		MoyTravis says (to Jacqueline), "Oh, wow, that's pretty rough."
		Jacqueline says, "Presumably, yes. I list it on medical forms and stuff due to that incident."
		Knight_Otu says, "Eesh."
		Krumar says, "I've been stung by one on my neck but luckly I didn't have that reaction."
		Jacqueline says, "phew"
Jacqueline says (to ClubFloyd), "3" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Bees usually aren't aggressive," she says, waving off your concern. 		
CF | "Most of the time, if you get stung by a bee you deserved it." 		
CF | 		
CF | "That's true," the beekeeper pipes in. "Unless they're Africanized, 		
CF | of course, but these aren't." 		
CF | 		
CF | You have between two and four reasons to disagree with that 		
CF | assessment, depending on how you score the first one and the time with 		
CF | the dumbbell, but you let it go. 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] "Don't you want to come inside and get out of the heat?" 		
CF | [3] (Turn away from her) 		
CF | 		
CF | > 		Krumar says, "There is just no saving her."
		Krumar says, "2 is our last hope."
		Knight_Otu says, "I mean, the bees will come for us, not her, I suspect."
		MoyTravis says, "Yeah she's not the one who has to look out here."
Jacqueline says (to ClubFloyd), "2" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Nah," Kaylee says. "I want to watch him move the hive." 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] (Turn away from her) 		
CF | 		
CF | > 		Jacqueline asks, "2?"
		Krumar says, "Yep"
		DavidW says, "yeah"
		Knight_Otu says, "I guess."
		DavidW says, "let her stay"
Jacqueline says (to ClubFloyd), "2" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 2 		
CF | 		
CF | Kaylee gives you a slight nod as you stop talking to her, but remains 		
CF | wrapped up in the beekeepery. 		
CF | 		
CF | > 		Jacqueline asks, "in?"
		DavidW says, "We can go upstairs and watch Jeopardy or something."
Jacqueline says (to ClubFloyd), "in" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > IN 		
CF | 		
CF | You walk into the building and trudge up the stairs to the apartment 		
CF | you've shared with Kaylee for the last four years. 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x kaylee" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X KAYLEE 		
CF | 		
CF | Through the windows, you can see nothing's changed since you came up 		
CF | to the apartment -- the beekeeper is still messing around with the 		
CF | hive, and Kaylee is still watching him. 		
CF | 		
CF | > 		DavidW says, "Maybe Liz sent an email on the laptop."
Jacqueline says (to ClubFloyd), "read books" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > READ BOOKS 		
CF | 		
CF | You might try to get some reading done later. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn on laptop" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > TURN ON LAPTOP 		
CF | 		
CF | Your Gmail window is pulled up. In amongst the usual spam, there's an 		
CF | email from Liz saying she had a great time hanging out with you when 		
CF | she was in town two weeks ago. It was really nice -- you rarely get 		
CF | to see each other these days since she's in DC and you're in LA, and 		
CF | you almost never get to hang out just the two of you anymore. But her 		
CF | husband had to work most of the time and Kaylee was out of town for a 		
CF | conference, so you could actually talk. The memory still makes you 		
CF | smile, even though it was mostly just catching up and you telling her 		
CF | how weird it is that she's married now. 		
CF | 		
CF | There was an awkward minute when she asked how things were with 		
CF | Kaylee, and when you said "fine," she got a little intense and asked 		
CF | if you were really happy. Even you could tell your "yes" was 		
CF | unconvincing, but while Liz can see through you as easily as you can 		
CF | see through her, she didn't call you on it, just said a couple times 		
CF | that you deserve to be happy, and then let it drop. 		
CF | 		
CF | > 		DavidW says, "Maybe Liz put the hive in the tree."
		Knight_Otu says, "I think we may have to exhaust all talk options to proceed, eventually."
		DavidW says, "That would be cruel."
		DavidW says, "It does seem very open-ended at the moment, though."
		Jacqueline asks, "ha. Liz put the hive in the tree to help us understand that we must move away, and possibly use a flamethrower on the place as we depart?"
Jacqueline says (to ClubFloyd), "reply to liz" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > REPLY TO LIZ 		
CF | 		
CF | You'll write back tonight or tomorrow -- there's no rush. 		
CF | 		
CF | > 		DavidW says, "gosh, it had a response for that."
		Jacqueline exclaims, "It did!"
		DavidW says, "kudos to author"
Jacqueline says (to ClubFloyd), "call liz" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > CALL LIZ 		
CF | 		
CF | You mostly just email these days. 		
CF | 		
CF | > 		Jacqueline says, "And that, too."
Jacqueline says (to ClubFloyd), "leave liz" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > LEAVE LIZ 		
CF | 		
CF | I only understood you as far as wanting to leave. 		
CF | 		
CF | > 		Knight_Otu says, "Nicely done, game."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your clothes (being worn) 		
CF | your glasses (being worn) 		
CF | your phone 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x phone" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X PHONE 		
CF | 		
CF | You got this, your first smartphone, last year, but haven't yet 		
CF | figured out much to do with it other than check email and call people. 		
CF | 		
CF | > 		DavidW says, "I dunno. Get a snack. Pet the cat. Nap. Take a shower."
Jacqueline says (to ClubFloyd), "l" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > L 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > S 		
CF | 		
CF | You and Cordelia both prefer it when you leave each other alone. 		
CF | 		
CF | > 		Jacqueline says, "AW"
		Jacqueline says, "Kaylee needs to leave us."
		Jacqueline says, "Find a good cat guy."
		Krumar says, "look at the pictures."
Jacqueline says (to ClubFloyd), "x pictures" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X PICTURES 		
CF | 		
CF | You keep a couple photos on the desk, next to your laptop -- there's 		
CF | one of you and Liz, taken when you were home from college for 		
CF | Christmas (you forget exactly which year -- your haircut and fashion 		
CF | sense are tragic, but that doesn't really narrow it down). 		
CF | 		
CF | > 		Knight_Otu says, "I am surprised the cat hasn't torn the door to shreds."
DavidW says (to ClubFloyd), "x sweater" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X SWEATER 		
CF | 		
CF | This green, long-sleeved sweater is fraying about the wrists, but it's 		
CF | comfortable so it's one of your favorites. 		
CF | 		
CF | > 		Krumar says, "I thought it was summer..."
Jacqueline says (to ClubFloyd), "x glasses" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X GLASSES 		
CF | 		
CF | You can't really look at them, inasmuch as you're wearing them 		
CF | (there's a sort of epistemological analogy you could craft here, or 		
CF | maybe a quantum mechanical one, but it's too hot). 		
CF | 		
CF | > 		DavidW says, "It is."
		Jacqueline says, "It's too hot for quantum mechanics because we are wearing a sweater in LA."
Jacqueline says (to ClubFloyd), "remove sweater" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > REMOVE SWEATER 		
CF | 		
CF | You aren't wearing the sweater. 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Jacqueline says, "good"
Jacqueline says (to ClubFloyd), "x clothes" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > X CLOTHES 		
CF | 		
CF | You're wearing a plain gray-and-blue t-shirt and a pair of khakis, 		
CF | which is what you pretty much always wear (except it's too hot today 		
CF | for your usual sweater). 		
CF | 		
CF | > 		DavidW asks, "Is there a bathroom?"
		Jacqueline asks, "Probably through the bedroom?"
		DavidW says, "oh."
		Knight_Otu says, "I don#t recall one being mentioned."
		DavidW says, "Maybe we really do have to exhaust the conversation tree then."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | You pause for a moment to take in the kitchen: cabinets, stove, and 		
CF | fridge are all accounted for. 		
CF | 		
CF | The main part of the apartment is back east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "make tea" 		
CF ] Kitchen 		
CF | > 		
CF | > MAKE TEA 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF ] Kitchen 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | You don't need anything out of them right now. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put away groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > PUT AWAY GROCERIES 		
CF | 		
CF | You haven't got those. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > GROCERIES 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "f groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > F GROCERIES 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		DavidW says, "You put them away earlier"
Jacqueline says (to ClubFloyd), "x groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > X GROCERIES 		
CF | 		
CF | The various foodstuffs have been stowed in their proper places. 		
CF | 		
CF | > 		Jacqueline says, "oh. We put them away. Got it."
		Jacqueline asks, "So, go outside, talk, get stung? Who's with me?"
		DavidW says, "me"
		Krumar says, "Take a deep breathe... Let's do it."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] El Molino Ave 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | El Molino Ave 		
CF | The stretch of El Molino Avenue outside your -- well, technically 		
CF | Kaylee's is the only name on the lease -- apartment building presents 		
CF | a green and pleasant prospect, with a wide lawn, a grass-bordered 		
CF | sidewalk, and gently-swaying palm trees. California Avenue is to the 		
CF | south and Del Mar is to the north, but now that you're done running 		
CF | your errands you'd rather head inside the apartment than wander around 		
CF | any more. 		
CF | 		
CF | The main excitement is around the palm tree right in front of your 		
CF | apartment. The beekeeper's got a ladder set up against the tree so he 		
CF | can get to the hive, and his bag of tools and a giant box are set down 		
CF | on the sidewalk within easy reach. 		
CF | 		
CF | The beekeeper, perched atop his ladder, is doing something to the hive 		
CF | in the palm tree, but you lack the expertise to know what it is (you 		
CF | suspect the bees won't like it, though). 		
CF | 		
CF | Kaylee's staring up at the beekeeper and bee hive, rapt. 		
CF | 		
CF | The beekeeper finally grabs the hive and quickly brings it down into 		
CF | the box. The bees are kicking up a bigger fuss, which doesn't 		
CF | surprise you, but the beekeeper leans away from the hive -- even under 		
CF | the hood and all that padding, it's clear he's a bit alarmed, so maybe 		
CF | you should be alarmed too? 		
CF | 		
CF | Yes, you should definitely be alarmed: a swarm of bees boils out of 		
CF | the hive, rising towards him, Kaylee, and, of course, despite your 		
CF | best efforts, they're descending all over you. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, I'd rather not, but."
Jacqueline says (to ClubFloyd), "run" 		
CF ] El Molino Ave 		
CF | > 		
CF | > RUN 		
CF | 		
CF | Everything's moving too fast for that. 		
CF | 		
CF | The bees are everywhere, swarming around you -- you've got enough 		
CF | presence of mind to realize trying to swat them away will only get you 		
CF | more stings, but you're not sure what to do instead, so you just stand 		
CF | there thinking not in the face, not in the face and trying 		
CF | not to panic too much as one flash of pain after another welts your 		
CF | arms. Next to you, Kaylee is crying out as they sting her, too. The 		
CF | beekeeper's relatively safe in his protective gear, luckily for him. 		
CF | 		
CF | Finally, finally it stops, well past the point that you've stopped 		
CF | counting the stings, as the bees -- the ones that haven't killed 		
CF | themselves to spite you, at least -- settle back down into their hive. 		
CF | Your arms are in quite a lot of pain, but you don't feel like you're 		
CF | going into anaphylactic shock or anything so at least you're still not 		
CF | allergic. Neither is Kaylee, though she looks as bad as you feel, 		
CF | with red, swollen shoulders and wet eyes. 		
CF | 		
CF | "They usually don't do that," the beekeeper says, slamming closed the 		
CF | door on his box and sealing the hive inside. "Sorry folks, I really 		
CF | didn't think they were going to be dangerous." He sinks down onto his 		
CF | haunches, breathing heavily. 		
CF | 		
CF | > 		DavidW says, "okay run away"
		Jacqueline says, "Sorry, folks."
		DavidW says, "That was more than one bee that time."
Jacqueline says (to ClubFloyd), "talk to bee keeper" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO BEE KEEPER 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		DavidW says, "one word"
		Krumar says, "tell Kaylee, I told you so."
		Jacqueline says, "Yeah, I feel like six stings is a bit of an understatement. Six stinging EVENTS, maybe."
Jacqueline says (to ClubFloyd), "talk to kayleee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEEE 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee\" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE\ 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | Kaylee looks at you with an expression glum enough to make clear you 		
CF | shouldn't say "I told you so" (though you still want to, because you 		
CF | did. Didn't you?) 		
CF | 		
CF | [1] "Are you OK?" 		
CF | [2] "That sure seemed like it was avoidable." 		
CF | [3] "I've heard that if you get stung by a bee, you probably deserved 		
CF | it." 		
CF | 		
CF | > 		Jacqueline exclaims, "Sorry for all the typos!"
		Jacqueline says, "1"
		Krumar says, "oh man, 3."
		Knight_Otu says, "Gee, 3 is a bit mean. Yeah, 1."
		DavidW says, "any"
		Krumar says, "1 is probably best."
		MoyTravis says, "Well I mean, for #3, you got stung just as much as her."
		Jacqueline says, "Yeah, I'm not down with 3, but it may force us to say that at some point."
Jacqueline says (to ClubFloyd), "1" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 1 		
CF | 		
CF | "No," she says, face as red as her arms. 		
CF | 		
CF | "I'm sorry," you say. You start to put your hand on Kaylee's shoulder 		
CF | to comfort her, but then you see the bee stings, and stop. "Come on, 		
CF | let's go in." This time she doesn't protest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "in" 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still annoyed with her, but you help Kaylee inside and up the 		
CF | stairs to the apartment. 		
CF | 		
CF | The rest of the day is an exercise in tongue-biting. After cleaning 		
CF | yourself up and dousing your arm in calamine lotion, you call your mom 		
CF | and tell her the story, playing it off like it's just a funny 		
CF | anecdote. And then there's cleaning the apartment, and making dinner, 		
CF | and for the evening you settle in front of the PC to play Dragon Age 2 		
CF | while Kaylee messes around with the Xbox in the other room. The whole 		
CF | time you're pleasant enough (you hope) but inside you're seething. 		
CF | 		
CF | The bee stings don't hurt so badly now, but Jesus, what an entirely 		
CF | avoidable clusterfuck. She just didn't listen to you -- though, to be 		
CF | honest, you also didn't flat-out tell her you wanted her to come in 		
CF | and kept beating around the bush. And if the two of you suck so much 		
CF | at communicating that you can't even avoid so obvious a hazard as 		
CF | this, how the hell are you going to navigate marriage, or having a 		
CF | kid? 		
CF | 		
CF | Of course, Liz has been telling you for years that the answer is that 		
CF | you shouldn't, which isn't what you've wanted to hear. But maybe 		
CF | she's right. 		
CF | 		
CF | (Press any key to continue) 		Jacqueline says, "Sounds like Liz is probably right."
		DavidW says, "how annoying"
		Jacqueline asks, "Everybody ready for the next page?"
		DavidW says, "I don't want Liz to be right even if she is."
		Krumar says, "We don't have a good history of commicating in this game."
		Knight_Otu says, "Yeah, maybe we should have flat out told her we had bad experiences with bees several times."
		Knight_Otu says (to Krumar), "True."
		Krumar says, "Couldn't tell Laura how we felt, couldn't save Kaylee, we need to be more bold."
		Knight_Otu says, "And yeah, ready."
		Krumar says, "Ready."
		Jacqueline exclaims, "This week we're not a good communicator, but at least we're not murdering security guards!"
Jacqueline pushes the green 'space' button. 		
CF ] Wilson and Green 		
CF | Pasadena, CA -- April 2021 		
CF | 		
CF | Since last March, there are fewer cars and more people in your 		
CF | neighborhood, which is about the only thing about the past year that's 		
CF | a change for the better -- well, you revise your thought after 		
CF | glancing down at Paria's belly, maybe one of two. 		
CF | 		
CF | > 		Knight_Otu says, "There's that as an upside."
Jacqueline says (to ClubFloyd), "x paria" 		
CF ] Wilson and Green 		
CF | > 		
CF | > X PARIA 		
CF | 		
CF | You thought Paria was the most beautiful woman you'd ever seen when 		
CF | you first met her, and ten years on you'll stick to your guns on that 		
CF | -- though admittedly the mask covering most of her face means your 		
CF | memory is filling in some details. She has lovely eyes, a delightful 		
CF | smile, and a just-visible baby bump. 		
CF | 		
CF | > 		Krumar exclaims, "Hurray for us!"
		Jacqueline says, "Well, yes. Hooray, if we've finally learned to communicate."
		Jacqueline asks, "Which I'm guessing we have. Guessing this is Mike's present situation?"
		Krumar says, "I hope we can keep her safe."
		Jacqueline looks around for bees.
		DavidW says, "maybe we'll have twins"
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Wilson and Green 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | "Have you had any other ideas for names?" Paria asks. 		
CF | 		
CF | "Hmm. How about..." 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "Benjamin?" 		
CF | [6] "David?" 		
CF | [7] "George?" 		
CF | [8] "Henry?" 		
CF | [9] "John?" 		
CF | [10] "Joshua?" 		
CF | [11] "Lincoln?" 		
CF | [12] "Miles?" 		
CF | [13] "Nathan?" 		
CF | [14] "Thomas?" 		
CF | [15] "William?" 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Krumar says, "We should keep a tennis racket on us at all times."
		Jacqueline says, "I vote we name the baby DavidW."
		Jacqueline says, "Or maybe just David."
		DavidW says, "awww"
		Knight_Otu asks, "Anyone got a d15?"
		Jacqueline asks, "So... 6?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "6" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 6 		
CF | 		
CF | "I dunno, I guess it's OK," she says. You're not really excited about 		
CF | it either. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "Benjamin?" 		
CF | [6] "George?" 		
CF | [7] "Henry?" 		
CF | [8] "John?" 		
CF | [9] "Joshua?" 		
CF | [10] "Lincoln?" 		
CF | [11] "Miles?" 		
CF | [12] "Nathan?" 		
CF | [13] "Thomas?" 		
CF | [14] "William?" 		
CF | 		
CF | > 		Jacqueline says, "Aw. Snap."
		Knight_Otu says, "Man."
		Jacqueline says, "Sorry, David."
		Krumar says, "I'm sorry man."
		DavidW says, "Ardashir is unusual. I've never heard that one."
		Jacqueline says, "hahaha... I hope it makes us choose all the names and, no matter what order we go in, the last name standing will be the one we name the kid. Everyone strap in while I go through the list."
		MoyTravis says, "Persian, I think."
		Krumar says, "Go for it."
Jacqueline says (to ClubFloyd), "4" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 4 		
CF | 		
CF | This is your favorite Persian name -- Ardashir I founded the Sasanian 		
CF | Empire, which was a major rival of the late Roman Empire. "I like it, 		
CF | but white people will always mispronounce it," Paria says. 		
CF | 		
CF | "It's not that bad," you protest. 		
CF | 		
CF | "You just mispronounced it," she replies. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Benjamin?" 		
CF | [5] "George?" 		
CF | [6] "Henry?" 		
CF | [7] "John?" 		
CF | [8] "Joshua?" 		
CF | [9] "Lincoln?" 		
CF | [10] "Miles?" 		
CF | [11] "Nathan?" 		
CF | [12] "Thomas?" 		
CF | [13] "William?" 		
CF | 		
CF | > 		MoyTravis says, "lol I never picked that option"
		Jacqueline says, "aw, snap again"
Jacqueline says (to ClubFloyd), "9" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 9 		
CF | 		
CF | Paria doesn't look like she likes the name. "It'd be like a 		
CF | presidential theme," you say, but she remains unmoved. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Benjamin?" 		
CF | [5] "George?" 		
CF | [6] "Henry?" 		
CF | [7] "John?" 		
CF | [8] "Joshua?" 		
CF | [9] "Miles?" 		
CF | [10] "Nathan?" 		
CF | [11] "Thomas?" 		
CF | [12] "William?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 1 		
CF | 		
CF | "He'd always be first when they do a roll-call," she says. 		
CF | 		
CF | "I'm not sure whether that'd be good or bad," you say, having second 		
CF | thoughts. 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Alexander?" 		
CF | [3] "Benjamin?" 		
CF | [4] "George?" 		
CF | [5] "Henry?" 		
CF | [6] "John?" 		
CF | [7] "Joshua?" 		
CF | [8] "Miles?" 		
CF | [9] "Nathan?" 		
CF | [10] "Thomas?" 		
CF | [11] "William?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "7" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 7 		
CF | 		
CF | She says the name back in a silly voice, like "Josh-shwah," then 		
CF | starts giggling. "It's a joke from Friends," she explains, noticing 		
CF | your utter disorientation. "Everyone will be thinking about it, it'll 		
CF | ruin his life." You're not so sure about the continuing hegemonic 		
CF | influence of Friends, but you don't raise an objection. 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Alexander?" 		
CF | [3] "Benjamin?" 		
CF | [4] "George?" 		
CF | [5] "Henry?" 		
CF | [6] "John?" 		
CF | [7] "Miles?" 		
CF | [8] "Nathan?" 		
CF | [9] "Thomas?" 		
CF | [10] "William?" 		
CF | 		
CF | > 		Jacqueline says, "I now want to ask a friend named Josh if this happens to them."
		DavidW says, "I don't remember the name in Friends."
Jacqueline says (to ClubFloyd), "4" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 4 		
CF | 		
CF | "I feel like 'George' is the name of a 40 year old, not a little kid," 		
CF | she says. 		
CF | 		
CF | You've gotten to the end of the block, so you hit the walk button with 		
CF | your elbow (you know now that COVID doesn't really spread from 		
CF | surfaces, especially outdoors, but it's hard to break the habit). 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Alexander?" 		
CF | [3] "Benjamin?" 		
CF | [4] "Henry?" 		
CF | [5] "John?" 		
CF | [6] "Miles?" 		
CF | [7] "Nathan?" 		
CF | [8] "Thomas?" 		
CF | [9] "William?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "7" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 7 		
CF | 		
CF | "Eh, my parents couldn't pronounce it, the 'th' is hard for them," she 		
CF | says. 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Alexander?" 		
CF | [3] "Benjamin?" 		
CF | [4] "Henry?" 		
CF | [5] "John?" 		
CF | [6] "Miles?" 		
CF | [7] "Thomas?" 		
CF | [8] "William?" 		
CF | [9] "This would be so much easier if we were having a girl." 		
CF | 		
CF | > 		Krumar says, "New option."
		Jacqueline asks, "... am I really going to go through the whole list?"
Jacqueline says (to ClubFloyd), "9" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 9 		
CF | 		
CF | Paria sighs, knowing what you mean. "Yeah, we'd just name her after 		
CF | Liz, and there are a million pretty Persian girls' names we could use 		
CF | for a middle name." 		
CF | 		
CF | The light changes, so you take Paria's hand and walk across the 		
CF | street. 		
CF | 		
CF | Wilson and Del Mar 		
CF | This is the northern edge of the Caltech campus, and it always feels 		
CF | weird to be back though it's changed a lot over the years -- in fact 		
CF | they only finished putting up the shiny neuroscience building across 		
CF | the street a few months ago. It's a welcome bit of novelty among the 		
CF | houses, trees, and parking lots that you've gotten rather sick of over 		
CF | the last year (you've been taking a lot of walks). 		
CF | 		
CF | Paria checks that no one is around, then pulls her mask off for a 		
CF | second so she can breathe easier. 		
CF | 		
CF | > 		Knight_Otu asks, "Name the daughter after our sister, huh?"
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | Paria's a little quiet now. 		
CF | 		
CF | [1] "I've been missing Liz a lot today." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Yeah." Paria squeezes your hand. "Fuck cancer." 		
CF | 		
CF | [1] "...I mean, the memorial was only a couple weeks ago." 		
CF | [2] "...I always have dreams about her around the 20th of the month." 		
CF | [3] "...I keep imagining how she'd make fun of me when I do something 		
CF | dumb." 		
CF | 		
CF | > 		Knight_Otu says, "Damn."
		Krumar says, "oh no."
		Jacqueline says, "yeah"
DavidW has disconnected. 		
DavidW has connected. 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 3 		
CF | 		
CF | "I know," she says. "It's only been a year, and honestly even when 		
CF | more time passes, I'm not sure that will ever change." 		
CF | 		
CF | [1] "I don't really want it to change." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Feeling less sad doesn't mean you're letting her down or loved her 		
CF | any less, though," Paria says. 		
CF | 		
CF | "Okay, yeah, some of it's my Catholic-instilled sense of guilt," you 		
CF | admit. "But it's also that we spent so much time together, and knew 		
CF | each other so well, that I feel like I've always had a mental model of 		
CF | her living in my head. And I can consult it and know what baby names 		
CF | she'd like, and exactly what she'd sound like when suggesting some." 		
CF | 		
CF | [1] "It's really comforting, like I'm never alone." 		
CF | [2] "But what happens when that model starts to break down?" 		
CF | [3] "Of course, her taste in names was really different, so that's of 		
CF | limited usefulness to us." 		
CF | 		
CF | > 		Jacqueline asks, "Which one do people like?"
		Krumar says, "1"
		Knight_Otu says, "I'm... not sure. 1 is as good as any, I guess."
		DavidW asks, "I missed something when I lost connection. Did Liz die?"
		Jacqueline says, "Yes"
		Krumar says, "Died of cancer."
		Jacqueline says, "Cancer. A year ago."
		Krumar says, "A year ago."
		DavidW says, "damn"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 1 		
CF | 		
CF | "I know what you mean, but you're never alone," Paria says, and puts 		
CF | her arm on your shoulder. "Especially these days when neither of us 		
CF | goes anywhere." You smile at her joke (though of course she can't see 		
CF | it through the mask). 		
CF | 		
CF | [1] "Anyway. What do you want to do for dinner?" 		
CF | 		
CF | > 		Jacqueline asks, "I'm afraid to go to dinner. What if there are bees?"
		Knight_Otu says, "Oh, there will be. There willbe."
		Jacqueline is scared.
		Knight_Otu says, "There will bee, even."
		Krumar says, "When you ask what she wants for dinner she says "Applebees"..."
		Jacqueline says (to KO), "I keep not anticipating that joke."
		DavidW says, "'Welcome to the Honey Factory, can I take your order?'"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | You kick some ideas around -- Paria very enthusiastic since she's 		
CF | finally feeling less nauseated and can enjoy food again -- as you 		
CF | cross Del Mar and start walking south, along the edge of the Caltech 		
CF | campus. 		
CF | 		
CF | Caltech Entrance 		
CF | It's definitely weird that you wound up living just a couple blocks 		
CF | away from Tech so many years after graduating, but it's a nice place 		
CF | to walk so you get over the oddness. The big black tower of Millikan 		
CF | Library -- actually, it's just administrative offices now, you correct 		
CF | yourself -- looms through the gate to the east, with chemistry and 		
CF | geology buildings flanking the path to the northeast and southeast, 		
CF | respectively. 		
CF | 		
CF | The sidewalk also passes a bunch of smaller houses, running past 		
CF | bushes that have just started to bloom now that spring is in full 		
CF | swing. 		
CF | 		
CF | Paria notices you looking at her, and from the crinkles around her 		
CF | eyes you can tell she's smiling at you under her mask. 		
CF | 		
CF | > 		DavidW says, "Flowers!"
		DavidW says, "Smellllll them"
		Knight_Otu exclaims, "Bee outposts!"
Jacqueline says (to ClubFloyd), "pick flower" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > PICK FLOWER 		
CF | 		
CF | You can't see that anywhere around (or maybe you just won't remember 		
CF | it being there). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | Paria starts telling you about the Harry Potter fanfic she's been 		
CF | reading. It's interesting, but you're not really keeping track of the 		
CF | plot -- you just smile and enjoy the pleasant spring evening. As you 		
CF | pass a tree, you walk a little more to the right so Paria has an 		
CF | easier time squeezing past. Your fingers wind up brushing up against 		
CF | the bushes, and the leaves feel cool and pleasant at your touch -- 		
CF | 		
CF | Suddenly you feel something furry on your finger -- it's buzzing 		
CF | loudly, and you realize it's a bee -- you try to jerk your hand back, 		
CF | but it's clinging to you -- and then it stings you, falling to the 		
CF | ground as pain runs up your finger. "Agh, I got stung by a bee," you 		
CF | tell Paria, who's still processing what just happened. 		
CF | 		
CF | "Oh no! Does it hurt? Is it swelling?" 		
CF | 		
CF | You check yourself. "No, I'm fine -- the bee got the worst of it," 		
CF | you say. 		
CF | 		
CF | > 		Jacqueline says, "..."
Jacqueline says (to ClubFloyd), "x finger" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > X FINGER 		
CF | 		
CF | Your finger hurts a bit, but it's not too bad. 		
CF | 		
CF | > 		Knight_Otu says, "That was an anticlimactic final sting."
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | "Are you sure you're okay?" Paria asks, her face screwed up with 		
CF | concern. 		
CF | 		
CF | "Yeah, I'm fine," you reassure her. "But maybe this is a sign we 		
CF | should head back home." 		
CF | 		
CF | [1] "You know, this was the sixth time I've been stung by a bee." 		
CF | 		
CF | > 		Jacqueline says, "Yeah. I'm fine. Let's go home, I'll write an interactive nonfiction game."
		Knight_Otu says, "But apparently, we did learn communicating."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Six sure seems like a lot," Paria says. 		
CF | 		
CF | "I guess," you say. "I think there are a lot more bees on the east 		
CF | coast. And maybe I've had some bad luck? The first time I was a 		
CF | toddler, maybe three or four. I was playing with Liz, and when I 		
CF | opened the door to go in, a bee that'd been caught behind the screen 		
CF | stung me." 		
CF | 		
CF | [1] "I remember, I told my mom I was happy it was dead, even though I 		
CF | immediately felt bad." 		
CF | [2] "I knew the bee didn't mean to sting me, so I felt sorry that it 		
CF | died." 		
CF | 		
CF | > 		Krumar says, "That's right Knight."
		MoyTravis says, "I want a memoir from somebody that doesn't end on a "and everything turned out all right" note."
		MoyTravis says, "Memoirs always end up with a "and now, looking back on it all..." kinda thing. No. I want a memoir that's like, "and everything's still an unresolved trash fire.""
		Krumar says, "You've got to live your life that weay Moy."
		Jacqueline asks, "2?"
		Krumar says, "2 sounds good."
		Knight_Otu says, "That's what we said."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Aww, baby-Mike was basically the same as grown-up Mike," Paria 		
CF | replies, and goes to kiss you (but of course you're both masked, so 		
CF | you just lightly touch foreheads). 		
CF | 		
CF | "The second time, I was sailing with Liz, and a bee somehow got blown 		
CF | into me." 		
CF | 		
CF | [1] "I think we won the race anyway." 		
CF | [2] "It didn't matter, though, we were losing the race already." 		
CF | 		
CF | > 		Jacqueline says, "2"
		Knight_Otu says, "Yeah."
		Krumar says, "2, lets be honest."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 2 		
CF | 		
CF | "And the third?" Paria asks (you're pretty sure she's interested and 		
CF | not just humoring you). 		
CF | 		
CF | "Oh, yeah, the third. Remember that girl Laura I had a crush on all 		
CF | through high school, but never made a move on? I was talking to her 		
CF | and all of a sudden I got stung right under my eye." 		
CF | 		
CF | [1] "It's funny, Liz had just given me some good advice, so maybe if 		
CF | not for that bee, we would have wound up dating?" 		
CF | [2] "That is an incredibly painful place to get stung." 		
CF | [3] "Liz saw what happened and laughed so, so hard." 		
CF | 		
CF | > 		Knight_Otu asks, "2?"
		MoyTravis says, "That's a terrifying place to get stung."
		Jacqueline says, "Sure 2"
Jacqueline says (to ClubFloyd), "2" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Is the dumbbell one next?" 		
CF | 		
CF | "Yup," you reply. Paria's heard you tell the dumbbell story it must 		
CF | be dozens of times, including just a couple of weeks ago at Liz's Zoom 		
CF | memorial. 		
CF | 		
CF | [1] "The pain was well worth all the teasing I got out of that sting." 		
CF | [2] "She was the toughest person, but she was still so scared of 		
CF | bees." 		
CF | 		
CF | > 		Jacqueline asks, "2?"
		Knight_Otu says, "Sure."
		Krumar says, "yes."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 2 		
CF | 		
CF | Paria smiles at you, because she can tell you're getting sad again. 		
CF | 		
CF | "Anyway the last time before today was maybe ten years ago," you 		
CF | continue. "Kaylee and I were walking home from the grocery store and 		
CF | saw a hive getting removed from the tree in front of our apartment -- 		
CF | I kept telling her we should go inside, but she was fascinated and 		
CF | wanted to watch, so despite my better judgment I stayed with her and 		
CF | then the bees freaked out and stung us both." 		
CF | 		
CF | [1] "I should have just gone inside." 		
CF | [2] "I'm glad I stuck with her, though." 		
CF | 		
CF | > 		Krumar says, "1"
		Jacqueline says, "It'd be weird to lie about all these, even though it's giving us options to do so (to either lie or misremember)"
Jacqueline says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "So that's your lot, except for today," you say, and lapse into 		
CF | silence for a moment, thinking. 		
CF | 		
CF | "Those used to be my stories about getting stung by a bee," you tell 		
CF | your wife. "But now those stories are mostly about Liz -- except that 		
CF | last one, since we didn't see each other as much once I moved here." 		
CF | 		
CF | "Hey," Paria says, slowing to a stop. She puts her arms around you 		
CF | and holds you tight. "I'm sorry, I know it's so hard." 		
CF | 		
CF | (These are cliches, but you've learned over the last year that nobody 		
CF | has much language other than cliches for this -- and come to 		
CF | appreciate how differently they land when you're in it rather than 		
CF | listening from afar). 		
CF | 		
CF | "Yeah. Thanks," you say, rubbing her back and resting your hand on 		
CF | her belly -- it's way too early to feel the baby move, of course, but 		
CF | it makes you feel better. She takes your (unstung) hand, and you keep 		
CF | walking back home. 		
CF | 		
CF | (Press any key) 		Jacqueline asks, "Ready for me to proceed?"
		Krumar says, "yes."
		Knight_Otu says, "Yeah."
		DavidW says, "yes"
Jacqueline pushes the green 'space' button. 		
CF ] Caltech Entrance 		
CF | You stay quiet, thinking about your twin sister the whole way. 		
CF | 		
CF | Just as you walk through the door, you realize something: in all her 		
CF | 39 years, Liz wasn't stung by a bee even once. 		
CF | 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read a short AFTERWORD? 		
CF | > 		
Jacqueline says (to ClubFloyd), "quit" 		
CF | > 		
CF | > QUIT 		
CF | cheapglulxe quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		MoyTravis says, "It's not that weird to not get stung by bees."
		Krumar says, "That did get pretty sad."
		Knight_Otu asks, "No afterword?"
		MoyTravis says, "lol it was written, like, contemperaneous with the last scene."
		MoyTravis says, "Like right before IFComp was when he had his kid. Not a lot of time for an afterward."
		Jacqueline says, "Yeah. It's left me quiet."
		DavidW says, "A very different story from last week's."
		Jacqueline says, "Heh. Yes. Definitely."
		Knight_Otu says, "I mean, the game gave usthe option."
		MoyTravis asks, "The option to what?"
		Knight_Otu says, "Read a short afterword."
		Krumar says, "the opiont ot read... yes."
		MoyTravis says, "Ah."
		MoyTravis asks, "Wait wtf, am I very dumb or did that get added after?"
		MoyTravis asks, "Anyways, read, please?"
		Jacqueline says, "Oh crap. I quit the game."
		Krumar says, "we quit the game."
		Knight_Otu says, "It's too late now."
		Jacqueline says, "I didn't see that."
		DavidW says, "I don't know how we'd get to it now."
		MoyTravis says, "(knowing Mike it's probably, like, eight pages long)"
		MoyTravis says, "RIP"
		Jacqueline exclaims, "I am always so annoyed that we don't quit the game and it's still running a week later, so I quit it... withouth noticing that there was an afterward, darn it!"
		MoyTravis says, "Now the afterword will forever be a mystery."
		Krumar says, "I don't remember how long ago the last save was."
		Knight_Otu says, "Or one of us replays the game and tells the rest what the afterword is."
		Jacqueline says, "Well, I can get it for us. You all can go grab a water or somrething."
Jacqueline says (to ClubFloyd), "load sleepmask sting" 		
CF ] Back Yard 		
CF | 		
CF | 		
CF | 		
CF | Port Washington, NY -- 1985 		
CF | 		
CF | Mom said you and Liz can play for ten more minutes, because that's how 		
CF | long it is until lunchtime. Sometimes ten minutes feels very long and 		
CF | sometimes it feels very short. 		
CF | 		
CF | Sting 		
CF | An interactive memoir by Mike Russo 		
CF | Release 2 / Serial number 211211 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Back Yard 		
CF | The back yard of your family's house is really big. The garden, with 		
CF | a pagoda, is on one side, the swing set is on the other, and a fence 		
CF | runs around it. The back door goes into the kitchen, and you could go 		
CF | north past the house to the front yard except you're not supposed to 		
CF | go there by yourself. 		
CF | 		
CF | Liz is here, sticking out her tongue at you. 		
CF | 		
CF | (Type ABOUT for some general information about the game or CREDITS for 		
CF | the acknowledgments. If you haven't played interactive fiction 		
CF | before, you can type BASICS for some of the simple commands used to 		
CF | play the game). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf 4" 		
CF | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Back Yard 		
CF | > RESTORERestore failed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restpre" 		
CF ] Back Yard 		
CF | > 		
CF | > RESTPRE 		
CF | 		
CF | You don't know how to do that (or at least you haven't learned how 		
CF | yet). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf4" 		
CF ] Nantucket Harbor 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf5" 		
CF ] Nantucket Harbor 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf6" 		
CF | %% Critical error. 		
CF | %% Message: stream_open_file: unable to open file. 		
CF ] Nantucket Harbor 		
CF | > RESTORERestore failed. 		
CF | 		
CF | > 		MoyTravis says, "Oh wow this is pretty far back huh."
		Jacqueline says, "Yeah. Sorry."
Jacqueline says (to ClubFloyd), "trim" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > TRIM 		
CF | 		
CF | (the jib) 		
CF | You haul in on the sheet, pulling it in a few inches and tightening 		
CF | the jib. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | "I think the other side's faster," Liz says, squinting at the water to 		
CF | try to read the wind. "Ready about," she announces, and shifts her 		
CF | weight to prepare to roll. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | As Liz turns your boat's bow through the wind and rolls out to help 		
CF | roll through the tack faster, you duck under the boom and flip the jib 		
CF | over to the new leeward side. It's a slow tack since you didn't help 		
CF | with the roll, though. "What the hell, Russo?" she yells. "Are we 		
CF | racing together or am I just doing this by myself?" 		
CF | 		
CF | Suddenly the wind gusts, speeding up your boat but also making it 		
CF | start to heel over, tipping the side you're sitting on up and the 		
CF | leeward side down! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | The heel starts to go out of control and though Liz is hiking out as 		
CF | hard as she can, by herself it isn't enough to flatten. She steers 		
CF | into the wind to level out, at the cost of some speed. "Do you not 		
CF | feel like winning today?" she yells at you, pissed. "Hike out when we 		
CF | start to heel!" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | Ridgie and Emily glide through the finish line, winning the race. 		
CF | "Not again," Liz says, her voice cracking with frustration, but you're 		
CF | not surprised. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | Suddenly the wind gusts, speeding up your boat but also making it 		
CF | start to heel over, tipping the side you're sitting on up and the 		
CF | leeward side down! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | The heel starts to go out of control, and since once again you're not 		
CF | hiking out with Liz, she has to steer into the wind to level out. 		
CF | "Let me know when you're ready to start sailing, Russo," she says 		
CF | acidly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | Dave and the other Liz have reached the finish line, getting their 		
CF | usual second place. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | "Think we should tack?" Liz asks -- you look at the buoy, and yeah, 		
CF | you're getting pretty far to one side, so you nod. "Ready about," she 		
CF | announces, and pulls in the mainsheet to get ready for the tack. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | As Liz turns your boat's bow through the wind and rolls out to help 		
CF | roll through the tack faster, you duck under the boom and flip the jib 		
CF | over to the new leeward side. It's a slow tack since you didn't help 		
CF | with the roll, though. "What the hell, Russo?" she yells. "Are we 		
CF | racing together or am I just doing this by myself?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | The wind freshens, growing steadily stronger. "All right, let's go 		
CF | fast!" Liz shouts. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | Waiting like this is boring -- you could at least talk to Liz to pass 		
CF | the time. 		
CF | 		
CF | You're closing in on the finish line, and you lean forward, trying to 		
CF | get every bit of speed you can -- 		
CF | 		
CF | And then suddenly there's a super loud buzzing and it's like somebody 		
CF | just punched you in the arm, and you yell out a "fuck!" and slap your 		
CF | hand over the hurt, only to cup a fluttering, buzzing thing clinging 		
CF | to your sleeve. Just as you process that you're holding a bee, it 		
CF | comes loose and falls into the water. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | You're too distracted by pain to do anything except yelp again. 		
CF | "What's wrong?" Liz says. 		
CF | 		
CF | "A fucking bee just stung me!" you shout, your words whipped back to 		
CF | her by the wind. You drop the jib-sheet and rub the sting. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over, and you can't get over that you just got 		
CF | stung by a bee this far out on the water. "Only you could get stung 		
CF | by a bee in the middle of the harbor, Russo," Liz says, having the 		
CF | same thought but in less charitable terms. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | "Fucking bee," you say, still too rattled to focus on sailing, then 		
CF | rub some water on the sting in case that'll make it feel better. It 		
CF | doesn't, and you yelp again. "That's salt water, genius," Liz says, 		
CF | shifting her focus back to the race. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over -- might as well just wait for the end. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Nantucket Harbor 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over -- might as well just wait for the end. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF | > 		
CF | > Z 		
CF | 		
CF | The race is almost over -- might as well just wait for the end. 		
CF | 		
CF | Finally, you cross the line and finish the race. You're cold and your 		
CF | arm really hurts, but at least the day's over and you can go ashore 		
CF | and take a warm bath once you get home. You look over to Liz to 		
CF | console her, but from the set of her jaw you can tell she doesn't want 		
CF | to hear it -- she's not as good at rolling with the punches as you 		
CF | are. 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] Residential Quad 		
CF | Exeter, NH -- September 1997 		
CF | 		
CF | You know that it's lame to be happy that you're back at school. But 		
CF | as Liz has never tired of informing you, you are lame, and after 		
CF | sixteen years you've finally learned to embrace it. 		
CF | 		
CF | It's awesome to see your friends again, it's awesome that you're not 		
CF | working that busboy summer job anymore, it's awesome Liz is going to 		
CF | be here instead of in France like she was last year, and it's awesome 		
CF | that it's senior year: you might actually make varsity on the 		
CF | wrestling team this time, you get to take AP classes -- and after what 		
CF | happened on the beach last month, this might even be the year you 		
CF | finally get together with Laura. Sure, it ended a little weird, but 		
CF | it was still progress! 		
CF | 		
CF | I mean, you're pretty sure it was progress. 		
CF | 		
CF | Anyway, you haven't seen her since then, but she's at this 		
CF | welcome-back barbecue, so there's nothing stopping you from asking her 		
CF | out. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to liz" 		
CF ] Residential Quad 		
CF | > 		
CF | > TALK TO LIZ 		
CF | 		
CF | "What's up," Liz nods at you as you come over to where she's sitting. 		
CF | 		
CF | [1] "I'm glad we're going to be together this year. I missed you when 		
CF | you were in France." 		
CF | [2] "So what do your friends think of your new haircut?" 		
CF | [3] "I'm going to go over and talk to Laura." 		
CF | [4] "How do you tell if a girl likes you? Just out of curiosity." 		
CF | [5] "Anyway, bye." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] Residential Quad 		
CF | > 		
CF | > 5 		
CF | 		
CF | "Later, Russo," Liz says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to laura" 		
CF ] Residential Quad 		
CF | > 		
CF | > TALK TO LAURA 		
CF | 		
CF | Chew sees you walking towards Laura, and shoots you a big grin and a 		
CF | thumbs up. You smile back at him -- then worry whether she noticed. 		
CF | 		
CF | Laura pretends not to notice you coming up to her until you're close 		
CF | enough to talk. "Hey Mike," she says, eying you -- is that warily? 		
CF | She must be nervous too. 		
CF | 		
CF | [1] "Uh, hi." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Hi," she repeats, then waits to see what you're going to say (you're 		
CF | sort of curious about that too). 		
CF | 		
CF | [1] "How was your summer?" 		
CF | [2] "Read any good books lately?" 		
CF | [3] "Taking any fun classes this year?" 		
CF | [4] "You know, I really like you." 		
CF | [5] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | She takes a second to answer, and you start to squirm under the flat 		
CF | look she's giving you -- then her body releases some tension, like she 		
CF | was holding her breath. "Not really. Did you?" 		
CF | 		
CF | [1] "Oh, yeah! Have you read A Prayer for Owen Meany? It's about, 		
CF | like...." 		
CF | [2] "Did you hear about Game of Thrones yet? It's like Wheel of Time 		
CF | but way more awesome -- you should read it!" 		
CF | [3] "Er, me either, I guess." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Residential Quad 		
CF | > 		
CF | > 3 		
CF | 		
CF | This is going awesome. 		
CF | 		
CF | [1] "How was your summer?" 		
CF | [2] "Taking any fun classes this year?" 		
CF | [3] "You know, I really like you." 		
CF | [4] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Residential Quad 		
CF | > 		
CF | > 3 		
CF | 		
CF | You lack the nerve when it comes to the crucial moment. 		
CF | 		
CF | [1] "How was your summer?" 		
CF | [2] "Taking any fun classes this year?" 		
CF | [3] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | "We're going to read L'Étranger in French," she says. "And I got 		
CF | Mangan for English." 		
CF | 		
CF | [1] "Oh, cool, Mangan's great, I had him two years ago. We read 		
CF | Grendel, which is also kinda Existentialist..." 		
CF | [2] "Aujourd'hui maman est morte." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | She looks nonplussed -- right, she hasn't actually read it yet. 		
CF | 		
CF | [1] "How was your summer?" 		
CF | [2] "I'm thinking of starting a Dragonlance game." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Residential Quad 		
CF | > 		
CF | > 2 		
CF | 		
CF | She doesn't seem as excited as you think she'd be -- she loves 		
CF | Dragonlance! But she still asks "D&D or SAGA rules?" 		
CF | 		
CF | [1] "I'm not really sure yet -- the SAGA rules seem like they're less 		
CF | focused on combat, so you can tell a better story." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "That makes sense." 		
CF | 		
CF | You open your mouth, thinking what to say next -- 		
CF | 		
CF | Wait, what's that buzzing? -- 		
CF | 		
CF | You jerk your head back, but it's too late, as you feel something 		
CF | small and furry smack into your eye-socket -- 		
CF | 		
CF | "MOTHERFUCKER!" you shout, as pain blossoms through your face. The 		
CF | bastard didn't sting you in the actual eye, but not for lack 		
CF | of trying; you probe gently with a finger and pull the stinger out of 		
CF | some soft tissue that's maybe only half an inch away. 		
CF | 		
CF | "You're not allergic, are you?" In pain and with one eye closed, 		
CF | you're not really alive to the nuances of her tone, so you can't tell 		
CF | if Laura's worried about you (good!) or just finds you pathetic (bad!) 		
CF | 		
CF | "No, I'm not," you say, after swallowing once or twice. "Or I 		
CF | wasn't," you amend, "you can develop an allergy any time you get 		
CF | stung." Yes, even now you're trying to impress her with your 		
CF | knowledge of bee facts. 		
CF | 		
CF | "Your face is pretty red," she says, peering closely at you -- in 		
CF | other circumstances, you'd be thrilled to be so near to her -- "maybe 		
CF | you should go to the infirmary?" 		
CF | 		
CF | [1] "Uh, yeah, I should probably go to the infirmary." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Residential Quad 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Okay. Bye," she says. Her forehead wrinkles, like she's thinking of 		
CF | saying something else, but she doesn't. 		
CF | 		
CF | (At least the infirmary is close -- you just need to head west through 		
CF | the Academic Quad). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | You trudge away from the barbeque. Liz shoots you a sympathetic smile 		
CF | as you walk past her, then goes back to talking to her friends, but 		
CF | that's OK, you don't mind being alone for a minute -- this way you can 		
CF | think about Laura. It's hard to figure out exactly how you feel about 		
CF | her right now, or what's going to happen -- you've had a crush on her 		
CF | from afar for so so long, you almost can't imagine your life if that 		
CF | changed (a weird thought pops into your head: you'd been thinking it'd 		
CF | change if you started dating, but the crush could go away someday, 		
CF | too). 		
CF | 		
CF | Your face throbs again, jolting you back to reality. You're walking 		
CF | through the Academic Quad now, tall brick buildings rising all around 		
CF | you, and the sun's starting to go down, cooling off the day. The 		
CF | infirmary's a five minute walk away, and halfway there the sting is 		
CF | already not throbbing so much, so you probably don't need anything for 		
CF | it. 		
CF | 		
CF | Still, you don't go back immediately: it feels nice to be away from 		
CF | the hubbub, much as you missed your friends over the summer, and much 		
CF | as you missed Liz over the year before that. It's kind of rare you 		
CF | ever get a chance to be alone, what with living with 40 other guys 9 		
CF | months of the year and living with your twin for the rest of it. 		
CF | Might as well enjoy it while you can. 		
CF | 		
CF | And, uh, give Laura time to leave the quad. 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] Your Bedroom 		
CF | Bayville, NY -- Summer 1998 		
CF | 		
CF | Since summers stopped being sailing in Nantucket and started being 		
CF | bussing tables on Long Island, you've stopped liking them nearly as 		
CF | much. For one thing, there's no one to hang out with except Liz, 		
CF | unless you're able to align your days off with Chew and then take the 		
CF | train into the city to meet him. For two, a busboy's work so far as 		
CF | you've made it out is hard, long, dirty, and markedly lacking in 		
CF | intellectual stimulation -- plus while the paycheck isn't bad, all you 		
CF | want to buy with your earnings is video games, and you're working so 		
CF | much you don't have much time to play them. And three, with just a 		
CF | few weeks to go before you leave for college (you're going to 		
CF | California, Liz to Boston) and get to meet new people and study hard 		
CF | math, every day is dragging. 		
CF | 		
CF | You slept in because you're only working a night shift today, and 		
CF | you're alone in the house since everyone else is out shopping (Liz 		
CF | totaled her car in the mall parking lot last month, so she's been 		
CF | reduced to asking your mom for rides, same as you have to). You 		
CF | begged off -- shopping is the worst -- and now you get to play video 		
CF | games with no one around to bother you! 		
CF | 		
CF | You pull yourself out of bed, wincing slightly at a dull headache. 		
CF | Okay, first down to the kitchen to get tea (to get ahead of this 		
CF | caffeine-withdrawal headache) and breakfast (to stop the tea from 		
CF | giving you a stomachache), then there's a dungeon in Might and Magic 		
CF | VI with your name on it. 		
CF | 		
CF | (Actually, it has Ethric the Mad's name on it, since it's his tomb, 		
CF | but same diff). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Your Bedroom 		
CF | > 		
CF | > E 		
CF | 		
CF | That's a wall, not a door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Your Bedroom 		
CF | > 		
CF | > L 		
CF | 		
CF | Your Bedroom 		
CF | The house your mom moved into after the divorce is much smaller than 		
CF | the one you grew up in. You have your own bedroom, but it's smaller 		
CF | than your old dorm room was, and since Liz called dibs on the room 		
CF | with a closet, half of it's taken up by a giant armoire. 		
CF | 		
CF | Your bookshelves and bed see to most of the remaining space between 		
CF | them, leaving just a little postage-stamp of carpet leading south to 		
CF | the landing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | > 		
CF | > S 		
CF | 		
CF | The high-pile carpet feels nice on your bare feet. 		
CF | 		
CF | Landing 		
CF | The small landing has doors leading north to your room, south to 		
CF | Liz's, and northwest to the bathroom, plus stairs going down to the 		
CF | first floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Living Room 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your mom's living room is comfortable but snug, since her half of the 		
CF | furniture from the divorce overfills this smaller house. There's a 		
CF | couch and loveseat, several side tables, and lots of knick-knacks, 		
CF | plus the TV. 		
CF | 		
CF | The front door's to the west, the kitchen is east, and the dining room 		
CF | and your mom's bedroom are north (the computer is in the loft in her 		
CF | room). You can go back up to the second-floor landing, and the stairs 		
CF | to the basement are tucked away around a corner behind the TV. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | Your mom's kitchen gets the job done, with the usual fridge, sink, 		
CF | oven, toaster, kettle, trash can, etc., plus a phone on the wall. 		
CF | Today's newspaper is on the table, alongside a note. Godiva and Emma 		
CF | are snoring on their dog-beds in the corner, enjoying their 		
CF | mid-morning naps. 		
CF | 		
CF | The living room is back to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF ] Kitchen 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | Your breakfast every morning is a bagel, washed down with some Earl 		
CF | Grey tea, so you take them out of the freezer and cupboard 		
CF | respectively. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "amek tea" 		
CF ] Kitchen 		
CF | > 		
CF | > AMEK TEA 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "make tea" 		
CF ] Kitchen 		
CF | > 		
CF | > MAKE TEA 		
CF | 		
CF | You put the kettle on and grab your maroon Exeter mug for the tea. 		
CF | Idly, you leaf through the newspaper as the kettle boils and the tea 		
CF | brews -- must be a slow news day since the lead stories are all just 		
CF | speculation about what Starr is going to write in his report. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "make bagel" 		
CF ] Kitchen 		
CF | > 		
CF | > MAKE BAGEL 		
CF | 		
CF | You toast the bagel, flipping through the newspaper as you wait -- 		
CF | there's a review of Saving Private Ryan, which sounds intense. Once 		
CF | the toaster dings, you smear some veggie cream cheese on both sides. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "eat" 		
CF ] Kitchen 		
CF | > 		
CF | > EAT 		
CF | 		
CF | What do you want to eat? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "bagel" 		
CF ] Kitchen 		
CF | > 		
CF | > BAGEL 		
CF | 		
CF | (first taking the bagel) 		
CF | You sit down at the kitchen table with your freshly-toasted bagel and 		
CF | nicely-steeped tea, and open up the newspaper, which you've recently 		
CF | made your habit for breakfast -- it makes you feel grown-up. Today 		
CF | there's a science supplement, so you read an article about the 		
CF | implications of the recent experiment proving that neutrinos have 		
CF | mass, and another one about ongoing work to nail down the cosmological 		
CF | constant. 		
CF | 		
CF | You flip through the headlines as you finish -- these are much less 		
CF | interesting, mostly about this Clinton blowjob stuff, which makes you 		
CF | embarrassed to read about -- then clean up. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | > 		
CF | > E 		
CF | 		
CF | That's a wall, not a door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Living Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your mom's living room is comfortable but snug, since her half of the 		
CF | furniture from the divorce overfills this smaller house. There's a 		
CF | couch and loveseat, several side tables, and lots of knick-knacks, 		
CF | plus the TV. 		
CF | 		
CF | The front door's to the west, the kitchen is east, and the dining room 		
CF | and your mom's bedroom are north (the computer is in the loft in her 		
CF | room). You can go back up to the second-floor landing, and the stairs 		
CF | to the basement are tucked away around a corner behind the TV. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | The dining room doesn't see much use outside of the rare holiday 		
CF | gathering, so serves more as an intermediate hallway between the 		
CF | living room to the south and your mom's bedroom and loft to the north. 		
CF | Of course, there's a bunch more furniture, including a yellow sofa 		
CF | that came from the Nantucket house, and the nice dining table. 		
CF | 		
CF | That's strange -- one of your mom's bright-orange dumbbells is stood 		
CF | on its end in the middle of the carpet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dumbbell" 		
CF ] Dining Room 		
CF | > 		
CF | > TAKE DUMBBELL 		
CF | 		
CF | Without consciously thinking about who put the dumbbell here or why, 		
CF | you reach for it -- it belongs in your mom's room with the other one, 		
CF | not weirdly on its own like this -- but just as you dislodge it and 		
CF | free a bit of paper towel stuck under it, you think wait, there must 		
CF | be some reason it's here -- and then you hear the buzzing -- 		
CF | 		
CF | There's frantic pressure against your foot as it brushes against the 		
CF | paper towel, and then you feel the sting, hitting the thin vein-rich 		
CF | skin at the top of your foot and making you yelp and hop into the air 		
CF | (it's not a very helpful reflex, your foot hurts even more once you 		
CF | land). 		
CF | 		
CF | Gingerly you probe the paper towel that had been trapped under the 		
CF | dumbbell with your other foot, and sure enough, there's a once-living, 		
CF | now very dead, bee in there. You're torn between being impressed that 		
CF | someone -- I mean, it was Liz, obviously -- managed to catch a bee 		
CF | like that, and incredulous anger that she just left it there. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | > 		
CF | > N 		
CF | 		
CF | As you leave the dining room, you drop the dumbbell off by its mate 		
CF | next to your mom's bed. 		
CF | 		
CF | If music hath charms to soothe a savage breast, so too does a 		
CF | dungeon-crawler hath charms to soothe a savaged foot. You go up the 		
CF | spiral stairs in your mom's bedroom and boot up the PC in the loft, 		
CF | then load your MM VI save and take stock of the situation. Your 		
CF | doughty party are midway through a raid on the Tomb of Ethric the Mad, 		
CF | in search of the skull of the eponymous maniac, but after a run-in 		
CF | with some power liches you're wondering if you're here too early. 		
CF | Some quick healing patches up your front-liners, but your starting to 		
CF | run low on magic points... 		
CF | 		
CF | Suddenly the house phone rings -- you groan, your concentration 		
CF | broken, and consider letting the answering machine get it, but then 		
CF | you see from the ID that it's Liz. 		
CF | 		
CF | [1] "Hello?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Dining Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Hey Russo," Liz says. The connection's scratchy, and you can hear 		
CF | the sound of traffic in the background. "What's up?" 		
CF | 		
CF | [1] "Oh, nothing much." 		
CF | [2] "Oh, nothing much, except a bee trapped under a dumbbell just 		
CF | stung me. You know, normal stuff." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Dining Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Oh, you found it, huh?" she says, with the slight drawl she gets when 		
CF | she's trying to downplay doing something wrong. 		
CF | 		
CF | [1] "Why did you do that? You didn't even leave a note!" 		
CF | [2] "Why the fuck did you do that? You didn't even leave a note!" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Dining Room 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Language!" your mom's voice puts in -- right, the crappy connection 		
CF | is because you're on speaker. Awesome. 		
CF | 		
CF | "Russo, you're breaking your mother's heart with your bad manners," 		
CF | Liz says. "Anyway, I don't know, it was scary and I panicked, okay? 		
CF | I wasn't sure what to do with it once I caught it. Bees freak me 		
CF | out!" 		
CF | 		
CF | That's weird -- Liz is the one who's never afraid of anything, why 		
CF | would she be scared of bees? 		
CF | 		
CF | [1] "It's really quite painful." 		
CF | [2] "The sting didn't hurt so much, don't worry." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Dining Room 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Aww, I'm sorry, Rus. Try to breathe through it, I hear that works," 		
CF | she says. 		
CF | 		
CF | [1] "Anyway. See you later." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Yeah. We've got some more shopping to do, but we should be home in 		
CF | like an hour," Liz says. "And mom said I can borrow the car to drive 		
CF | us to work, assuming you can still fit your foot into your dress 		
CF | shoes." 		
CF | 		
CF | You hang up the phone. There's still a couple of hours before you 		
CF | need to get ready for work, so might as well try to salvage the day. 		
CF | 		
CF | You're quickly sucked into the game -- it's been years since there's 		
CF | been a good RPG to play -- and your foot doesn't really hurt that 		
CF | much, thankfully, so it's not too distracting as you kill liches, pick 		
CF | locks, and level up, getting in the zone. 		
CF | 		
CF | "I'm up here," you call down when you hear the door open, and Liz 		
CF | comes into your mom's room, drops off some shopping bags, then clomps 		
CF | up the stairs to the loft. 		
CF | 		
CF | After apologizing again, she looks over at the game and asks how it's 		
CF | going. You tell her about your progress, maybe a little 		
CF | over-enthusiastically. "You're pretty cheerful for someone who might 		
CF | need their foot amputated at the knee," she says. 		
CF | 		
CF | "Oh, I am," you reply. "It's because no matter how far apart we are, 		
CF | no matter whatever happens from this day forward, I am never, ever 		
CF | going to let you live this down." 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] California Ave 		
CF | Pasadena, CA -- August 2011 		
CF | 		
CF | It's hot, and these groceries are heavy. Most of the time not driving 		
CF | is no big deal -- LA's public transit isn't as bad as everyone says -- 		
CF | but food-shopping in the summer does make you wish you and Kaylee had 		
CF | a car, even though the store is only like four blocks from your 		
CF | apartment. Sweat's stinging your eyes, but you can't wipe them clear 		
CF | without putting down the grocery bags and you'd feel dumb telling 		
CF | Kaylee you need a break. Anyway the apartment is just around the 		
CF | corner to the north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] El Molino Ave 		
CF | > 		
CF | > N 		
CF | 		
CF | As you turn onto El Molino, Kaylee slows to look at a strange sight. 		
CF | 		
CF | There's a beekeeper (I mean, you assume he's a beekeeper based on his 		
CF | outfit of coveralls and veil) up on a ladder, futzing with one of the 		
CF | palm trees -- that's right, you'd noticed a bee hive up there a couple 		
CF | of days ago, so it's good that he's getting rid of it before the bees 		
CF | sting somebody, like for example you. 		
CF | 		
CF | You start to walk up the path into your building, but then you realize 		
CF | Kaylee's not following. "Hi," she calls up to the guy. "What are you 		
CF | doing?" 		
CF | 		
CF | A flush comes over your face, over and above the strain of carrying 		
CF | heavy groceries in this heat -- you always feel so awkward when she 		
CF | starts conversations with strangers like this, but the beekeeper 		
CF | doesn't seem fazed: "The city's having me move this hive since it's in 		
CF | a residential area," he says. "You ever see a hive moved before?" 		
CF | Kaylee hasn't and starts peppering the guy with questions, as 		
CF | oblivious to your physical and social discomfort as she is to the 		
CF | obvious risks of hanging out next to a soon-to-be-disturbed bee hive. 		
CF | 		
CF | El Molino Ave 		
CF | The stretch of El Molino Avenue outside your -- well, technically 		
CF | Kaylee's is the only name on the lease -- apartment building presents 		
CF | a green and pleasant prospect, with a wide lawn, a grass-bordered 		
CF | sidewalk, and gently-swaying palm trees. California Avenue is to the 		
CF | south and Del Mar is to the north, but now that you're done running 		
CF | your errands you'd rather head inside the apartment than wander around 		
CF | any more. 		
CF | 		
CF | The main excitement is around the palm tree right in front of your 		
CF | apartment. The beekeeper's got a ladder set up against the tree so he 		
CF | can get to the hive, and his bag of tools and a giant box are set down 		
CF | on the sidewalk within easy reach. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > U 		
CF | 		
CF | You walk into the building and trudge up the stairs to the apartment 		
CF | you've shared with Kaylee for the last four years. 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | As far as you can tell, everyone in your socioeconomic bracket 		
CF | (overeducated, slightly underearning cusp-of-thirtysomethings) who 		
CF | lives in LA has some version of this kitchen: the cabinets look 		
CF | Sixties-vintage, with ever-thicker coats of white paint the only 		
CF | concession to modernity, while the tile and stove lack even that. At 		
CF | least you've never had any problems with the fridge. 		
CF | 		
CF | The main part of the apartment is back east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dro groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > DRO GROCERIES 		
CF | 		
CF | That's not an action you've ever really contemplated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop groceries" 		
CF ] Kitchen 		
CF | > 		
CF | > DROP GROCERIES 		
CF | 		
CF | You quickly stow the groceries in the fridge and cabinets. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Kaylee's Apartment 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Kaylee's Apartment 		
CF | Kaylee'd lived in this apartment for a year before you moved in, and 		
CF | it still mostly feels like it's hers. Partly it's the anime posters 		
CF | and dragon knick-knacks, which you find embarrassing even though your 		
CF | interests are mostly just as nerdy as hers. Partly it's the gray cat 		
CF | fur that drifts everywhere (Cordelia's not underfoot now, at least -- 		
CF | she's shut in the bedroom). Partly it's that all the furniture is 		
CF | hers -- not that you'd wanted to lug any cross-country. 		
CF | 		
CF | But for whatever reason, despite the piles of your books overflowing 		
CF | their shelves, the sweater you've left tossed across a chair, and the 		
CF | pictures of your family you keep on the desk next to your laptop, 		
CF | you've never felt at home here. 		
CF | 		
CF | The kitchen is off to the west, and the closed bedroom door is south. 		
CF | Kaylee and the beekeeper are visible through the windows, if you want 		
CF | to go back down to join them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] El Molino Ave 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | El Molino Ave 		
CF | The stretch of El Molino Avenue outside your -- well, technically 		
CF | Kaylee's is the only name on the lease -- apartment building presents 		
CF | a green and pleasant prospect, with a wide lawn, a grass-bordered 		
CF | sidewalk, and gently-swaying palm trees. California Avenue is to the 		
CF | south and Del Mar is to the north, but now that you're done running 		
CF | your errands you'd rather head inside the apartment than wander around 		
CF | any more. 		
CF | 		
CF | The main excitement is around the palm tree right in front of your 		
CF | apartment. The beekeeper's got a ladder set up against the tree so he 		
CF | can get to the hive, and his bag of tools and a giant box are set down 		
CF | on the sidewalk within easy reach. 		
CF | 		
CF | The beekeeper comes down the ladder, pulls a recondite tool out of his 		
CF | bag, then climbs back up. 		
CF | 		
CF | Kaylee cranes her neck to get a better view of what the beekeeper is 		
CF | doing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | "Isn't this cool?" Kaylee asks, completely focused on the bees and not 		
CF | looking at you even a little. 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] "Don't you want to come inside and get out of the heat?" 		
CF | [3] "Aren't you worried it'll be dangerous if the bees get angry?" 		
CF | [4] "This looks like it's going to take a while -- why not watch from 		
CF | the windows in the apartment?" 		
CF | [5] (Turn away from her) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 5 		
CF | 		
CF | Kaylee gives you a slight nod as you stop talking to her, but remains 		
CF | wrapped up in the beekeepery. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] El Molino Ave 		
CF | > 		
CF | > Z 		
CF | 		
CF | You're at a loss for what to do here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | "Isn't this cool?" Kaylee asks, completely focused on the bees and not 		
CF | looking at you even a little. 		
CF | 		
CF | [1] "Are the bees really that interesting?" 		
CF | [2] "Don't you want to come inside and get out of the heat?" 		
CF | [3] "Aren't you worried it'll be dangerous if the bees get angry?" 		
CF | [4] "This looks like it's going to take a while -- why not watch from 		
CF | the windows in the apartment?" 		
CF | [5] (Turn away from her) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 1 		
CF | 		
CF | "They are!" she says. "Their behavior is so complex, and it's almost 		
CF | all emergent." 		
CF | 		
CF | [1] "I guess so." 		
CF | [2] "Sure, but what if the behavior that emerges after he takes their 		
CF | hive is stinging us?" 		
CF | [3] "When it comes to behaviorally-complex invertebrates, they don't 		
CF | have anything on octopi." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 2 		
CF | 		
CF | "Bees usually aren't aggressive," she says, waving off your concern. 		
CF | "Most of the time, if you get stung by a bee you deserved it." 		
CF | 		
CF | "That's true," the beekeeper pipes in. "Unless they're Africanized, 		
CF | of course, but these aren't." 		
CF | 		
CF | You have between two and four reasons to disagree with that 		
CF | assessment, depending on how you score the first one and the time with 		
CF | the dumbbell, but you let it go. 		
CF | 		
CF | [1] "Don't you want to come inside and get out of the heat?" 		
CF | [2] "This looks like it's going to take a while -- why not watch from 		
CF | the windows in the apartment?" 		
CF | [3] (Turn away from her) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Nah," Kaylee says. "I want to watch him move the hive." 		
CF | 		
CF | The beekeeper finally grabs the hive and quickly brings it down into 		
CF | the box. The bees are kicking up a bigger fuss, which doesn't 		
CF | surprise you, but the beekeeper leans away from the hive -- even under 		
CF | the hood and all that padding, it's clear he's a bit alarmed, so maybe 		
CF | you should be alarmed too? 		
CF | 		
CF | Yes, you should definitely be alarmed: a swarm of bees boils out of 		
CF | the hive, rising towards him, Kaylee, and, of course, despite your 		
CF | best efforts, they're descending all over you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | Kaylee's backing away, trying to get some distance from the bees. 		
CF | 		
CF | The bees are everywhere, swarming around you -- you've got enough 		
CF | presence of mind to realize trying to swat them away will only get you 		
CF | more stings, but you're not sure what to do instead, so you just stand 		
CF | there thinking not in the face, not in the face and trying 		
CF | not to panic too much as one flash of pain after another welts your 		
CF | arms. Next to you, Kaylee is crying out as they sting her, too. The 		
CF | beekeeper's relatively safe in his protective gear, luckily for him. 		
CF | 		
CF | Finally, finally it stops, well past the point that you've stopped 		
CF | counting the stings, as the bees -- the ones that haven't killed 		
CF | themselves to spite you, at least -- settle back down into their hive. 		
CF | Your arms are in quite a lot of pain, but you don't feel like you're 		
CF | going into anaphylactic shock or anything so at least you're still not 		
CF | allergic. Neither is Kaylee, though she looks as bad as you feel, 		
CF | with red, swollen shoulders and wet eyes. 		
CF | 		
CF | "They usually don't do that," the beekeeper says, slamming closed the 		
CF | door on his box and sealing the hive inside. "Sorry folks, I really 		
CF | didn't think they were going to be dangerous." He sinks down onto his 		
CF | haunches, breathing heavily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to kaylee" 		
CF ] El Molino Ave 		
CF | > 		
CF | > TALK TO KAYLEE 		
CF | 		
CF | Kaylee looks at you with an expression glum enough to make clear you 		
CF | shouldn't say "I told you so" (though you still want to, because you 		
CF | did. Didn't you?) 		
CF | 		
CF | [1] "Are you OK?" 		
CF | [2] "That sure seemed like it was avoidable." 		
CF | [3] "I've heard that if you get stung by a bee, you probably deserved 		
CF | it." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] El Molino Ave 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Don't be an asshole," she snaps, which is fair -- you feel a little 		
CF | bad for saying that. 		
CF | 		
CF | "I'm sorry," you say. You start to put your hand on Kaylee's shoulder 		
CF | to comfort her, but then you see the bee stings, and stop. "Come on, 		
CF | let's go in." This time she doesn't protest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "in" 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still annoyed with her, but you help Kaylee inside and up the 		
CF | stairs to the apartment. 		
CF | 		
CF | The rest of the day is an exercise in tongue-biting. After cleaning 		
CF | yourself up and dousing your arm in calamine lotion, you call your mom 		
CF | and tell her the story, playing it off like it's just a funny 		
CF | anecdote. And then there's cleaning the apartment, and making dinner, 		
CF | and for the evening you settle in front of the PC to play Dragon Age 2 		
CF | while Kaylee messes around with the Xbox in the other room. The whole 		
CF | time you're pleasant enough (you hope) but inside you're seething. 		
CF | 		
CF | The bee stings don't hurt so badly now, but Jesus, what an entirely 		
CF | avoidable clusterfuck. She just didn't listen to you -- though, to be 		
CF | honest, you also didn't flat-out tell her you wanted her to come in 		
CF | and kept beating around the bush. And if the two of you suck so much 		
CF | at communicating that you can't even avoid so obvious a hazard as 		
CF | this, how the hell are you going to navigate marriage, or having a 		
CF | kid? 		
CF | 		
CF | (Press any key to continue) 		
Jacqueline pushes the green 'space' button. 		
CF ] Wilson and Green 		
CF | Pasadena, CA -- April 2021 		
CF | 		
CF | Since last March, there are fewer cars and more people in your 		
CF | neighborhood, which is about the only thing about the past year that's 		
CF | a change for the better -- well, you revise your thought after 		
CF | glancing down at Paria's belly, maybe one of two. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Wilson and Green 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | "Have you had any other ideas for names?" Paria asks. 		
CF | 		
CF | "Hmm. How about..." 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "Benjamin?" 		
CF | [6] "David?" 		
CF | [7] "George?" 		
CF | [8] "Henry?" 		
CF | [9] "John?" 		
CF | [10] "Joshua?" 		
CF | [11] "Lincoln?" 		
CF | [12] "Miles?" 		
CF | [13] "Nathan?" 		
CF | [14] "Thomas?" 		
CF | [15] "William?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "15" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 15 		
CF | 		
CF | "I guess," Paria says. "It feels really popular, like he'd be one of 		
CF | a million Williams in his class." As one of five Michaels in your 		
CF | elementary school grade, you get the downsides. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "Benjamin?" 		
CF | [6] "David?" 		
CF | [7] "George?" 		
CF | [8] "Henry?" 		
CF | [9] "John?" 		
CF | [10] "Joshua?" 		
CF | [11] "Lincoln?" 		
CF | [12] "Miles?" 		
CF | [13] "Nathan?" 		
CF | [14] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "12" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 12 		
CF | 		
CF | "Miles sounds like the name of someone hideously uncool," she says. 		
CF | 		
CF | "Huh? The most famous person named Miles is Miles Davis -- very cool. 		
CF | Okay, after that, you've got Miles Teller, forgettable actor, and 		
CF | Myles Standish, one of the Pilgrims..." You see her point. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "Benjamin?" 		
CF | [6] "David?" 		
CF | [7] "George?" 		
CF | [8] "Henry?" 		
CF | [9] "John?" 		
CF | [10] "Joshua?" 		
CF | [11] "Lincoln?" 		
CF | [12] "Nathan?" 		
CF | [13] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 5 		
CF | 		
CF | Paria sighs. "Yeah, I really like that one. Too bad my sister picked 		
CF | it first." 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "David?" 		
CF | [6] "George?" 		
CF | [7] "Henry?" 		
CF | [8] "John?" 		
CF | [9] "Joshua?" 		
CF | [10] "Lincoln?" 		
CF | [11] "Nathan?" 		
CF | [12] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "9" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 9 		
CF | 		
CF | She says the name back in a silly voice, like "Josh-shwah," then 		
CF | starts giggling. "It's a joke from Friends," she explains, noticing 		
CF | your utter disorientation. "Everyone will be thinking about it, it'll 		
CF | ruin his life." You're not so sure about the continuing hegemonic 		
CF | influence of Friends, but you don't raise an objection. 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "David?" 		
CF | [6] "George?" 		
CF | [7] "Henry?" 		
CF | [8] "John?" 		
CF | [9] "Lincoln?" 		
CF | [10] "Nathan?" 		
CF | [11] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "7" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 7 		
CF | 		
CF | "Not bad, but it feels a little random," Paria says. 		
CF | 		
CF | "Does it? It's a family name," you say. She looks confused, so you 		
CF | explain: "My grandfather was named Henry, and so's my uncle." Now she 		
CF | looks even more confused. "Hank is a nickname for Henry." 		
CF | 		
CF | [1] "Aaron?" 		
CF | [2] "Adam?" 		
CF | [3] "Alexander?" 		
CF | [4] "Ardashir?" 		
CF | [5] "David?" 		
CF | [6] "George?" 		
CF | [7] "John?" 		
CF | [8] "Lincoln?" 		
CF | [9] "Nathan?" 		
CF | [10] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 1 		
CF | 		
CF | "He'd always be first when they do a roll-call," she says. 		
CF | 		
CF | "I'm not sure whether that'd be good or bad," you say, having second 		
CF | thoughts. 		
CF | 		
CF | You've gotten to the end of the block, so you hit the walk button with 		
CF | your elbow (you know now that COVID doesn't really spread from 		
CF | surfaces, especially outdoors, but it's hard to break the habit). 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Alexander?" 		
CF | [3] "Ardashir?" 		
CF | [4] "David?" 		
CF | [5] "George?" 		
CF | [6] "John?" 		
CF | [7] "Lincoln?" 		
CF | [8] "Nathan?" 		
CF | [9] "Thomas?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Wilson and Green 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I kind of like that," Paria says, but you're having second thoughts. 		
CF | 		
CF | "Actually, your family might not like it, given what Alexander the 		
CF | Great did to Persia," you say. 		
CF | 		
CF | "Burning Persepolis and everything?" Paria frowns. "Yeah, not 		
CF | great." 		
CF | 		
CF | [1] "Adam?" 		
CF | [2] "Ardashir?" 		
CF | [3] "David?" 		
CF | [4] "George?" 		
CF | [5] "John?" 		
CF | [6] "Lincoln?" 		
CF | [7] "Nathan?" 		
CF | [8] "Thomas?" 		
CF | [9] "This would be so much easier if we were having a girl." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "9" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 9 		
CF | 		
CF | Paria sighs, knowing what you mean. "Yeah, we'd just name her after 		
CF | Liz, and there are a million pretty Persian girls' names we could use 		
CF | for a middle name." 		
CF | 		
CF | The light changes, so you take Paria's hand and walk across the 		
CF | street. 		
CF | 		
CF | Wilson and Del Mar 		
CF | This is the northern edge of the Caltech campus, and it always feels 		
CF | weird to be back though it's changed a lot over the years -- in fact 		
CF | they only finished putting up the shiny neuroscience building across 		
CF | the street a few months ago. It's a welcome bit of novelty among the 		
CF | houses, trees, and parking lots that you've gotten rather sick of over 		
CF | the last year (you've been taking a lot of walks). 		
CF | 		
CF | You've outpaced Paria, so you slow your stride a bit to let her catch 		
CF | up. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | Paria's a little quiet now. 		
CF | 		
CF | [1] "I've been missing Liz a lot today." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Yeah." Paria squeezes your hand. "Fuck cancer." 		
CF | 		
CF | [1] "...I mean, the memorial was only a couple weeks ago." 		
CF | [2] "...I always have dreams about her around the 20th of the month." 		
CF | [3] "...I keep imagining how she'd make fun of me when I do something 		
CF | dumb." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 2 		
CF | 		
CF | "I know," she says. "It's only been a year, and honestly even when 		
CF | more time passes, I'm not sure that will ever change." 		
CF | 		
CF | [1] "I don't really want it to change." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Feeling less sad doesn't mean you're letting her down or loved her 		
CF | any less, though," Paria says. 		
CF | 		
CF | "Okay, yeah, some of it's my Catholic-instilled sense of guilt," you 		
CF | admit. "But it's also that we spent so much time together, and knew 		
CF | each other so well, that I feel like I've always had a mental model of 		
CF | her living in my head. And I can consult it and know what baby names 		
CF | she'd like, and exactly what she'd sound like when suggesting some." 		
CF | 		
CF | [1] "It's really comforting, like I'm never alone." 		
CF | [2] "But what happens when that model starts to break down?" 		
CF | [3] "Of course, her taste in names was really different, so that's of 		
CF | limited usefulness to us." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Wilson and Del Mar 		
CF | > 		
CF | > 2 		
CF | 		
CF | "She'll still be your sister, and a huge part of who you are," Paria 		
CF | says. "You can't ever forget her." 		
CF | 		
CF | That goes without saying, but it's nice to hear it out loud. 		
CF | 		
CF | [1] "Anyway. What do you want to do for dinner?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | You kick some ideas around -- Paria very enthusiastic since she's 		
CF | finally feeling less nauseated and can enjoy food again -- as you 		
CF | cross Del Mar and start walking south, along the edge of the Caltech 		
CF | campus. 		
CF | 		
CF | Caltech Entrance 		
CF | It's definitely weird that you wound up living just a couple blocks 		
CF | away from Tech so many years after graduating, but it's a nice place 		
CF | to walk so you get over the oddness. The big black tower of Millikan 		
CF | Library -- actually, it's just administrative offices now, you correct 		
CF | yourself -- looms through the gate to the east, with chemistry and 		
CF | geology buildings flanking the path to the northeast and southeast, 		
CF | respectively. 		
CF | 		
CF | The sidewalk also passes a bunch of smaller houses, running past 		
CF | bushes that have just started to bloom now that spring is in full 		
CF | swing. 		
CF | 		
CF | Paria checks that no one is around, then pulls her mask off for a 		
CF | second so she can breathe easier. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | Paria starts telling you about the Harry Potter fanfic she's been 		
CF | reading. It's interesting, but you're not really keeping track of the 		
CF | plot -- you just smile and enjoy the pleasant spring evening. As you 		
CF | pass a tree, you walk a little more to the right so Paria has an 		
CF | easier time squeezing past. Your fingers wind up brushing up against 		
CF | the bushes, and the leaves feel cool and pleasant at your touch -- 		
CF | 		
CF | Suddenly you feel something furry on your finger -- it's buzzing 		
CF | loudly, and you realize it's a bee -- you try to jerk your hand back, 		
CF | but it's clinging to you -- and then it stings you, falling to the 		
CF | ground as pain runs up your finger. "Agh, I got stung by a bee," you 		
CF | tell Paria, who's still processing what just happened. 		
CF | 		
CF | "Oh no! Does it hurt? Is it swelling?" 		
CF | 		
CF | You check yourself. "No, I'm fine -- the bee got the worst of it," 		
CF | you say. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x finger" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > X FINGER 		
CF | 		
CF | Your finger hurts a bit, but it's not too bad. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to paria" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > TALK TO PARIA 		
CF | 		
CF | "Are you sure you're okay?" Paria asks, her face screwed up with 		
CF | concern. 		
CF | 		
CF | "Yeah, I'm fine," you reassure her. "But maybe this is a sign we 		
CF | should head back home." 		
CF | 		
CF | [1] "You know, this was the sixth time I've been stung by a bee." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Six sure seems like a lot," Paria says. 		
CF | 		
CF | "I guess," you say. "I think there are a lot more bees on the east 		
CF | coast. And maybe I've had some bad luck? The first time I was a 		
CF | toddler, maybe three or four. I was playing with Liz, and when I 		
CF | opened the door to go in, a bee that'd been caught behind the screen 		
CF | stung me." 		
CF | 		
CF | [1] "I remember, I told my mom I was happy it was dead, even though I 		
CF | immediately felt bad." 		
CF | [2] "I knew the bee didn't mean to sting me, so I felt sorry that it 		
CF | died." 		
CF | 		
CF | > 		Roger asks, "still the adventures of bee girl?"
		Jacqueline asks, "I'll lie this time, just to see?"
		Krumar says, "OK."
		Jacqueline says, "I was an idiot and closed the game without us seeing the afterward, so I'm doing a speed run to get us back to that."
		Krumar says, "rodger, we are a boy."
		Jacqueline says, "But we did just wrap about 5 or so ago."
		Jacqueline asks, "How was skating?"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | "Aww, baby-Mike was basically the same as grown-up Mike," Paria 		
CF | replies, and goes to kiss you (but of course you're both masked, so 		
CF | you just lightly touch foreheads). 		
CF | 		
CF | "The second time, I was sailing with Liz, and a bee somehow got blown 		
CF | into me." 		
CF | 		
CF | [1] "I think we won the race anyway." 		
CF | [2] "It didn't matter, though, we were losing the race already." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | "And the third?" Paria asks (you're pretty sure she's interested and 		
CF | not just humoring you). 		
CF | 		
CF | "Oh, yeah, the third. Remember that girl Laura I had a crush on all 		
CF | through high school, but never made a move on? I was talking to her 		
CF | and all of a sudden I got stung right under my eye." 		
CF | 		
CF | [1] "It's funny, Liz had just given me some good advice, so maybe if 		
CF | not for that bee, we would have wound up dating?" 		
CF | [2] "That is an incredibly painful place to get stung." 		
CF | [3] "Liz saw what happened and laughed so, so hard." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 3 		
CF | 		
CF | "Is the dumbbell one next?" 		
CF | 		
CF | "Yup," you reply. Paria's heard you tell the dumbbell story it must 		
CF | be dozens of times, including just a couple of weeks ago at Liz's Zoom 		
CF | memorial. 		
CF | 		
CF | [1] "The pain was well worth all the teasing I got out of that sting." 		
CF | [2] "She was the toughest person, but she was still so scared of 		
CF | bees." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > 1 		
CF | 		
CF | Paria smiles at you, because she can tell you're getting sad again. 		
CF | 		
CF | "Anyway the last time before today was maybe ten years ago," you 		
CF | continue. "Kaylee and I were walking home from the grocery store and 		
CF | saw a hive getting removed from the tree in front of our apartment -- 		
CF | I kept telling her we should go inside, but she was fascinated and 		
CF | wanted to watch, so despite my better judgment I stayed with her and 		
CF | then the bees freaked out and stung us both." 		
CF | 		
CF | [1] "I should have just gone inside." 		
CF | [2] "I'm glad I stuck with her, though." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF | > 		
CF | > 2 		
CF | 		
CF | "So that's your lot, except for today," you say, and lapse into 		
CF | silence for a moment, thinking. 		
CF | 		
CF | "Those used to be my stories about getting stung by a bee," you tell 		
CF | your wife. "But now those stories are mostly about Liz -- except that 		
CF | last one, since we didn't see each other as much once I moved here." 		
CF | 		
CF | "Hey," Paria says, slowing to a stop. She puts her arms around you 		
CF | and holds you tight. "I'm sorry, I know it's so hard." 		
CF | 		
CF | (These are cliches, but you've learned over the last year that nobody 		
CF | has much language other than cliches for this -- and come to 		
CF | appreciate how differently they land when you're in it rather than 		
CF | listening from afar). 		
CF | 		
CF | "Yeah. Thanks," you say, rubbing her back and resting your hand on 		
CF | her belly -- it's way too early to feel the baby move, of course, but 		
CF | it makes you feel better. She takes your (unstung) hand, and you keep 		
CF | walking back home. 		
CF | 		
CF | (Press any key) 		Roger exclaims, "skating was nice!"
		Jacqueline says, "So those choices seem not to have mattered."
		Jacqueline exclaims (at Roger), "Yay!"
Jacqueline pushes the green 'space' button. 		
CF ] Caltech Entrance 		
CF | You stay quiet, thinking about your twin sister the whole way. 		
CF | 		
CF | Just as you walk through the door, you realize something: in all her 		
CF | 39 years, Liz wasn't stung by a bee even once. 		
CF | 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read a short AFTERWORD? 		
CF | > 		Jacqueline says, "HERE WE GO"
Jacqueline says (to ClubFloyd), "afterward" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > AFTERWARD 		
CF | 		
CF | Please give one of the answers above. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read a short AFTERWORD? 		
CF | > 		MoyTravis says, "hooray"
Jacqueline says (to ClubFloyd), "afterword" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > AFTERWORD 		
CF | 		
CF | I hope you enjoyed Sting! The version of the game submitted to IF 		
CF | Comp had an afterword asking players not to feel bad about reviewing 		
CF | or rating the game low if they didn't like it that much, since I 		
CF | thought it could feel challenging to do that given the real-world 		
CF | events of the game. Since the Comp is no longer running, that request 		
CF | is no longer that relevant -- I could have just omitted any afterword, 		
CF | but since I wrote up a detailed set of post-Comp author's notes, I 		
CF | thought I'd provide a link to that in case players are interested in 		
CF | reading more about the genesis and implementation of the game. You 		
CF | can find that here: 		
CF | 		
CF | [LINK] 		
CF | 		
CF | Thanks again for playing! 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read a short AFTERWORD? 		
CF | > 		Roger says, "I've never been stung by a bee"
		MoyTravis says, "Also welcome back."
		MoyTravis says, "Also: incredibly anticlimactic afterward."
		DavidW says, "He moved the long version to the forum."
		Jacqueline says, "Oh holy crikey it's a long write up."
		Jacqueline says, "I was thinking about pasting it here..."
		Krumar says, "Sorry to you had to go through so much for that jacqueline, thank you for doing it though."
		Jacqueline says, "Aw, it's okay."
		Jacqueline exclaims, "If I had not gone back through it, we would never have known!"
		Jacqueline says, "And multiple people might have gone through more (offline) just to see."
		DavidW says, "thank you, Jacqueline"
		Jacqueline exclaims, "Anyway, I am not going to paste the genesis/implementation notes here since they are so long, but you all have the link!"
		Jacqueline says, "And now I will quit the game again. haha"
Jacqueline says (to ClubFloyd), "q" 		
CF ] Caltech Entrance 		
CF | > 		
CF | > Q 		
CF | 		
CF | Please give one of the answers above. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read a short AFTERWORD? 		
CF | > 		Krumar exclaims, "Well, I'm off to get some other stuff done before tomorrow. Had a great time, see you guys next week!"
		DavidW says, "bye Krumar"
		Knight_Otu exclaims, "Good night, everyone, and stay safe!"
Knight_Otu goes home. 		
Krumar goes home. 		Jacqueline exclaims, "Good night!"
		



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ClubFloyd Transcript:
The Game That Never Ends by Earth Traveler
As played on ifMUD on January 23, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Game That Never Ends written by Earth Traveler. The Game That Never Ends was released as part of the 2020 Spring Thing. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask gameneverends" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You wake up in a room... 		
DavidW pushes the green 'space' button. 		
CF | You wake up in a room...You climb to your feet, your vision fuzzy, 		
CF | unable to make out anything distinctive... 		
DavidW pushes the green 'space' button. 		
CF | unable to make out anything distinctive...The white light from above 		
CF | seems to pierce you... you rub your eyes... 		
DavidW pushes the green 'space' button. 		
CF | seems to pierce you... you rub your eyes...You blink a few times, and 		
CF | the world comes into focus. 		
DavidW pushes the green 'space' button. 		
CF ] Mysterious Room 		
CF | the world comes into focus.# The Game That Never Ends 		
CF | An Interactive Fiction by Earth Traveler 		
CF | Release 1 / Serial number 200426 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (closed)), an 		
CF | electronic keypad and a beige door here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xme" 		
CF ] Mysterious Room 		
CF | > 		
CF | > XME 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		MoyTravis says, "Oh, dear, it's using the incrementally added text thing that floyd doesn't much like."
DavidW goes home. 		
DavidW has disconnected. 		Knight_Otu says, "It's a bit annoying, but not that much. Now, menus...."
DavidW has arrived. 		DavidW says, "sorry, someone other than me has to drive. I keep disconnecting."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X ME 		
CF | 		
CF | As good-looking as ever. 		
CF | 		
CF | > 		Roger says, "checks out"
		Knight_Otu says, "Even though we clearly were stuck into some sort of cell."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Mysterious Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | A solid-looking wooden desk, with a single drawer attached. 		
CF | 		
CF | On the desk is the wooden box (closed). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x drawer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DRAWER 		
CF | 		
CF | A wooden drawer, below the right end of the desk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the drawer, revealing the screwdriver. 		
CF | 		
CF | > 		Knight_Otu says, "The only one in existence? Lucky us! (Sorry.)"
Knight_Otu says (to ClubFloyd), "get screwdriver" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A mostly dulled Phillips-head screwdriver. 		
CF | 		
CF | > 		Krumar says, "We will be unstoppable with it."
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | A solid wooden box with four screws set into the corners of the lid. 		
CF | You can guess how you might get this open. 		
CF | 		
CF | > 		Roger says, "Phillips is the one that looks like an X"
Knight_Otu says (to ClubFloyd), "x screws" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X SCREWS 		
CF | 		
CF | A solid wooden box with four screws set into the corners of the lid. 		
CF | You can guess how you might get this open. 		
CF | 		
CF | You think you hear a faraway rumble. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | You vaguely feel like you're being watched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew the last screw, remove the lid, and reveal the printed 		
CF | slip within. 		
CF | 		
CF | And in the process, your screwdriver has completely dulled. You toss 		
CF | it aside. 		
CF | 		
CF | > 		MoyTravis says, "Man that's a terrible screwdriver and also we're terrible at unscrewing things."
		Knight_Otu says, "And now no one can ever unscrew things again."
Knight_Otu says (to ClubFloyd), "get slip" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET SLIP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A small, printed slip of paper. Written on it is: 		
CF | Keypad code: 6929 		
CF | 		
CF | > 		Krumar says, "At least not phillips head screws."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Mysterious Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (empty)), an 		
CF | electronic keypad and a beige door here. 		
CF | 		
CF | > 		Roger says, "kind of a Stanley Parable vibe"
Knight_Otu says (to ClubFloyd), "x gizmos" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X GIZMOS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "I'm also lagging."
Knight_Otu says (to ClubFloyd), "x lamp" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LAMP 		
CF | 		
CF | Simply emitting a constant white light, unsympathetic to your 		
CF | situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A plain beige door, set into the north wall of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x keypad" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X KEYPAD 		
CF | 		
CF | It's made of white plastic, with black keys having every number 0 		
CF | through 9 on them, and it looks like it's meant to take a four-digit 		
CF | code. It's set in the wall next to the door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "type 6929" 		
CF ] Mysterious Room 		
CF | > 		
CF | > TYPE 6929 		
CF | 		
CF | The keypad emits a pleasant beep, and you hear the door's lock click 		
CF | open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Mysterious Room 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the beige door) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the table (on which are the hammer and the slide puzzle 		
CF | box (closed)), the block of ice, a torn report and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A functional metal table. 		
CF | 		
CF | On the table are the hammer and the slide puzzle box (closed). 		
CF | 		
CF | You can't even remember your own name right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | A large wooden slide puzzle, guarding the way into the box. It's a 		
CF | 10x10 puzzle, with numbers 1 through 99 printed on it and mixed around 		
CF | and... 		
CF | 		
CF | Yeah, you're not gonna try and solve this. There had better be some 		
CF | way to break this thing open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ice" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X ICE 		
CF | 		
CF | A block of ice sitting on a metal stool, with some gadgetry below the 		
CF | stool leading around to two vents blasting cold air at the ice. You 		
CF | can see a key frozen inside the block of ice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x report" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X REPORT 		
CF | 		
CF | It reads as follows: 		
CF | "Mr. Gorbachev, tear down this wall!" 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "get hammer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET HAMMER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "I hope someone else is driving. I can't."
		Knight_Otu says, "I am."
		DavidW says, "yay. thanks."
Knight_Otu says (to ClubFloyd), "break ice with hammer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK ICE WITH HAMMER 		
CF | 		
CF | I only understood you as far as wanting to break the block of ice. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break ice" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK ICE 		
CF | 		
CF | Good thinking, but you're not confident that the ice will give before 		
CF | the hammer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hammer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X HAMMER 		
CF | 		
CF | A rusted, cheap-looking hammer. 		
CF | 		
CF | > 		Krumar asks, "Break the puzzle with the hammar?"
Knight_Otu says (to ClubFloyd), "break box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK BOX 		
CF | 		
CF | You line the hammer up carefully, and give the strongest blow you can 		
CF | deliver to the box. The box does indeed smash open... and the hammer's 		
CF | head comes off, leaving you holding the useless handle. Oh well. 		
CF | 		
CF | > 		Knight_Otu says, "Flimsy tools."
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | The top of the box has a nice hole punched in it, allowing you to see 		
CF | and remove the contents, along with slide puzzle pieces scattered 		
CF | across the desk and floor. 		
CF | 		
CF | In the slide puzzle box is an orange berry. 		
CF | 		
CF | You try to remember what happened before you wound up here, but to no 		
CF | avail. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get berry" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET BERRY 		
CF | 		
CF | Taken. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A strange orange berry that radiates heat. 		
CF | 		
CF | You wonder how you got here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put berry on ice" 		
CF ] Mysterious Room 		
CF | > 		
CF | > PUT BERRY ON ICE 		
CF | 		
CF | The block of ice, in spite of the cold air being blasted at it, begins 		
CF | to steam and melt away. After about a minute, it's nothing but a 		
CF | puddle. A thin key is ripe for the taking now. 		
CF | 		
CF | > 		DavidW asks, "The orange berry from Dreamhold?"
		Knight_Otu says, "Does that radiate heat? Then maybe."
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A normal-looking key. 		
CF | 		
CF | 		
CF | > 		Krumar says, "I wouldl like to know how we picked up that orage berry that can melt ice and turn it to steam."
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A plain beige door, set into the north wall of the room. 		
CF | 		
CF | > 		Knight_Otu says, "Carefully."
		DavidW says, "PC aura"
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | The thin key snaps in two right as you finish turning it. 		
CF | 		
CF | > 		Knight_Otu asks, "What's this, a Zelda dungeon?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Mysterious Room 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the beige door) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the table (on which is the slide puzzle box (closed)), a 		
CF | pair of lights, a diagram, a torn report and a beige door here. 		
CF | 		
CF | > 		MoyTravis says, "It's a "you wake up in a mysterious room" game with zero context or characters, is what it is."
		Knight_Otu says, "I'm getting this weird sense of deja vu."
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X TABLE 		
CF | 		
CF | A functional metal table. 		
CF | 		
CF | On the table is the slide puzzle box (closed). 		
CF | 		
CF | > 		Krumar says, "It reminds me a lot of the movie Cube."
		Roger says, "so mysterious"
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | A large wooden slide puzzle, guarding the way into the box. It's a 		
CF | 10x10 puzzle, with numbers 1 through 99 printed on it and mixed around 		
CF | and... 		
CF | 		
CF | Yeah, you're not gonna try and solve this. There had better be some 		
CF | way to break this thing open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LIGHTS 		
CF | 		
CF | There's two tall, tubular, fluorescent type light bulbs set up next to 		
CF | each other on one of the walls, both of them turned off. Beneath each 		
CF | one is a switch. In between the bulbs, nailed into the wall is a small 		
CF | label, unreadable from a distance. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x label" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LABEL 		
CF | 		
CF | You squint and make out the single word written on the label: "HELP" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x repot" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X REPOT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x report" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X REPORT 		
CF | 		
CF | It reads as follows: 		
CF | "Mr. Gorbachev, tear down this wall!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x diagram" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DIAGRAM 		
CF | 		
CF | The diagram has a detailed drawing of a bell on it, with some text 		
CF | scribbled off to the side: 		
CF | NEVER ring it. If you hear it, he can touch you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > TURN ON LIGHTS 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | A memory flits through your mind, but disappears before you can grasp 		
CF | anything concrete. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn on light" 		
CF ] Mysterious Room 		
CF | > 		
CF | > TURN ON LIGHT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch switch" 		
CF ] Mysterious Room 		
CF | > 		
CF | > SWITCH SWITCH 		
CF | 		
CF | Which do you mean, the left switch or the right switch? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | You wonder how you got here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch right switch" 		
CF ] Mysterious Room 		
CF | > 		
CF | > SWITCH RIGHT SWITCH 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "switch both switches" 		
CF ] Mysterious Room 		
CF | > 		
CF | > SWITCH BOTH SWITCHES 		
CF | 		
CF | You can't use multiple objects with that verb. 		
CF | 		
CF | > 		Knight_Otu says, "Darnit."
Knight_Otu says (to ClubFloyd), "break box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK BOX 		
CF | 		
CF | You pound on the box with your fist, but it does little. You're going 		
CF | to need something more solid to break this thing open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get table" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET TABLE 		
CF | 		
CF | That would not be a constructive action right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under table" 		
CF ] Mysterious Room 		
CF | > 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | You try to remember what happened before you wound up here, but to no 		
CF | avail. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A plain beige door, set into the north wall of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Mysterious Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the table (on which is the slide puzzle box (closed)), a 		
CF | pair of lights, a diagram, a torn report and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get report" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET REPORT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET BOX 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get all" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET ALL 		
CF | 		
CF | diagram: Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x diagram" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DIAGRAM 		
CF | 		
CF | The diagram has a detailed drawing of a bell on it, with some text 		
CF | scribbled off to the side: 		
CF | NEVER ring it. If you hear it, he can touch you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "never" 		
CF ] Mysterious Room 		
CF | > 		
CF | > NEVER 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read diagram" 		
CF ] Mysterious Room 		
CF | > 		
CF | > READ DIAGRAM 		
CF | 		
CF | The diagram has a detailed drawing of a bell on it, with some text 		
CF | scribbled off to the side: 		
CF | NEVER ring it. If you hear it, he can touch you. 		
CF | 		
CF | > 		Knight_Otu says, "Read and X are the same."
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (first unlocking the beige door) 		
CF | You lack a key that fits the beige door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK BOX 		
CF | 		
CF | You pound on the box with your fist, but it does little. You're going 		
CF | to need something more solid to break this thing open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > TURN LIGHTS 		
CF | 		
CF | > 		Knight_Otu says, "Oops."
		MoyTravis asks, "Did you try ringing the picture of the bell?"
Knight_Otu says (to ClubFloyd), "ring diagram" 		
CF ] Mysterious Room 		
CF | > 		
CF | > RING DIAGRAM 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		MoyTravis says, "RIP"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "break lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK LIGHTS 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > PULL LIGHTS 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x left switch" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LEFT SWITCH 		
CF | 		
CF | An ordinary-looking light switch, positioned below the left bulb. 		
CF | 		
CF | You try to remember what happened before you wound up here, but to no 		
CF | avail. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x right switch" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X RIGHT SWITCH 		
CF | 		
CF | An ordinary-looking light switch, positioned below the right bulb. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x left bulb" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LEFT BULB 		
CF | 		
CF | I only understood you as far as wanting to examine the left switch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bulb" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BULB 		
CF | 		
CF | There's two tall, tubular, fluorescent type light bulbs set up next to 		
CF | each other on one of the walls, both of them turned off. Beneath each 		
CF | one is a switch. In between the bulbs, nailed into the wall is a small 		
CF | label, unreadable from a distance. 		
CF | 		
CF | > 		DavidW says, "I wish I hadn't missed the beginning. I'm very lost as what's going on."
Knight_Otu says (to ClubFloyd), "push label" 		
CF ] Mysterious Room 		
CF | > 		
CF | > PUSH LABEL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		MoyTravis says, "Nothing, really."
		MoyTravis says, "There's rooms, with stuff in them."
		DavidW asks, "What does the label say?"
		MoyTravis asks, "We poke the rooms until you can go to the next room, with more stuff in them, and so on, I guess?"
		Krumar says, "David, we were in a room just like this one, solved a puzzle and moved on to another room just like this one, solved a puzzle and now we are here."
		Knight_Otu says, "It's a series of puzzle rooms with things that dispose of themselves after use."
		Knight_Otu says, "I think is says help."
Knight_Otu says (to ClubFloyd), "pull label" 		
CF ] Mysterious Room 		
CF | > 		
CF | > PULL LABEL 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | You wonder who kidnapped you and put you here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x label" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X LABEL 		
CF | 		
CF | You squint and make out the single word written on the label: "HELP" 		
CF | 		
CF | > 		DavidW asks, "is there a >help then?"
Knight_Otu says (to ClubFloyd), "help" 		
CF ] Mysterious Room 		
CF | > 		
CF | > HELP 		
CF | 		
CF | Hi! I'm Earth Traveler, and welcome to my first work of IF, The Game 		
CF | That Never Ends! 		
CF | 		
CF | This is a rather bizarre work of IF, starring the featureless amnesiac 		
CF | protagonist being run through an endless gauntlet of puzzle rooms. On 		
CF | second thought, that isn't really that bizarre, except for the fact 		
CF | that the series of rooms is truly endless, and the puzzles aren't 		
CF | particularly challenging - except for possibly that one with the 		
CF | lights. 		
CF | 		
CF | In spite of the title, this game does have an ending, but you might 		
CF | have to think outside the box to find it. If you feel stuck, type HINT 		
CF | to display one of a list of hints. 		
CF | 		
CF | Thank you for playing! 		
CF | 		
CF | If you have any questions about the game or any bugs you would like to 		
CF | report, feel free to email me at earthtraveler413@outlook.com. 		
CF | 		
CF | > 		MoyTravis says, "..."
		MoyTravis says, "welp"
		Knight_Otu says, "Well, cooincidentally, this is the puzzle with the lights."
Knight_Otu says (to ClubFloyd), "x walls" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X WALLS 		
CF | 		
CF | Barren, white. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break them" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK THEM 		
CF | 		
CF | I'm not sure what 'them' refers to. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break walls" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK WALLS 		
CF | 		
CF | You doubt whoever put you in here is interested in your noisemaking, 		
CF | or that the walls will give in to your blows. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Mysterious Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the table (on which is the slide puzzle box (closed)), a 		
CF | pair of lights and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip table" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP TABLE 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip switches" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP SWITCHES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip lights" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LIGHTS 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		DavidW says, "Switch them one at a time."
		DavidW says, "FLIP isn't standard."
		Krumar asks, "May be we should examine the puzzle some?"
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | > 		DavidW says, "oh"
		Knight_Otu asks, "Morse?"
		Knight_Otu asks, "Maybe?"
		DavidW asks, "A few seconds is more than a moment. Maybe the lit time can increase?"
		Krumar says, "Morse code for SOS could go along with help."
		Roger says, "yeah that's good thinking"
		Knight_Otu says, "We tried flipping them before and I believe the messages were the same, but I didn't realize the timing might be important."
		Krumar says, "could be something like, left left left, right right right, left left left."
		DavidW says, "So right right right left left left right right right"
		Krumar says, "Or that."
		DavidW says, "Left is longer than right."
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | You wonder how you got here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | You struggle to remember how you got here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | Abruptly, a slot opens up in the wall and a hammer falls out. It drops 		
CF | onto the floor with a thunk, and the slot immediately disappears. 		
CF | 		
CF | 		
CF | > 		DavidW says, "hooray!"
		Knight_Otu exclaims, "Whoo!"
Knight_Otu says (to ClubFloyd), "get hammer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET HAMMER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "Group thinking worked!"
Knight_Otu says (to ClubFloyd), "break walls" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK WALLS 		
CF | 		
CF | You doubt whoever put you in here is interested in your noisemaking, 		
CF | or that the walls will give in to your blows. 		
CF | 		
CF | You try to remember what happened before you wound up here, but to no 		
CF | avail. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > BREAK BOX 		
CF | 		
CF | You line the hammer up carefully, and give the strongest blow you can 		
CF | deliver to the box. The box does indeed smash open... and the hammer's 		
CF | head comes off, leaving you holding the useless handle. Oh well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | The top of the box has a nice hole punched in it, allowing you to see 		
CF | and remove the contents, along with slide puzzle pieces scattered 		
CF | across the desk and floor. 		
CF | 		
CF | In the slide puzzle box is a thin key. 		
CF | 		
CF | You can't even remember your own name right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | (with the thin key) 		
CF | The thin key snaps in two right as you finish turning it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Mysterious Room 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the beige door) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (closed)), an 		
CF | electronic keypad, a book and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | A solid-looking wooden desk, with a single drawer attached. 		
CF | 		
CF | On the desk is the wooden box (closed). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open drawer" 		
CF ] Mysterious Room 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You open the drawer, revealing the screwdriver. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get screwdriver" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Mysterious Room 		
CF | > 		
CF | > G 		
CF | 		
CF | You unscrew the last screw, remove the lid, and reveal the printed 		
CF | slip within. 		
CF | 		
CF | And in the process, your screwdriver has completely dulled. You toss 		
CF | it aside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Mysterious Room 		
CF | > 		
CF | > L 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (in which is a 		
CF | printed slip)), an electronic keypad, a book and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x book" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | The book is very short, and most of it is either blank or 		
CF | incomprehensible, except for one sentence in the middle: 		
CF | Love the archons. If you hate them, they can touch you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get book" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET BOOK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get slip" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET SLIP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW asks, "What does the slip say?"
Knight_Otu says (to ClubFloyd), "read it" 		
CF ] Mysterious Room 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | A small, printed slip of paper. Written on it is: 		
CF | Keypad code: 7429 		
CF | 		
CF | > 		Knight_Otu says, "Keypad number, as in the first room."
Knight_Otu says (to ClubFloyd), "type 7429" 		
CF ] Mysterious Room 		
CF | > 		
CF | > TYPE 7429 		
CF | 		
CF | The keypad emits a pleasant beep, and you hear the door's lock click 		
CF | open. 		
CF | 		
CF | A memory flits through your mind, but disappears before you can grasp 		
CF | anything concrete. 		
CF | 		
CF | > 		DavidW asks, "Are the rooms repeating now?"
Knight_Otu says (to ClubFloyd), "hate archons" 		
CF ] Mysterious Room 		
CF | > 		
CF | > HATE ARCHONS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe just luck."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Mysterious Room 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the beige door) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (closed)), a pair of 		
CF | lights and a beige door here. 		
CF | 		
CF | > 		Knight_Otu says, "Or maybe they are repeating."
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		Krumar says, "this is out of order though."
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip left" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP LEFT 		
CF | 		
CF | The bulb above it comes on for a few seconds, then goes dark again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "flip right" 		
CF ] Mysterious Room 		
CF | > 		
CF | > FLIP RIGHT 		
CF | 		
CF | The bulb above it blinks on for just a moment before turning off 		
CF | again. 		
CF | 		
CF | Abruptly, a slot opens up in the wall and a screwdriver falls out. It 		
CF | drops onto the floor with a plink, and the slot immediately 		
CF | disappears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get screwdriver" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET SCREWDRIVER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | You can't even remember your own name right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew a screw from the lid. 		
CF | 		
CF | You struggle to remember how you got here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unscrew box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNSCREW BOX 		
CF | 		
CF | You unscrew the last screw, remove the lid, and reveal the thin key 		
CF | within. 		
CF | 		
CF | And in the process, your screwdriver has completely dulled. You toss 		
CF | it aside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x boox" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOOX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | A solid wooden box that used to have four screws set into the corners 		
CF | of the lid, but you've got it open. 		
CF | 		
CF | In the wooden box is a thin key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF ] Mysterious Room 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] Mysterious Room 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | (with the thin key) 		
CF | The thin key snaps in two right as you finish turning it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Mysterious Room 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the beige door) 		
CF | 		
CF | Mysterious Room 		
CF | The room is practically barren, with a pure white halogen lamp set in 		
CF | the ceiling and four utterly undecorated walls. Apart from the strange 		
CF | gizmos sharing the room with you, it's empty. 		
CF | 		
CF | You can see the desk (on which is the wooden box (closed)), the block 		
CF | of ice and a beige door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Mysterious Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a book 		
CF | a diagram 		
CF | a torn report 		
CF | 		
CF | > 		Krumar says, "David, now you have see nall the rooms."
Knight_Otu says (to ClubFloyd), "x report" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X REPORT 		
CF | 		
CF | It reads as follows: 		
CF | "Mr. Gorbachev, tear down this wall!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x diagram" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X DIAGRAM 		
CF | 		
CF | The diagram has a detailed drawing of a bell on it, with some text 		
CF | scribbled off to the side: 		
CF | NEVER ring it. If you hear it, he can touch you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x book" 		
CF ] Mysterious Room 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | The book is very short, and most of it is either blank or 		
CF | incomprehensible, except for one sentence in the middle: 		
CF | Love the archons. If you hate them, they can touch you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch walls" 		
CF ] Testing Area 		
CF | > 		
CF | > TOUCH WALLS 		
CF | 		
CF | With some hesitation, you put a hand on the wall. But not on the 		
CF | wall... your hand is in the wall, but you feel nothing in that space, 		
CF | nothing but some warmth, some warmth like under a spotlight... you put 		
CF | your arm through, then both arms, then you plunge through the wall... 		
CF | 		
CF | Testing Area 		
CF | You find yourself standing in a very large, very dark area. The only 		
CF | light in the room comes from a bunch of spotlights set high up, maybe 		
CF | 50 feet off the floor. The floor is concrete, with yellow tape marking 		
CF | off the floor. High up, maybe 20 or 30 feet off the floor, you can see 		
CF | a room with a large window. There's light coming from behind the 		
CF | window, but you can't see who might be in it. 		
CF | 		
CF | Shifting your gaze away, you see there's a staircase leading down from 		
CF | the room to the floor. 		
CF | 		
CF | Behind you is the mysterious room you were just in. Above the "room" 		
CF | is a bunch of complicated looking equipment and projectors, and a big 		
CF | white light several feet above the room. It must've been nothing more 		
CF | than a hologram... somehow... 		
CF | 		
CF | You can see a staircase here. 		
CF | 		
CF | > 		Knight_Otu says, "Whew."
		Krumar says, "Whooa"
		DavidW asks, "outside the box, are we?"
		Knight_Otu says, "So it seems."
		DavidW says, "Now find the real exit."
Knight_Otu says (to ClubFloyd), "x staircase" 		
CF ] Testing Area 		
CF | > 		
CF | > X STAIRCASE 		
CF | 		
CF | A black, skeletal, metal staircase, leading up to a landing. At the 		
CF | bottom of one of the railings is a pole with a red light glowing on 		
CF | it, probably to tell others to stay away from the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x light" 		DavidW asks, "go up the stairs?"
CF ] Testing Area 		
CF | > 		
CF | > X LIGHT 		
CF | 		
CF | Which do you mean, the equipment or the red light? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "red" 		
CF ] Testing Area 		
CF | > 		
CF | > RED 		
CF | 		
CF | A tubular red light, simply glowing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lower Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | You trudge up the stairs, towards the windowed room... 		
CF | 		
CF | Lower Landing 		
CF | A small platform separating the two staircases as they lead up toward 		
CF | the windowed room. The only light here comes from a yellow light pole, 		
CF | similar to the red-lit one lower down. 		
CF | 		
CF | You can see a staircase here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pole" 		
CF ] Lower Landing 		
CF | > 		
CF | > X POLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Upper Landing 		
CF | > 		
CF | > U 		
CF | 		
CF | You trudge up the stairs, a creeping sense of dread weighing you 		
CF | down... 		
CF | 		
CF | Upper Landing 		
CF | A small platform, on the south side of the door to the windowed room. 		
CF | This is it. Now you'll find out whatever's going on here, who 		
CF | kidnapped you, why they kidnapped you, and how you'll escape from this 		
CF | place. 		
CF | 		
CF | You can see a staircase and a steel door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Upper Landing 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A charcoal gray steel door, the only thing standing between you and 		
CF | solving this mystery. You hope it isn't locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | (first opening the steel door) 		
CF | To your surprise, the door is unlocked and the handle turns easily. 		
CF | You slam the door open, determined to face whatever's on the other 		
CF | side with bravery. 		Krumar says, "I hope we get cake."
Knight_Otu pushes the green 'space' button. 		
CF ] Observation Room 		
CF | side with bravery. 		
CF | 		
CF | Observation Room 		
CF | You burst into a green-carpeted, wood-paneled room. There's a door on 		
CF | the western wall, and the window does indeed overlook the fake room, 		
CF | but what immediately catches your attention are the two people in the 		
CF | middle of the room, next to a crummy white plastic table. 		
CF | 		
CF | There's a man here, looks like he's in his forties or fifties, already 		
CF | most of the way to bald with gray hair. He wears a gray shirt, black 		
CF | slacks, and a black vest, and has a United States Air Force patch sewn 		
CF | onto the latter. He's standing up, but half-leaning, half-sitting on 		
CF | the table, with his arms crossed, looking right at you with an 		
CF | impassive expression. 		
CF | 		
CF | The other man looks like some kind of astronaut. He's decked out is 		
CF | some kind of gray spacesuit or hazmat looking thing for some reason, 		
CF | with the faceplate entirely opaque from your side. You can't see where 		
CF | he's looking, but you get the feeling it's right at you. 		
CF | 		
CF | Then it hits you. Neither of these guys are at all surprised to see 		
CF | you in here. Well of course they aren't, they probably just watched 		
CF | you burst out of the hologram and come up the stairs, probably even 		
CF | unlocked the door for you. God, it was stupid of you to think you 		
CF | could get out of here that easily with a windowed room right 		
CF | above you. 		
CF | 		
CF | Although it may not be as hopeless as you thought; there's another 		
CF | door across the room, along the western wall. You'll have to be quick, 		
CF | but you might make it. 		
CF | 		
CF | > 		Krumar asks, "save??"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Observation Room 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | (first opening the wooden door) 		
CF | As you move for the door, the man stands up and reaches for his waist, 		
CF | and for the first time you notice the holstered gun on his hip. You 		
CF | freeze, thinking frantically about how you can get past the man. 		
CF | 		
CF | The man examines you impassively for a moment, then nods. "Well," he 		
CF | says, "You didn't do too bad. You needed a little help, but you 		
CF | figured things out eventually. Decent enough, I suppose." 		
CF | 		
CF | "You see how our technology works, General," says a voice that sounds 		
CF | like Darth Vader. With a jolt, you realize the astronaut must've 		
CF | spoken. And then you realize what he just said must mean... 		
CF | 		
CF | "Oh yes, yes," replies the man, turning to the astronaut. "Your 		
CF | technology is extremely impressive, and I think we can put it to 		
CF | excellent use." 		
CF | 		
CF | "That is well," says the astronaut. "But there is still the matter of 		
CF | compensation for the delivery of our technology. We wish to have more 		
CF | test subjects of your species. For our own scientific knowledge." 		
CF | "You've had plenty of subjects," says the man coolly. "That is true," 		
CF | replies the astronaut. "But we have not yet had a female subject," he 		
CF | says nodding in your direction. 		
CF | 		
CF | Your eyes widen in horror as it all comes together. This is a 		
CF | government facility, that kidnapped you, to test alien technology on 		
CF | you, and now they're going to give you to the aliens to stick needles 		
CF | in you or God knows what. 		
CF | 		
CF | The man turns back to look at you, and you stare at him, as if 		
CF | pleading for mercy, as if this bastard has any mercy. 		
CF | 		
CF | "I'll have to sleep on it, Commander," he says unhappily. Maybe he 		
CF | won't give you to the aliens, but you somehow doubt he'll just let you 		
CF | waltz on out of here. You need to get out of here, NOW. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | 		
CF | Before you can even think of what to do next, the wooden door bursts 		
CF | open and a group of men in clad in riot gear and wielding batons rush 		
CF | into the room and grab you, manhandling you like you were nothing more 		
CF | than a sack of potatoes. You try to fight back, but it's no use at 		
CF | all. You never had any chance to escape at all, you realize. The 		
CF | thought almost makes you want to cry. 		
CF | 		
CF | One of the soldiers produces a syringe with a clear fluid. You flail 		
CF | desperately to keep him from injecting what must be poison, but the 		
CF | other men hold you in place and the soldier pricks you with the 		
CF | needle. 		
CF | 		
CF | The sting of the needle feels familiar? 		
Knight_Otu pushes the green 'space' button. 		
CF | The sting of the needle feels familiar?Suddenly all your memories 		
CF | come 		
CF | flooding back... 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Your Apartment 		
CF | You've finished packing all your stuff for the camping trip. A few 		
CF | days of food, a chair, a backpack, a bunch of water bottles, some 		
CF | sunscreen, bug spray, a sleeping bag. Although with your boyfriend 		
CF | coming along, you're not sure how much sleep you'll be getting in. 		
CF | 		
CF | Even without that, you'd be looking forward to this trip. Spending 		
CF | four days with your three best friends, enjoying the fresh air and the 		
CF | great outdoors? 		
CF | 		
CF | You hear the door open behind you. Your boyfriend, Matt, enters the 		
CF | room. 		
CF | 		
CF | You smile, and you approach each other, and share a brief kiss. 		
CF | 		
CF | > 		Roger says, "This is a weird shift"
Knight_Otu says (to ClubFloyd), "x me" 		
CF | >Talk to Matt 		
CF | 		
CF | "Are you all packed, babe?" you ask him. He smiles and replies, "Yep. 		
CF | Only thing left is you." 		
CF | 		
CF | You giggle in reply, feeling kinda silly but also kinda free, free to 		
CF | share affection with the person you love most in the world. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x matt" 		
CF | >Leave apartment 		
CF | 		
CF | You gather your things, make sure the oven's off, close the door, lock 		
CF | it, and set off on your trip, hand in hand with Matt. 		DavidW asks, "Now, is any of *this* real?"
		Knight_Otu says, "No."
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Car 		
CF | You're in the backseat of Bryan's car, cuddling in the back with Matt. 		
CF | You love his smile, and you love smiling back. This is definitely 		
CF | going to be the best trip ever. 		
CF | 		
CF | Bryan is up front driving, with his girlfriend Selena riding shotgun. 		
CF | 		
CF | The view of the forest cruises by. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Look at window 		
CF | 		
CF | You look out the window, taking in the majesty of the mountains, the 		
CF | beauty of the trees, the mystery of the underbrush. You wonder if 		
CF | you'll get lucky and see a deer, maybe even a big buck. 		
CF | 		
CF | "Man, it's a good thing I brought along some allergy spray," you hear 		
CF | Matt mutter as he looks out the other window. You look back at him. 		
CF | "Why?" you ask. 		
CF | 		
CF | He points at the window. "Look at these windows, they're covered in 		
CF | pollen," he says. You look closely at the window, and you can see it 		
CF | does have a very fine layer of yellow dust. "That's the kind of thing 		
CF | I love about you," you say to him, almost laughing in delight at 		
CF | having found someone so sharp, so observant to spend your life with. 		
CF | Because that's something you have no doubt about, can't have any doubt 		
CF | about when you look in his eyes? 		
CF | 		
CF | "Hey, can you two wait til we pitch a tent before you start making 		
CF | out?" calls Bryan from the front seat. You and Matt laugh, and Selene 		
CF | looks back at you with a hint of a smile... 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Campsite, Day 		
CF | You and your friends spent the afternoon hiking up, and found this 		
CF | awesome spot with plenty of room for your tents and a fire and a great 		
CF | view of the mountains. It even overlooks the city, looking very far 		
CF | away. 		
CF | 		
CF | You set up your tents, got all your gear out, but by then the sun was 		
CF | getting low in the sky and you were all kind of tired, so you decided 		
CF | not to do any exploring. 		
CF | 		
CF | You did manage to light a fire though, and that's what you and Matt 		
CF | were sitting together, staring into as the stars came out. 		
CF | 		
CF | Matt stands up with a yawn. "I'm going to bed, honey," he says. "Don't 		
CF | know how long you wanna stay up." 		
CF | 		
CF | "I'll join you soon, baby," you reply, giving his hand a kiss before 		
CF | he turns in. 		
CF | 		
CF | You go back to staring at the fire, letting your mind unwind a little. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Enter tent 		
CF | 		
CF | After a few minutes, you get up and join Matt in the tent. You're both 		
CF | pretty tired, so there's no fooling around. After another few minutes 		
CF | you're both asleep. 		
CF | 		
CF | (...) 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Campsite, Night 		
CF | You're jolted awake by a sudden roar, a roar that sounds like 		
CF | something out of a nightmare. But you're certain immediately that this 		
CF | nightmare is taking place in reality. 		
CF | 		
CF | You hear something - whatever made that roar, probably - begin 		
CF | trashing Bryan and Selene's tent, and you hear both of them scream. 		
CF | 		
CF | Matt is already getting up, and crawls out of the tent. 		
CF | 		
CF | You hear another scream. It sounds like it was Selene. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Exit tent 		
CF | 		
CF | With a feeling of dread weighing you down, you get up and leave the 		
CF | tent. 		
CF | 		
CF | And you wish you hadn't. 		
CF | 		
CF | You push the flap open just in time to see some kind of monster grab 		
CF | Selene from behind and smash her in the head several times. When it 		
CF | throws her to the ground, the shape of her head resembles a split 		
CF | watermelon. 		
CF | 		
CF | Bryan screamed at the creature as it grabbed Selene, then ran into the 		
CF | forest as it killed her, sobbing the entire way. 		
CF | 		
CF | Matt looks frozen in fear, an understandable reaction because it's the 		
CF | same one you're having right now. 		
CF | 		
CF | > 		MoyTravis says, "This game has weird pacing, and by weird I mean not to my liking."
		DavidW says, "yikes"
		Knight_Otu says, "Note to Jacq - Not a family friendly transcript."
Knight_Otu pushes the green 'space' button. 		
CF | >Look at monster 		
CF | 		
CF | You can't make its features out very well, but you can very clearly 		
CF | see that it's tall, taller than Matt, probably seven feet, and that 		
CF | it's big, with big muscles, and it's walking upright and it's got some 		
CF | VERY long and sharp-looking claws. 		
CF | 		
CF | It turns to face you and Matt and roars again, a horrible metallic 		
CF | roar. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >RUN 		
CF | 		
CF | You feel sluggish, slow to react, slowed by fear. 		
CF | 		
CF | The roar seems to snap Matt out of his fear, though. He reaches down 		
CF | and hauls you out of the tent to your feet as the monster runs toward 		
CF | you. He pushes you ahead of him into the woods as the two of you 		
CF | stumble to a start toward the cover of the forest but it's already far 		
CF | too late, the monster reaches Matt almost immediately. It knocks him 		
CF | down with one of its massive paws, then picks him back up, and slashes 		
CF | its giant claws across with throat. Blood sprays from the jugular like 		
CF | a fountain as the beast throws Matt back to the ground. 		
CF | 		
CF | "NOOO!" you yell with a sob. Tears of sadness, of anger, come to your 		
CF | eyes. You look at Matt's dying form, then leap at the monster, putting 		
CF | your hands around its throat. The monster seems surprised at first, 		
CF | but easily wrestles you off of him and contemptuously casts you to the 		
CF | ground. You guess this is the end. 		
CF | 		
CF | > 		DavidW asks, "All of our commands are on auto-pilot, yes?"
		Roger says, "quite possibly"
		Knight_Otu says, "Looks like it."
Knight_Otu pushes the green 'space' button. 		
CF | >Look at Matt 		
CF | 		
CF | Oh god, Matt. Staring forever at the sky with glassy eyes. You 		
CF | should've had a life together? snatched away by some monster that 		
CF | shouldn't even exist? 		
CF | 		
CF | The monster glowers down at you, and you wait for the fatal blow. 		
CF | 		
CF | Suddenly the monster seems to tear off one of its own paws, and in its 		
CF | place is a hand. Before you can even process this, that hand reaches 		
CF | down and you feel a sting, the sting of a needle sliding into your 		
CF | flesh. You try to stand, to flee, to something, but the strength ebbs 		
CF | from your body within seconds. But you don't go unconscious. 		
CF | 		
CF | So you get to see the monster tear off its other paw, take off its 		
CF | head, and finally shed its hairy torso and legs. In its place is a 		
CF | human, but you're quite sure he's no less of a monster than the one 		
CF | portrayed by his suit. 		
CF | 		
CF | He sticks the paws and head into a backpack that was under his suit, 		
CF | then rolls up the body and manages to stuff it in as well. He turns 		
CF | his attention to you, saying, "The lieutenant colonel wanted one of 		
CF | you alive, and it looks like you get to be the lucky one." 		
CF | 		
CF | Some luck, you think as he hoists you over his shoulder and carries 		
CF | you away, handling you like one might a dead body? 		
CF | 		
CF | (...) 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | Infirmary 		
CF | The monster dragged you to some kind of military base. The drug he 		
CF | gave you has worn off now, but you still can't really move, because 		
CF | you've been strapped into some kind of dentist's chair. The monster 		
CF | left as soon as you were strapped in, but that was somewhere between 		
CF | several minutes and several hours ago, and nobody else has come in 		
CF | here since. 		
CF | 		
CF | You can see a pushcart with a scalpel that might cut through the 		
CF | bindings from here. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Get scalpel 		
CF | 		
CF | Yeah, that's not going to be happening. You can't reach all the way 		
CF | over there. 		
CF | 		
CF | Just looking at the scalpel, at its sharp edge, reminds you of what 		
CF | happened to Matt, reminds you of the blood, of it playing out over and 		
CF | over and over and over and 		
CF | 		
CF | You open your eyes. You feel like focusing might be important. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Escape 		
CF | 		
CF | Sadly, it's not quite as easy as that. 		
CF | 		
CF | > 		
Knight_Otu pushes the green 'space' button. 		
CF | >Wait 		
CF | 		
CF | With nothing else to do, you wait. 		
CF | 		
CF | Time passes. 		
CF | 		
CF | At last you hear the door open. Two men come into view. The first is 		
CF | dressed like a doctor, replete with a surgical mask, although you 		
CF | wonder what kind of doctor would agree to be part of something like 		
CF | this. 		
CF | 		
CF | The second is a man who looks like he's in his forties or fifties, 		
CF | already most of the way to bald with gray hair. He wears a gray shirt, 		
CF | black slacks, and a black vest, and has a United States Air Force 		
CF | patch sewn onto the latter. 		
CF | 		
CF | He looks you over for a minute, then turns to the doctor and says, "Do 		
CF | it." The doctor reveals a needle, rolls up your sleeve, dabs your skin 		
CF | with an antiseptic cloth, and injects you. You slip into 		
CF | unconsciousness within thirty seconds, left only with the sting, the 		
CF | sting, the sting of the needle? 		
CF | 		
CF | (...) 		
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | The soldiers haul you deeper into the facility, into some kind of cell 		
CF | block, dumping you into the cot of an empty cell with no more ceremony 		
CF | than a group of mobsters dumping a snitch into a shallow grave. You 		
CF | can't move yet, of course, having been injected with the same drug the 		
CF | monster gave you. 		
CF | 		
CF | Cell 		
CF | The room is practically barren, with a dim yellow bulb in the ceiling 		
CF | and four utterly undecorated walls. Apart from your bunk, it's empty. 		
CF | 		
CF | But now, you remember everything. 		
CF | 		
CF | ***You have uncovered the awful truth...*** 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Roger says, "well hunh"
		Knight_Otu says, "That was quick and gruesome."
		DavidW says, "uh-huh"
		MoyTravis says, "F us I guess."
		Roger asks, "think there might be another ending?"
		DavidW says, "I think that's all we can get."
		Knight_Otu says, "I'd like another ending, but I suspect no."
		Roger says, "I wonder if this was a hand-off collaboration"
		DavidW says, "Doesn't explain the archons stuff, though."
		Krumar asks, "Did the stairs go down too?"
		Knight_Otu says, "I think they only went up."
		DavidW says, "That game only took an hour. Any other short games we could play? Or we could just stop here."
		Knight_Otu says, "From the scrollback, yes, just up to the landing."
		Krumar says, "I'm pretty surprised the game that never ends only took less than an hour."
		Knight_Otu says, "Yeah."
		DavidW says, "well, you could got through room after room endlessly."
		DavidW says, "I phrased that poorly"
		Krumar says, "I would be up for another short one but I don't know how to choose a short one."
		DavidW says, "Looking at CFS, we have already played Once Upon a Winter Night. That's the ragman game."
		Krumar says, "Inside the Facility jumps out at me."
		DavidW says, "Most of the others are longer than an hour."
		Krumar says, "OK."
		Knight_Otu says, "Huh, I recalled it being just "the ragman etc", but yes, that is the first part of the name."
DavidW has disconnected. 		
DavidW has connected. 		DavidW says, "sorry, lost connection again"
		Knight_Otu says, "I'm not sure what else is short."



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ClubFloyd Transcript:
Moon-Shaped by Jason Ermer
As played on ifMUD on January 30 & February 6, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Moon-Shaped written by Jason Ermer. Moon-Shaped was originally released as part of the 2006 Interactive Fiction Competition, in which it took 5th place. It was nominated for a Xyzzy for Best Story. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.

ANOTHER WARNING! A lot (most!) of the transcripts contained on this site are, shall we say, family-friendly. This is not one of those family-friendly transcripts. Just so we're clear.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION 1 *** 		
		Jacqueline says, "Well, should I upload Moon-Shaped? Sounds like DW has played it. Then again, maybe us playing it will help him round out his walkthrough."
		Krumar says, "I would vote for Moon-Shaped."
		DavidW says, "You guys should play Moon-Shaped, yes. The walkthrough problems, though, are more of a presentation issue, how to show the variations without being confusing."
		DavidW says, "There's 9 endings too."
		DavidW says, "Well, 8 true endings, and a 9th silly ending that has nothing to do with anything else."
		Jacqueline says, "Huh. Z-code."
		Jacqueline says, "I'll upload, one sec."
		Jacqueline says, "I unfortunately may get distracted a little due to work today, so I should not be the one to drive."
Jacqueline says (to ClubFloyd), "load sleepmask moonshaped" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | It's your birthday. 		
CF | 		
CF | And mother's crying. Just like every year. 		
CF | 		
CF | Yes, she is allowed to mourn the past, but it is still your birthday 		
CF | and you're allowed to be angry about being overlooked. 		
CF | 		
CF | Plus, grandmother had promised to come and she didn't. Perhaps she was 		
CF | eaten by a wolf on her trek through the woods... or perhaps 		
CF | grandmother, too, has forgotten about you. 		
CF | 		
CF | Either way, you have an excuse to get out of the house. Mother can 		
CF | stay here and grieve. You'll make a trip into the woods to check on 		
CF | grandmother. You'd rather spend your birthday with her anyhow. 		
CF | 		
CF | Grandmother's always seemed to understand you better than anyone... 		Knight_Otu says, "Oh joyful beginning."
		Roger says, "hmmm I dig it well-enough"
		Jacqueline says (to KO), "Could be worse... I'm glad they clarified up front that she's grieving a loss and not, like, crying on our birthday because she regrets having us."
		Knight_Otu says, "True, true."
		Roger says, "it could be both! Mothers can multitask."
		Jacqueline exclaims, "Thanks for being cheerful, Roger!"
Knight_Otu pushes the green 'space' button. 		
CF ] Your Home 		
CF | 		
CF | 		
CF | Moon-Shaped 		
CF | A Fairy Tale Retold by Jason Ermer 		
CF | Release 2 / Serial number 080710 / Inform 7 build 5T18 (I6/v6.31 lib 		
CF | 6/12N) 		
CF | For game information, type "about". For hints, type "hint". 		
CF | 		
CF | Your Home 		
CF | Father built this two-room house for a family of four, although it's 		
CF | been just you and mother here for as long as you can remember. 		
CF | Sometimes, especially around this time of year, the place feels too 		
CF | big. You don't remember your father; you were very young when the 		
CF | accident happened. You and your brother were both very young. 		
CF | 		
CF | You are in the main living area of your home. In addition to your bed 		
CF | and clothes chest, it contains the dining table, four chairs, and the 		
CF | kitchen stove. From here you can step out onto the front porch to the 		
CF | east. Your mother's grief bleeds in from the north, the door to her 		
CF | bedroom doing little to conceal her sobs. 		
CF | 		
CF | On the table are a bottle of wine, a loaf of bread, and a jar of 		
CF | honey. 		
CF | 		
CF | > 		Roger says, "well at least she hasn't locked herself in the bathroom after offering us up for sacrifice"
		Jacqueline says, "'Your mother's grief bleeds in from the north...' yowsa."
		Knight_Otu says (to Roger), "As far as we know."
		DavidW says, "There may be blood in this game."
		Jacqueline says, ">TAKE WINE. GIVE WINE TO MOTHER. CLOSE AND LOCK BEDROOM DOOR."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Your Home 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Rosalind Wechsler, 13 years old today, the daughter of 		
CF | Gretchen and Rolf. Your shiny auburn hair (today worn in 		
CF | shoulder-length pigtails) was inherited from your mother. She tells 		
CF | you that your pale skin and bright, dark eyes remind her of your 		
CF | father. 		
CF | 		
CF | > 		Krumar says, "That was my tought too Jacqueline."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Your Home 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | your wicker basket 		
CF | 		
CF | > 		DavidW says, "You may want to keep notes on the family relationships in this game."
		Knight_Otu says, "Hm."
		Roger says, "a bit of a Book of Ruth vibe"
Knight_Otu says (to ClubFloyd), "x wine" 		
CF ] Your Home 		
CF | 		
CF | > X WINE 		
CF | 		
CF | The green glass bottle of white wine is tall and slender. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bread" 		
CF ] Your Home 		
CF | 		
CF | > X BREAD 		
CF | 		
CF | Yesterday was baking day and, as usual, you and mother baked this 		
CF | extra loaf of bread for grandmother. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x honey" 		
CF ] Your Home 		
CF | 		
CF | > X HONEY 		
CF | 		
CF | Grandmother has always hated hard candies, but she still has a sweet 		
CF | tooth. The honey is golden and delicious-looking. 		
CF | 		
CF | > 		DavidW says, "oh Jesus"
Knight_Otu says (to ClubFloyd), "put bread and honey and wine in basket" 		
CF ] Your Home 		
CF | 		
CF | > PUT BREAD AND HONEY AND WINE IN BASKET 		
CF | 		
CF | loaf of bread: (first taking the loaf of bread) 		
CF | Done. 		
CF | honey: bottle of wine: (first taking the bottle of wine) 		
CF | Done. 		
CF | 		
CF | > 		Roger says, "only tooth left in her head"
Knight_Otu says (to ClubFloyd), "x bed" 		
CF ] Your Home 		
CF | 		
CF | > X BED 		
CF | 		
CF | Just a thin straw mattress, really. 		
CF | 		
CF | > 		DavidW says, "I never saw that connection before. Of course grandmother would hate hard candy."
		Roger says, "The title makes me think we're going in a werewolf direction, but I do tend towards literal-mindedness"
		Krumar asks, "Why does grandmother hate hardcandy?"
		DavidW says, "A lot of foreshadowing."
Knight_Otu says (to ClubFloyd), "x chest" 		
CF ] Your Home 		
CF | 		
CF | > X CHEST 		
CF | 		
CF | The slats of the old chest are made from oak, the same material as the 		
CF | table. (Mother taught you that. According to her, father felt that oak 		
CF | was the best for building things.) 		
CF | 		
CF | > 		Roger says, "wait are we trapped in minecraft"
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Your Home 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the chest, revealing was used to be (well, you hate to admit, 		
CF | still is) your favorite possession: your red cape. 		
CF | 		
CF | > 		Krumar says, "I saw this coming."
		Jacqueline says, "SAME"
Knight_Otu says (to ClubFloyd), "wear cape" 		
CF ] Your Home 		
CF | 		
CF | > WEAR CAPE 		
CF | 		
CF | (first taking your red cape) 		
CF | As you have on a thousand other mornings, you swing the red cape over 		
CF | your shoulders and tie the red cord around your neck. 		
CF | 		
CF | "That does it," you think. With grandmother's weekly delivery 		
CF | collected and your red cape wrapped around your shoulders, you are 		
CF | ready for your adventure into the woods. 		
CF | 		
CF | > 		Jacqueline says, "er, same"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Your Home 		
CF | 		
CF | > L 		
CF | 		
CF | Your Home 		
CF | You are in the main living area of your home. In addition to your bed 		
CF | and clothes chest, it contains the dining table, four chairs, and the 		
CF | kitchen stove. From here you can step out onto the front porch to the 		
CF | east. Your mother's grief bleeds in from the north, the door to her 		
CF | bedroom doing little to conceal her sobs. 		
CF | 		
CF | > 		DavidW says, "Rosalind is, of course, Little Red Riding Hood."
		Roger says, "Goodbye forever, worthless mom"
		Knight_Otu says, "I was about to ask, should we visit mom."
		Krumar says, "We could knock on the door."
Knight_Otu says (to ClubFloyd), "knock on door" 		
CF ] Your Home 		
CF | 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "nah just slam the front door real hard when we leave"
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] Your Home 		
CF | 		
CF | > X STOVE 		
CF | 		
CF | The potbelly stove is sooty but cold. You haven't done any cooking 		
CF | since yesterday (your weekly baking day), and the weather has been 		
CF | warm enough this spring that you have not needed to heat the house 		
CF | during the day. 		
CF | 		
CF | > 		Krumar says, "Shout "I'm going out, be back later""
		Jacqueline exclaims, "I already gave suggestions about mom!"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Your Home 		
CF | 		
CF | > N 		
CF | 		
CF | You start towards your mother's room, but hesitate. "No... I don't 		
CF | need her help getting things ready for grandmother. And it's pointless 		
CF | trying to console her. This is just how she gets on our birthday." 		
CF | 		
CF | You pause. "Our birthday." You never knew your twin brother, Rainer, 		
CF | but you still talk about some things in the plural... probably because 		
CF | your mother does. 		
CF | 		
CF | > 		Knight_Otu says, "Do we have an uncle Hans, I wonder."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Your Front Porch 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Your Front Porch 		
CF | A few steps above the grassy field, your front porch looks out over a 		
CF | wide, rolling expanse of green. From here, you can go back inside or 		
CF | step south onto the well-known path to grandmother's house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x porch" 		
CF ] Your Front Porch 		
CF | 		
CF | > X PORCH 		
CF | 		
CF | Three dry wooden steps lead from your front porch down onto the grass. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Your Front Porch 		
CF | 		
CF | > N 		
CF | 		
CF | To start on your way to grandmother's house, go south (down the 		
CF | stairs) onto the path. To go back inside, go west. 		
CF | 		
CF | > 		Jacqueline asks, "Wait. Should we bring wine or something?"
		Knight_Otu says, "Okay, okay, wide open field is blocked."
		DavidW says, "That's a nice CANTGO message."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Your Front Porch 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a jar of honey 		
CF | your wicker basket 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | your red cape 		
CF | 		
CF | > 		DavidW says, "You definitely want those things in your basket."
		DavidW says, "or at least with you"
		Jacqueline says, "oh okay"
		Knight_Otu says, "We got everything I suspect.."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] On the Path to Grandmother's House 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | On the Path to Grandmother's House 		
CF | As you get farther away from your home, the grass grows a little 		
CF | higher. The path, however, is still well-worn by your frequent visits 		
CF | to the woods. To the north, the path winds its familiar way back to 		
CF | your front porch. 		
CF | 		
CF | To the southwest, the path slopes down into the valley and meets the 		
CF | edge of the woods. The trees grow thin on the ground at first, but the 		
CF | forest quickly becomes dark and dense enough to obscure the path. You 		
CF | know that deeper in the woods (still too far away to be seen) stands 		
CF | the covered bridge that leads across the stream and into the heart of 		
CF | the forest. 		
CF | 		
CF | > 		DavidW says, "I remember the jar of honey being useful. Probably the bread too."
Knight_Otu says (to ClubFloyd), "x trees" 		
CF ] On the Path to Grandmother's House 		
CF | 		
CF | > X TREES 		
CF | 		
CF | The floor of the valley marks the boundary between the fields and the 		
CF | woods. 		
CF | 		
CF | > 		Roger says, "covered bridges are very anachronistic here, as far as I know, but I'll let it slide"
		DavidW says, "The last version of LRRH that I played was called Little Green Robbing Hood."
Knight_Otu says (to ClubFloyd), "x path" 		
CF ] On the Path to Grandmother's House 		
CF | 		
CF | > X PATH 		
CF | 		
CF | You can easily identify the path. The grass has been trampled down so 		
CF | the dirt is more exposed, and the grasses that flank the trail have 		
CF | been brushed back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] On the Path to Grandmother's House 		
CF | 		
CF | > SW 		
CF | 		
CF | Edge of the Woods 		
CF | At first the woods are just a few trees spread out through the fields, 		
CF | as though there were territorial creatures each wanting their own 		
CF | piece of ground. A few steps more and the trees begin to crowd in. A 		
CF | few steps beyond that and the branches intertwine overhead so that the 		
CF | sunlight becomes filtered and scattered by the dense canopy of leaves. 		
CF | 		
CF | You follow a bend in the trail. The air becomes cooler, the light more 		
CF | shadowed. 		
CF | 		
CF | ...and a wolf steps slowly onto the path in front of you. 		
CF | 		
CF | You freeze in your tracks and a few seconds pass while you stare into 		
CF | his shiny red eyes. 		
CF | 		
CF | He speaks. His voice is low and gravelly, every word is just shy of a 		
CF | growl: "Good day, little girl." 		
CF | 		
CF | . . . 		Roger says, "alright I guess there are a few very old covered bridges; sure"
		Roger exclaims, "Hi!"
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | Never stray from the path. Never talk to strangers. 		
CF | 		
CF | Your mother's prohibitions rush into your mind, knocking all other 		
CF | thoughts to the side. Anger follows, anger at your mother for treating 		
CF | you like a child. Anger, you're a bit surprised to notice, but not 		
CF | fear. You're not afraid of the wolf at all... 		
CF | 		
CF | So, you reply: "Thank you, Wolf." 		
CF | 		
CF | . . . 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | He smiles. "Where are you headed so early, in that pretty red cape?" 		
CF | 		
CF | You smile too and suddenly you're feeling shy. When you respond, you 		
CF | look down at your hands both clutching the handle of the basket. "To 		
CF | my grandmother's house in the woods." 		
CF | 		
CF | "And what have you got there in your basket?" Although you don't look 		
CF | up, you can hear that he's still smiling. 		
CF | 		
CF | Growing in confidence, you look up, meeting his eyes again: "I have 		
CF | bread and honey, and a bottle of wine. Yesterday was baking day, so 		
CF | I'm taking some things to help my poor, sick grandmother get 		
CF | stronger." 		
CF | 		
CF | He considers your statement with a slow nod. He looks, what? 		
CF | Impressed? Or at least appreciative of your good deed... 		
CF | 		
CF | . . . 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | "Where does your grandmother live, little red-cape?" 		
CF | 		
CF | "A good ways farther into the woods. Her house stands under three big 		
CF | oak trees, and on the slope below are a stand of beech trees." Then, 		
CF | feeling playful, you add, "Surely if you live in the forest you must 		
CF | already know for yourself where her house is." 		
CF | 		
CF | But this little taunt seems to miss the mark. He doesn't respond. His 		
CF | nose is up, but his eyes are down. After several moments, he raises 		
CF | one eyebrow. He blinks slowly. His eyes meet yours. "May I walk with 		
CF | you for a bit?" 		
CF | 		
CF | You nod. The two of you walk together in silence, while your mind and 		
CF | heart race with new feelings. You lose track of time. 		
CF | 		
CF | . . . 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | When the wolf speaks, it startles you. 		
CF | 		
CF | "All this time you've been walking along with such concentration, as 		
CF | though you were on your way to school. But it's so cheery out here! 		
CF | See how beautiful the flowers are! You'd have walked right past them." 		
CF | 		
CF | For the first time you notice that you're standing in a field of 		
CF | wildflowers. The lush green grass is everywhere splattered with 		
CF | droplets of yellow, purple, white... You imagine the first drops of 		
CF | rain falling on the steps of your front porch, how the droplets make 		
CF | dark wet flowers on the dry wood. The flowers and the grass of the 		
CF | glen all sway in a breeze so gentle you can barely feel it against 		
CF | your skin. 		
CF | 		
CF | You turn, beaming, eager to share this moment with the wolf... 		
CF | 		
CF | But when you look to your side, he is gone. 		
CF | 		
CF | . . . 		
Knight_Otu pushes the green 'space' button. 		
CF ] Field of Wildflowers 		
CF | 		
CF | 		
CF | Field of Wildflowers 		
CF | Looking across the field of wildflowers, you realize two dramatically 		
CF | conflicting things. First, the wolf was right: the wildflowers are 		
CF | breathtaking. Second (and this thought makes your skin go cold): you 		
CF | have never seen this field before. It's not on the path to 		
CF | grandmother's house. You were so caught up in your own thoughts that 		
CF | you stopped paying attention to where the wolf was leading you. 		
CF | 		
CF | You notice that trees stand along the entire perimeter of the glen, 		
CF | and that in every direction the woods look identical. How far are you 		
CF | from the path? How far are you from home? 		
CF | 		
CF | You also notice that the light which filters through the leaves has 		
CF | begun to fade. It will be dark soon. 		
CF | 		
CF | > 		Knight_Otu says, "Darnit, Wolf."
		Roger says, "we should have listened to our mother when she told us to not go chasing waterfalls"
		Krumar says, "Didn't see this coming."
Knight_Otu says (to ClubFloyd), "x flowers" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > X FLOWERS 		
CF | 		
CF | The lush green grass is splattered with droplets of yellow, purple, 		
CF | white... the flowers and the grass all sway in a breeze so gentle you 		
CF | can barely feel it against your skin. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glen" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > X GLEN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "Now it really feels like minecraft"
Knight_Otu says (to ClubFloyd), "x trees" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > X TREES 		
CF | 		
CF | Which do you mean, the canopy of the forest, or the scary trees? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "scary" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > SCARY 		
CF | 		
CF | The trees look identical in every direction. With no real path, it's 		
CF | hard to get your bearings. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "heh"
Knight_Otu says (to ClubFloyd), "x canopy" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > X CANOPY 		
CF | 		
CF | The dense canopy of the trees hangs high overhead, filtering and 		
CF | obscuring most of the dusky sky. 		
CF | 		
CF | > 		Roger asks, "the sun or a shadow?"
		Jacqueline asks, "So, do we have a crush on the wofl?"
		Roger says, "oh"
		Jacqueline says, "Wolf, even..."
		Roger says, "nah"
		Krumar says, "I think the wolf is going to be our brother."
		Knight_Otu says, "Well, I don't. He got us lost."
		Krumar says, "Something like that."
		MoyTravis says, "TBH dumping somebody in a field? Not very nice."
		Roger says, "maybe we could climb a tree"
		Krumar says, "I like that idea Roger."
Knight_Otu says (to ClubFloyd), "climb tree" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | "Climbing a tree might help me to figure out where I am," you think. 		
CF | But none of the trees seems to stand much taller than the others, and 		
CF | you begin to doubt that you could climb high enough. "Perhaps the path 		
CF | is nearby..." 		
CF | 		
CF | > 		Knight_Otu says, "The author knew you would suggest that."
		Jacqueline says, "That's nice that it gave that explanation."
		Roger says, "Or we could wander off in a random direction; that's usually a good idea when you're lost in the woods"
		Roger asks, "can we give a good LISTEN ?"
Knight_Otu says (to ClubFloyd), "listen" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You hear nothing unexpected. 		
CF | 		
CF | > 		Roger says, "boo"
Knight_Otu says (to ClubFloyd), "smell" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > SMELL 		
CF | 		
CF | The whole field smells sweet and delicate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break bread" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > BREAK BREAD 		
CF | 		
CF | As part of the command, please specify what you'd like to attack the 		
CF | loaf of bread with. 		
CF | 		
CF | > 		DavidW says, "I suspect random direction will help. You can save first, of course."
		Jacqueline says, "We should do nothing."
		Roger says, "ha"
		Roger says, "yeah we could Z it up"
Knight_Otu says (to ClubFloyd), "crumble bread" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > CRUMBLE BREAD 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "We should just sit here, and wait. Eventually the park rangers will come find us."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Field of Wildflowers 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		Krumar asks, "going to make a hansel and gretel GPS?"
Knight_Otu says (to ClubFloyd), "z" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		Jacqueline says (to Krumar), "hee"
		Roger says, "Sing a merry song"
Knight_Otu says (to ClubFloyd), "sing" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > SING 		
CF | 		
CF | Your singing is abominable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > DANCE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Roger says, "lies, all lies"
Knight_Otu says (to ClubFloyd), "tell joke" 		
CF ] Field of Wildflowers 		
CF | 		
CF | > TELL JOKE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "anyway let's try wandering off and see where it gets us"
		Knight_Otu says, "Let's try north first."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lost in the Woods 		
CF | 		
CF | > N 		
CF | 		
CF | In search of your familiar path, you step into the unknown. 		
CF | 		
CF | Lost in the Woods 		
CF | You feel lost and off-course just a few steps into the dense woods. 		
CF | Which direction did you just come from? Which way is most likely to 		
CF | lead you back to your familiar path? 		
CF | 		
CF | "Never leave the path," mother said. As much as you hate her 		
CF | overprotection, now you know why she gave you that warning. 		
CF | 		
CF | > 		Roger says, "Good old North"
		Knight_Otu says, "I mean, it's the direction we technically came from."
		Knight_Otu says, "As long as we can tell where north is."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Lost in the Woods 		
CF | 		
CF | > N 		
CF | 		
CF | These woods are so confusing... you could be going around in circles. 		
CF | 		
CF | Lost in the Woods 		
CF | Your heart is torn. The child in you feels afraid and helpless, 		
CF | wishing for mother or grandmother to sweep in and rescue you. But you 		
CF | also find in yourself the determination and independence of a young 		
CF | woman, able to calm the child, able to save herself. 		
CF | 		
CF | You are determined to find your own way... 		
CF | 		
CF | > 		DavidW says, "I think at the moment, north is 'go the direction that I think north is' not a true north."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Covered Bridge 		
CF | 		
CF | > N 		
CF | 		
CF | ...and eventually you do find your way. You stumble, disoriented, out 		
CF | of the woods and are surprised to find yourself in a familiar 		
CF | clearing. 		
CF | 		
CF | Covered Bridge 		
CF | The bridge stretches across the wide stream to the north, leading 		
CF | deeper into the woods towards grandmother's house. 		
CF | 		
CF | By now, the half-light of dusk has faded and the sky is black. The 		
CF | light of the full moon filters through the canopy of the forest in 		
CF | patches. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "x bridge" 		
CF ] Covered Bridge 		
CF | 		
CF | > X BRIDGE 		
CF | 		
CF | Although the canopy of the forest above you is green and dense, the 		
CF | bridge has collected dead leaves from autumns past. Orange and brown 		
CF | surround the entrance, lie in patches across the roof, and litter the 		
CF | warped wooden floor inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x roof" 		
CF ] Covered Bridge 		
CF | 		
CF | > X ROOF 		
CF | 		
CF | The closer you look, the more weathered the bridge appears. Its wood 		
CF | seems grayer, its roof seems to sag more. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x floor" 		
CF ] Covered Bridge 		
CF | 		
CF | > X FLOOR 		
CF | 		
CF | (the ground) 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		Knight_Otu says, "I hope the bridge doesn't collapse due to age."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Wooded Path 		
CF | 		
CF | > N 		
CF | 		
CF | You cross through the covered bridge and step out into the forest 		
CF | feeling strong and independent now that you have again found your way. 		
CF | 		
CF | The air of the Schwarzwald is earthy and humid. Looking up, you can't 		
CF | see very much of the sky. The leaves of the trees (mostly oak and 		
CF | beech, your mother and grandmother have taught you) are dense 		
CF | overhead. 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. The other paths -- the ones 		
CF | to the east and northeast -- you're not as sure about. 		
CF | 		
CF | > 		DavidW says, "No bridge dangers in this game that I remember."
		Knight_Otu says, "So we're in the Black Forest area."
		DavidW says, "yes"
		Knight_Otu says, "Surely we want to go northwest to Grandma, right."
		Roger says, "look for a cake"
		DavidW says, "yes, go to granny"
		Krumar says, "NW sounds good."
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Clearing 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Clearing 		
CF | At last! Grandmother's house stands in the center of this clearing, 		
CF | among three large oak trees. The house is surrounded by a short stone 		
CF | fence. The fence has no gate, so you can easily go north into 		
CF | grandmother's front garden. Paths lead east, northeast, southwest, and 		
CF | southeast into the woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fence" 		
CF ] Clearing 		
CF | 		
CF | > X FENCE 		
CF | 		
CF | The low stone fence is for decoration, not security. It has no gate, 		
CF | just an opening that connects grandmother's garden to the rest of the 		
CF | forest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x house" 		
CF ] Clearing 		
CF | 		
CF | > X HOUSE 		
CF | 		
CF | Grandmother's house is half-timbered, its skeleton of dark oak beams 		
CF | visible between fields of crackling white plaster. The small house is 		
CF | one story with a sloping roof that encloses a small attic. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x garden" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > X GARDEN 		
CF | 		
CF | Grandmother's grass is a bit high, but otherwise uninteresting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Living Room 		
CF | 		
CF | > N 		
CF | 		
CF | Something makes you immediately uneasy as you step into grandmother's 		
CF | house. 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Your fear increases as you scan the room. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty. Your eyes 		
CF | follow a path made by the quilt, which has been dragged to the side, 		
CF | in the direction of the window, which is smashed. 		
CF | 		
CF | > 		Knight_Otu says, "Oh no."
		MoyTravis says, "Huh."
Knight_Otu says (to ClubFloyd), "x quilt" 		
CF ] Living Room 		
CF | 		
CF | > X QUILT 		
CF | 		
CF | The quilt, handmade by grandmother herself, lies half on the bed, half 		
CF | on the floor. It's twisted, too, wound around itself into a thick rope 		
CF | as though it had been used for tug-of-war. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Living Room 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | The window has been shattered, but there's no glass on the floor of 		
CF | grandmother's room. Peering out, you see that the broken glass has all 		
CF | landed outside. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Krumar asks, "should we go around the garden outside?"
		DavidW says, "Grandmother should know by now not to play ball in the house."
Knight_Otu says (to ClubFloyd), "x bed" 		
CF ] Living Room 		
CF | 		
CF | > X BED 		
CF | 		
CF | A real wooden bedframe keeps grandmother's bed high up off the floor, 		
CF | and a feather-stuffed mattress makes it much more comfortable than 		
CF | your old straw mat back home. Comfort has become important, since 		
CF | grandmother's health has forced her to remain in bed so much lately. 		
CF | 		
CF | That fact makes the empty bed seem so much more like a frightening 		
CF | omen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Living Room 		
CF | 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x clock" 		
CF ] Living Room 		
CF | 		
CF | > X CLOCK 		
CF | 		
CF | The most impressive piece of grandmother's furniture, the grandfather 		
CF | cuckoo clock is a tall, dark tower in the living room. Its crown is 		
CF | ornamented with wooden carvings of oak and beech leaves, pine cones, 		
CF | and birds with their nests. Looking up, you see that the golden face 		
CF | reads quarter to five, and symmetrical trails of gold-leaf vine swirl 		
CF | their way down the long front of the clock. 		
CF | 		
CF | The clock has stopped... at least, it's not ticking. The front of the 		
CF | clock is solid wood, though, so you can't see the pendulum or any of 		
CF | the parts inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Side Yard 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Side Yard 		
CF | The small yard runs along the side of the house, connecting to the 		
CF | front yard in the east. The grass here is high, growing tall around 		
CF | the old well and parting only slightly along the path that grandmother 		
CF | has worn to the woodpile. 		
CF | 		
CF | A woodsman comes in the late spring every year to do the heavy 		
CF | chopping, but grandmother is still strong enough to trim the logs down 		
CF | for her kitchen stove. Jammed blade-first into one of the logs is the 		
CF | hatchet she uses to do just that. 		
CF | 		
CF | > 		DavidW says, "I'm certain there's something to find in the bed vicinity."
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "x hatchet" 		
CF ] Side Yard 		
CF | 		
CF | > X HATCHET 		
CF | 		
CF | With its wooden handle and heavy, sharp, iron head, the hatchet is a 		
CF | smaller version of the axe used by the woodsmen to chop firewood (and 		
CF | disembowel any wolves that get greedy). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Side Yard 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x well" 		
CF ] Side Yard 		
CF | 		
CF | > X WELL 		
CF | 		
CF | The old dry well. Long dry. In fact, you can't remember ever drawing 		
CF | water up from here. You and grandmother would always follow the trail 		
CF | and collect water from the stream near the waterfall. The well must 		
CF | have been used at some point, though... why else would there be a 		
CF | bucket attached to the well's roof? 		
CF | 		
CF | > 		Jacqueline says, "thwacky"
		Jacqueline says, "The axe, I mean, not the well."
Knight_Otu says (to ClubFloyd), "x bucket" 		
CF ] Side Yard 		
CF | 		
CF | > X BUCKET 		
CF | 		
CF | The unusually large bucket sways just above the opening of the deep 		
CF | well. 		
CF | 		
CF | > 		Knight_Otu asks, "Unusually large?"
		Knight_Otu says, "I smell a bucket ride in our future."
		Krumar says, "haha"
		Knight_Otu asks, "Back into the house to look for more clues?"
		Jacqueline says, "The dry well reminds me of ... [LINK]"
		DavidW says, "There's more in the house, I'm sure. An attic was mentioned, and there may be a cellar too."
		Krumar says, "HAHA"
		Krumar says, "There is also the kitchen to the west."
Knight_Otu says (to ClubFloyd), "x logs" 		
CF ] Side Yard 		
CF | 		
CF | > X LOGS 		
CF | 		
CF | The dark bark and pale circular ends of the logs are usually kept in a 		
CF | tidy stack, but a portion of the woodpile has spilled across the yard, 		
CF | almost as though someone had been digging through it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Side Yard 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | As you search through grandmother's woodpile, you pick up a log that's 		
CF | seems unusually long and smooth. 		
CF | 		
CF | > 		DavidW says, "huh"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Side Yard 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an unusually long and smooth log 		
CF | a hatchet 		
CF | a jar of honey 		
CF | your wicker basket 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | your red cape 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x log" 		
CF ] Side Yard 		
CF | 		
CF | > X LOG 		
CF | 		
CF | (the unusually long and smooth log) 		
CF | The handle of the walking stick is in the shape of a wolf's head. The 		
CF | carving is quite detailed: the sharp teeth and fierce eyes are 		
CF | remarkably lifelike. The length of the walking stick is decorated with 		
CF | spiraling stripes that alternate between a very pale blonde wood and a 		
CF | very deep maroon. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		MoyTravis says, "It must be a big walking stick if it qualifies as a log."
		Knight_Otu says, "I was abiout to say."
Knight_Otu says (to ClubFloyd), "search grass" 		
CF ] Side Yard 		
CF | 		
CF | > SEARCH GRASS 		
CF | 		
CF | There's nothing of interest hidden in the long grass. 		
CF | 		
CF | > 		Roger says, "It's a piece of wood in a logpile, so sure"
		Jacqueline exclaims, "It's a weapon!"
Knight_Otu says (to ClubFloyd), "wield log" 		
CF ] Side Yard 		
CF | 		
CF | > WIELD LOG 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "We have a thwacky stick and a thwacky hatchet."
		Krumar says, "Look out wolf."
Knight_Otu says (to ClubFloyd), "dual-wield log and hatchet" 		
CF ] Side Yard 		
CF | 		
CF | > DUAL-WIELD LOG AND HATCHET 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Living Room 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty. Your eyes 		
CF | follow a path made by the quilt, which has been dragged to the side, 		
CF | in the direction of the window, which is smashed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search bed" 		
CF ] Living Room 		
CF | 		
CF | > SEARCH BED 		
CF | 		
CF | There is nothing on grandmother's bed. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Thank you. Dual-wield made me smile."
Knight_Otu says (to ClubFloyd), "search quilt" 		
CF ] Living Room 		
CF | 		
CF | > SEARCH QUILT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW asks, "if I may?"
		Knight_Otu says, "We are ranger-in-training."
		Knight_Otu says (to David), "Sure."
DavidW says (to ClubFloyd), "move quilt" 		
CF ] Living Room 		
CF | 		
CF | > MOVE QUILT 		
CF | 		
CF | As the twisted folds of the quilt relax, something drops to the floor. 		
CF | 		
CF | > 		DavidW says, "continute"
		Knight_Otu says, "Thanks."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Living Room 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On the floor are a pair of white gloves, which were caught up in the 		
CF | folds of the quilt. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Krumar says, "HAHA, I was going to suggest taking the quilt but I thought that might be silly."
Knight_Otu says (to ClubFloyd), "x gloves" 		
CF ] Living Room 		
CF | 		
CF | > X GLOVES 		
CF | 		
CF | Grandmother often carried these gloves with her. Looking at them makes 		
CF | you think that you've seen a pair like them in your own home... you 		
CF | can picture them among father's old tools. "That's silly," you think, 		
CF | "What would father ever have done with a delicate pair of white gloves 		
CF | like these?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get them" 		
CF ] Living Room 		
CF | 		
CF | > GET THEM 		
CF | 		
CF | (putting the jar of honey into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear them" 		
CF ] Living Room 		
CF | 		
CF | > WEAR THEM 		
CF | 		
CF | The wolf's-head walking stick you are carrying is filthy. You'll have 		
CF | to put it down before putting on grandmother's gloves. Otherwise, the 		
CF | gloves will be ruined. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Krumar asks, "Could we clean the stick with the well?"
		DavidW says, "no, well is DRY"
		Roger says, "finally, the cleaning part of the adventure"
		Krumar says, "Ah"
		Knight_Otu says, "If it's dry, th... yeah."
		DavidW says, "a waterfall was mentioned, though"
		Roger asks, "maybe the log can be embasketted?"
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] Living Room 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | When she gets tired of lying in bed, grandmother likes to sit in this 		
CF | chair. It's cushiony and upholstered. She says it's good for her back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put stick in basket" 		
CF ] Living Room 		
CF | 		
CF | > PUT STICK IN BASKET 		
CF | 		
CF | The wolf's-head walking stick won't fit into your wicker basket. 		
CF | 		
CF | > 		DavidW says, "I'm not sure when you'd need to wear the gloves anyway. Surely not now."
		Knight_Otu says, "It's sadly no Anchorheadian trenchcoat."
Knight_Otu says (to ClubFloyd), "open clock" 		
CF ] Living Room 		
CF | 		
CF | > OPEN CLOCK 		
CF | 		
CF | Hmm. There are hinges, but no knobs, handles, or keyholes that 		
CF | indicate how to open the clock. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		DavidW says, "maybe push the front of it or search it for hidden latches."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push clock" 		
CF ] Living Room 		
CF | 		
CF | > PUSH CLOCK 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		DavidW says, "I don't remember if the clock is important. I suspect not."
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Living Room 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | You can't see inside, since the cuckoo clock is closed. 		
CF | 		
CF | > 		Krumar asks, "mess with the hands?"
		Krumar asks, "Set it to something?"
Knight_Otu says (to ClubFloyd), "x hands" 		
CF ] Living Room 		
CF | 		
CF | > X HANDS 		
CF | 		
CF | The golden clockface reads quarter to five. 		
CF | 		
CF | > 		MoyTravis exclaims, "Break it open!"
		Krumar exclaims, "Use the hatchet!"
		Knight_Otu says, "We don't hve a time to set it to, so..."
		DavidW says, "Try setting the clock first."
Knight_Otu says (to ClubFloyd), "set clock" 		
CF ] Living Room 		
CF | 		
CF | > SET CLOCK 		
CF | 		
CF | As part of your command, please indicate the time to which you would 		
CF | like to set the clock. For example, "set clock to 4:30". 		
CF | 		
CF | > 		Krumar says, "I would just go for 12:00"
Knight_Otu says (to ClubFloyd), "set clock to 12:00" 		
CF ] Living Room 		
CF | 		
CF | > SET CLOCK TO 12:00 		
CF | 		
CF | Stretching up on your tiptoes, you adjust the hands on the face of the 		
CF | grandfather clock to read twelve o'clock. Nothing obvious happens. 		
CF | 		
CF | > 		DavidW asks, "GASP. So soon?"
		DavidW says, "Such a brave little girl."
Knight_Otu says (to ClubFloyd), "set clock to 4:30" 		
CF ] Living Room 		
CF | 		
CF | > SET CLOCK TO 4:30 		
CF | 		
CF | Stretching up on your tiptoes, you adjust the hands on the face of the 		
CF | grandfather clock to read half past four. Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf8" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Living Room 		
CF | Ok. 		
CF | 		
CF | > 		DavidW says, "ok, go find the secret diary or whatever that says the magic time to set it to."
Knight_Otu says (to ClubFloyd), "break clock with hatchet" 		
CF ] Living Room 		
CF | 		
CF | > BREAK CLOCK WITH HATCHET 		
CF | 		
CF | Violence is not the answer to this one. Although you don't know 		
CF | what you might do if you find that someone has hurt 		
CF | grandmother... 		
CF | 		
CF | > 		Knight_Otu says, "Thought so."
		MoyTravis says, "Ha."
		Jacqueline says, "heh"
		Knight_Otu says, "Also who knows what grandma does tolittle vandal brats."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stove" 		
CF ] Kitchen 		
CF | 		
CF | > X STOVE 		
CF | 		
CF | The potbelly stove is barely warm, with no more glowing embers inside. 		
CF | Grandmother must not have tended the fire for several hours. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x archway" 		
CF ] Kitchen 		
CF | 		
CF | > X ARCHWAY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Crawlspace 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Crawlspace 		
CF | The attic crawlspace is stuffy and cramped. Grandmother never liked to 		
CF | come up here -- she never said she was scared, exactly, but you always 		
CF | thought it was fear that kept her on the ground floor. 		
CF | 		
CF | You know immediately that this tight crawlspace runs over the living 		
CF | room. Usually it would take you another moment to get your bearings, 		
CF | but the floorboards here are old and warped, allowing you to see 		
CF | narrow slices of the living room below. 		
CF | 		
CF | You notice a small glint in the corner of the crawlspace... something 		
CF | shiny catches the thin slivers of light filtering through the cracks 		
CF | in the floor. 		
CF | 		
CF | > 		Knight_Otu says, "Or, you know, her aching back."
Knight_Otu says (to ClubFloyd), "x glint" 		
CF ] Crawlspace 		
CF | 		
CF | > X GLINT 		
CF | 		
CF | Grandmother's locket! So many memories of your grandmother include 		
CF | this locket. She treasured it and seemed always to be wearing it. You 		
CF | recall every time she let you hold it or wear it yourself -- those 		
CF | might have been the only times she ever took the locket off. Why would 		
CF | it be up here? 		
CF | 		
CF | The silvery locket is a perfect circle, etched on the outside to look 		
CF | like the full moon. You trace your finger across the shiny surface, 		
CF | recalling that grandmother told you the locket was in fact made of 		
CF | pewter, not silver. 		
CF | 		
CF | > 		DavidW says, "I love glints in IF games."
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Crawlspace 		
CF | 		
CF | > GET IT 		
CF | 		
CF | (putting the white gloves into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Crawlspace 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | The locket won't open... which is odd, because you've seen it open 		
CF | before. In fact, you remember the very first time grandmother showed 		
CF | you the tiny images inside. Before she opened it, grandmother had 		
CF | shown you the detailed etchings on its surface, comparing it to the 		
CF | full moon that was so clearly visible over the lake that night... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x etchings" 		
CF ] Crawlspace 		
CF | 		
CF | > X ETCHINGS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Crawlspace 		
CF | 		
CF | > L 		
CF | 		
CF | Crawlspace 		
CF | The attic crawlspace is stuffy and cramped. Grandmother never liked to 		
CF | come up here -- she never said she was scared, exactly, but you always 		
CF | thought it was fear that kept her on the ground floor. 		
CF | 		
CF | You know immediately that this tight crawlspace runs over the living 		
CF | room. Usually it would take you another moment to get your bearings, 		
CF | but the floorboards here are old and warped, allowing you to see 		
CF | narrow slices of the living room below. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 		
CF | 		
CF | > S 		
CF | 		
CF | Not wanting to risk losing grandmother's locket, you clasp the chain 		
CF | around your neck as you descend the stairs into the kitchen. 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | The cellar door is locked. 		
CF | 		
CF | > 		Knight_Otu says, "Oh."
		DavidW says, "Now a bucket ride makes more sense."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb window" 		
CF ] Living Room 		
CF | 		
CF | > CLIMB WINDOW 		
CF | 		
CF | I don't think much is to be achieved by that. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
DavidW says (to ClubFloyd), "enter window" 		
CF ] Living Room 		
CF | 		
CF | > ENTER WINDOW 		
CF | 		
CF | You'd surely cut yourself on the broken glass. Besides, there are 		
CF | easier ways to exit grandmother's house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		Jacqueline asks, "Is it weird that we're already talking about grandma in past tense?"
		Knight_Otu says, "Maybe."
		DavidW says, "if it helps any, grandmother is still technically alive."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Side Yard 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Side Yard 		
CF | The small yard runs along the side of the house, connecting to the 		
CF | front yard in the east. The grass here is high, growing tall around 		
CF | the old well and parting only slightly along the path that grandmother 		
CF | has worn to the woodpile. 		
CF | 		
CF | > 		DavidW says, "Or can be returned alive. Or something."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Side Yard 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter bucket" 		
CF ] Bottom of the Well 		
CF | 		
CF | > ENTER BUCKET 		
CF | 		
CF | 		
CF | Zzzzzzip! 		
CF | 		
CF | The roof of the well, the wildly spinning crank handle, the high grass 		
CF | in grandmother's side yard... all fly upwards away from you as you 		
CF | speed down into the darkness of the well. 		
CF | 		
CF | The rope jerks taut and you spill out onto the ground. 		
CF | 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | Just beyond the edge of the circle of moonlight lies a rusty iron key. 		
CF | 		
CF | > 		DavidW says, "yay, you found the key"
Knight_Otu says (to ClubFloyd), "x moonlight" 		
CF ] Bottom of the Well 		
CF | 		
CF | > X MOONLIGHT 		
CF | 		
CF | A circle of dappled moonlight falling into the well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x key" 		
CF ] Bottom of the Well 		
CF | 		
CF | > X KEY 		
CF | 		
CF | Dirty from having lain at the bottom of the well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Bottom of the Well 		
CF | 		
CF | > GET IT 		
CF | 		
CF | You pick up the rusty key, wondering why it's lying at the bottom of 		
CF | the well. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put locket in moonlight" 		
CF ] Bottom of the Well 		
CF | 		
CF | > PUT LOCKET IN MOONLIGHT 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		Knight_Otu says, "Not quite what I meant, game."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | The faintest glowing comes from above you to the east and from the 		
CF | south. Otherwise, the cellar is totally dark and you have little clue 		
CF | what things or passageways exist around you (you sense there's more 		
CF | here, but you'll need more light to see). 		
CF | 		
CF | > 		Jacqueline says (to KO), "What did you want? I'm not sure I am following."
		Knight_Otu says, "I wanted to see if the locket would open if I put it into the moonlight."
		Jacqueline says, "ah"
		Knight_Otu says, "But it seems the game interpreted it as taking the locket."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by a small, dim point of light (the keyhole 		
CF | in the cellar door). 		
CF | 		
CF | > 		Roger says, "This'll help calm down Mom"
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | You fumble around for a moment in the dark, but the small point of 		
CF | light from the keyhole is just enough for you to see what you're 		
CF | doing. 		
CF | 		
CF | (first taking the rusty iron key) 		
CF | The cellar door is locked, so you try unlocking it with the iron 		
CF | key... and it works. So grandmother locked the cellar door and then 		
CF | threw the key down the well? Why would she have done that? 		
CF | 		
CF | > 		DavidW says, "sorry, was afk to help a suitemate get his bike out from beside me."
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the cellar door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > L 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Cellar 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Cellar 		
CF | The faintest glowing comes from above you to the east and from the 		
CF | south. Otherwise, the cellar is totally dark and you have little clue 		
CF | what things or passageways exist around you (you sense there's more 		
CF | here, but you'll need more light to see). 		
CF | 		
CF | > 		DavidW says, "hint hint to bring light here."
		Krumar says, "I thought opening doors might help the light situation."
		Knight_Otu says, "Sure, but we need to find one first."
		Knight_Otu says (to Krumar), "that, too."
		DavidW says, "It's not one of the normal light sources this time."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Bottom of the Well 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get moonlight" 		
CF ] Bottom of the Well 		
CF | 		
CF | > GET MOONLIGHT 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		Knight_Otu says, "But but."
		Krumar says, "We need a mirror...."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Bottom of the Well 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a rusty iron key 		
CF | a wolf's-head walking stick 		
CF | a hatchet 		
CF | your wicker basket 		
CF | a pair of white gloves 		
CF | a jar of honey 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		Jacqueline says, "Why would grandma have locked the cellar and then tossed the key to where pretty much no reasonable human would ever find it? Oh well, it's probably nothing, let's just put that out of our mind."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | The faintest glowing comes from above you to the east and from the 		
CF | south. Otherwise, the cellar is totally dark and you have little clue 		
CF | what things or passageways exist around you (you sense there's more 		
CF | here, but you'll need more light to see). 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Krumar asks, "Can we do anything with that fire?"
		Knight_Otu says, "Mh."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		Krumar says, "I supposed we need a candle or torch or soemthing, just an idea."
Knight_Otu says (to ClubFloyd), "light stick with fire" 		
CF ] Kitchen 		
CF | 		
CF | > LIGHT STICK WITH FIRE 		
CF | 		
CF | I only understood you as far as wanting to light the wolf's-head 		
CF | walking stick. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "light stick" 		
CF ] Kitchen 		
CF | 		
CF | > LIGHT STICK 		
CF | 		
CF | This dangerous act would achieve little. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		Krumar exclaims, "Oh yea!"
		Jacqueline says, "Nice thinking, though."
		Krumar says, "Flaming wolf head walking stick..."
		Krumar asks, "there are logs out in the pile, we could get the fire going or do somethign like that?"
		DavidW says, "It would sell."
Knight_Otu says (to ClubFloyd), "tend fire" 		
CF ] Kitchen 		
CF | 		
CF | > TEND FIRE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put stick on fire" 		
CF ] Kitchen 		
CF | 		
CF | > PUT STICK ON FIRE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "There's something kinda bloodless about this game but I can't put my finger on it"
		DavidW says, "I don't remember the fire being important."
		Krumar says, "OK."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Krumar says, "I thought it might solve the light issue."
Knight_Otu says (to ClubFloyd), "x clock" 		
CF ] Living Room 		
CF | 		
CF | > X CLOCK 		
CF | 		
CF | The most impressive piece of grandmother's furniture, the grandfather 		
CF | cuckoo clock is a tall, dark tower in the living room. Its crown is 		
CF | ornamented with wooden carvings of oak and beech leaves, pine cones, 		
CF | and birds with their nests. Looking up, you see that the golden face 		
CF | reads half past four, and symmetrical trails of gold-leaf vine swirl 		
CF | their way down the long front of the clock. 		
CF | 		
CF | The clock has stopped... at least, it's not ticking. The front of the 		
CF | clock is solid wood, though, so you can't see the pendulum or any of 		
CF | the parts inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x front" 		
CF ] Living Room 		
CF | 		
CF | > X FRONT 		
CF | 		
CF | The workmanship on the cuckoo clock is superior. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push it" 		
CF ] Living Room 		
CF | 		
CF | > PUSH IT 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x face" 		
CF ] Living Room 		
CF | 		
CF | > X FACE 		
CF | 		
CF | The golden clockface reads half past four. 		
CF | 		
CF | > 		Roger says, "maybe the key is a winding key"
Knight_Otu says (to ClubFloyd), "x vine" 		
CF ] Living Room 		
CF | 		
CF | > X VINE 		
CF | 		
CF | The workmanship on the cuckoo clock is superior. 		
CF | 		
CF | > 		Knight_Otu says, "Dual-purpose key? Idoubt it..."
Knight_Otu says (to ClubFloyd), "wind clock with key" 		
CF ] Living Room 		
CF | 		
CF | > WIND CLOCK WITH KEY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x locket" 		
CF ] Living Room 		
CF | 		
CF | > X LOCKET 		
CF | 		
CF | The silvery locket dangling from the chain around your neck is a 		
CF | perfect circle, etched on the outside to look like the full moon. You 		
CF | trace your finger across the shiny surface, recalling that grandmother 		
CF | told you the locket was in fact made of pewter, not silver. 		
CF | 		
CF | > 		Krumar says, "You would think it does need to be wound so when you set it, the cuckoo will pop out."
Knight_Otu says (to ClubFloyd), "x gloves" 		
CF ] Living Room 		
CF | 		
CF | > X GLOVES 		
CF | 		
CF | Grandmother often carried these gloves with her. Looking at them makes 		
CF | you think that you've seen a pair like them in your own home... you 		
CF | can picture them among father's old tools. "That's silly," you think, 		
CF | "What would father ever have done with a delicate pair of white gloves 		
CF | like these?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open face" 		
CF ] Living Room 		
CF | 		
CF | > OPEN FACE 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open front" 		
CF ] Living Room 		
CF | 		
CF | > OPEN FRONT 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		DavidW says, "I am suddenly struck with the thought of a household where every mechanical device has a crank to wind up. The fridge, the toaster, the tv, everything, and half of everyone's days are spent winding everything up again."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Living Room 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Roger says, "That'd be fun"
Knight_Otu says (to ClubFloyd), "follow quilt" 		
CF ] Living Room 		
CF | 		
CF | > FOLLOW QUILT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Krumar says, "get in bed? :-P"
Knight_Otu says (to ClubFloyd), "get in bed" 		
CF ] Living Room 		
CF | 		
CF | > GET IN BED 		
CF | 		
CF | You get onto grandmother's bed. 		
CF | 		
CF | On grandmother's bed you can see a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sleep" 		
CF ] Living Room 		
CF | 		
CF | > SLEEP 		
CF | 		
CF | You aren't feeling especially drowsy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Living Room 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get off grandmother's bed. 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Krumar asks, "get in bed and put on gloves?"
		DavidW says, "'don't eat me, mister wolf. I'm not gluten-free!'"
		Krumar says, "We can be the wolf"
Knight_Otu says (to ClubFloyd), "enter bed" 		
CF ] Living Room 		
CF | 		
CF | > ENTER BED 		
CF | 		
CF | You get onto grandmother's bed. 		
CF | 		
CF | On grandmother's bed you can see a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear gloves" 		
CF ] Living Room 		
CF | 		
CF | > WEAR GLOVES 		
CF | 		
CF | (first taking the white gloves) 		
CF | (putting the hatchet into your wicker basket to make room) 		
CF | The rusty iron key you are carrying is filthy. You'll have to put it 		
CF | down before putting on grandmother's gloves. Otherwise, the gloves 		
CF | will be ruined. 		
CF | 		
CF | > 		Krumar says, "I'm thinking we could pretend to be grandmother."
		DavidW says, "There must be a pond or something to wash the key and cane in."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Living Room 		
CF | 		
CF | > S 		
CF | 		
CF | You'll have to get off grandmother's bed first. 		
CF | 		
CF | > 		Krumar asks, "Do you want to go search any of the paths from the bridge?"
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Living Room 		
CF | 		
CF | > OUT 		
CF | 		
CF | You get off grandmother's bed. 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, I htink we did what we can here for the time being."
		DavidW says, "I think searching the nearby area may be helpful, yes."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 		
CF | 		
CF | > S 		
CF | 		
CF | Paths lead east, northeast, southwest, and southeast into the woods. 		
CF | Or you can go in to grandmother's yard. 		
CF | 		
CF | > 		Jacqueline says, "Hrm. brb, but don't wait for me"
Knight_Otu says (to ClubFloyd), " exits" 		
CF ] Clearing 		
CF | 		
CF | > EXITS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "Right, bridge is southeast I think"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Wooded Path 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bridge" 		
CF ] Wooded Path 		
CF | 		
CF | > X BRIDGE 		
CF | 		
CF | Although the canopy of the forest above you is green and dense, the 		
CF | bridge has collected dead leaves from autumns past. Orange and brown 		
CF | surround the entrance, lie in patches across the roof, and litter the 		
CF | warped wooden floor inside. 		
CF | 		
CF | > 		Krumar says, "I say ne"
		DavidW asks, "I suppose the bridge has a river?"
		Knight_Otu says, "That's what I'd think, but I see none mentioned."
Knight_Otu says (to ClubFloyd), "x river" 		
CF ] Wooded Path 		
CF | 		
CF | > X RIVER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Krumar says, "that's a better idea than mine"
		Krumar asks, "Look under the bridge?"
Knight_Otu says (to ClubFloyd), "look under bridge" 		
CF ] Wooded Path 		
CF | 		
CF | > LOOK UNDER BRIDGE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "We've not at the bridge. The bridge is south."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Wooded Path 		
CF | 		
CF | > S 		
CF | 		
CF | Before returning to the covered bridge, you pause. "Something has 		
CF | happened to grandmother, and right now I'm all she's got." Your 		
CF | growing independence gives you the confidence to face this adventure. 		
CF | There's no need to return home. 		
CF | 		
CF | > 		DavidW says, "oh"
		Knight_Otu says, "We need to hero up it seems."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Wooded Path 		
CF | 		
CF | > L 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		DavidW says, "Grandmother is supposed to get her water from a waterfall, though, so that must be nearby somewhere."
		Krumar says, "I say NE."
		Knight_Otu says, "Should be at least."
		Knight_Otu asks (of Krumar), "From the previous location?"
		Krumar says, "from here I guess."
Knight_Otu says (to ClubFloyd), ";Oh, yeah, there is the path." 		
CF ] Wooded Path 		
CF | 		
CF | > ;OH, YEAH, THERE IS THE PATH. 		
CF | 		
CF | (Noted.) 		
CF | 		
CF | > 		Krumar says, "I'm just looking to search somewhere new."
		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Firefly Glen 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | The firefly glen! What memories you have of this place! 		
CF | 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | You and grandmother would come here on the nights when you got to stay 		
CF | with her in the woods. She would watch and laugh as you ran through 		
CF | the glade catching fireflies, and she would always bring a clean jar 		
CF | so you could keep them for a while. You would always set them free to 		
CF | fly again before you went to bed. 		
CF | 		
CF | Grandmother would tell you her own memories of the firefly glen: how 		
CF | she used to go there with her father and brother when she was a girl, 		
CF | and how they would keep a jar of fireflies for a little while just 		
CF | like you. Grandmother always had such vivid memories, and she loved to 		
CF | tell stories. Even ones that made her cry, like the ones about her 		
CF | father and brother. 		
CF | 		
CF | You and she had cried together, each mourning lost loved ones. You 		
CF | each had lost a father and a brother. Grandmother had lost a son and 		
CF | grandson. Grandmother was sad but strong, and sharing your grief had 		
CF | given you strength. You could be sad but strong, too. 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		MoyTravis says, "Fancy."
		Knight_Otu says, "I guess there's our light source."
		MoyTravis says, "Also this family has some serious pre-modern attrition rates."
		Knight_Otu says, "But we have no empty jar."
		DavidW says, "among the men, at least"
		DavidW says, "A jar, but not empty."
		Krumar says, "It's time ot eat some honey."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Firefly Glen 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat honey" 		
CF ] Firefly Glen 		
CF | 		
CF | > EAT HONEY 		
CF | 		
CF | The jar of honey isn't open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open jar" 		
CF ] Firefly Glen 		
CF | 		
CF | > OPEN JAR 		
CF | 		
CF | You open the jar of honey. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat honey" 		
CF ] Firefly Glen 		
CF | 		
CF | > EAT HONEY 		
CF | 		
CF | Unable to resist, you dunk your finger into the honey and taste a 		
CF | sample. It is as sweet and delicious as it looks. 		
CF | 		
CF | > 		DavidW says, "Winnifred the Pooh"
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Firefly Glen 		
CF | 		
CF | > G 		
CF | 		
CF | Unable to resist, you dunk your finger into the honey and taste a 		
CF | sample. It is as sweet and delicious as it looks. 		
CF | 		
CF | > 		DavidW says, "You won't empty the jar that way."
		Knight_Otu says, "I don't think we'remaking much of a dent in the ... right."
		Krumar says, "pouring it out seems wasteful."
		DavidW says, "Explore a bit more."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Clearing 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Misty Hollow 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Bramble Thicket 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] On the Lakeshore 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a rusty chain 		
CF | stretches into the misty darkness of the lake, hanging just above the 		
CF | surface of the water. You can't see the other end. 		
CF | 		
CF | > 		Knight_Otu says, "(Silver Mountain; Moonshine Lake)"
		Krumar asks, "Can we wash anything here?"
Knight_Otu says (to ClubFloyd), "wash stick" 		
CF ] On the Lakeshore 		
CF | 		
CF | > WASH STICK 		
CF | 		
CF | You submerge the wolf's-head walking stick in the water. When you 		
CF | finish, the wolf's-head walking stick is perfectly clean. 		
CF | 		
CF | > 		DavidW says, "Wash the stick first, I guess."
Knight_Otu says (to ClubFloyd), "wask key" 		
CF ] On the Lakeshore 		
CF | 		
CF | > WASK KEY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW asks, "And the rusty key?"
Knight_Otu says (to ClubFloyd), "wash key" 		
CF ] On the Lakeshore 		
CF | 		
CF | > WASH KEY 		
CF | 		
CF | You submerge the rusty iron key in the water. When you finish, the 		
CF | rusty iron key is perfectly clean. 		
CF | 		
CF | > 		Krumar asks, "Can we wash the jar?"
Knight_Otu says (to ClubFloyd), "x key" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X KEY 		
CF | 		
CF | The key to grandmother's cellar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stick" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X STICK 		
CF | 		
CF | The handle of the walking stick is in the shape of a wolf's head. The 		
CF | carving is quite detailed: the sharp teeth and fierce eyes are 		
CF | remarkably lifelike. The length of the walking stick is decorated with 		
CF | spiraling stripes that alternate between a very pale blonde wood and a 		
CF | very deep maroon. 		
CF | 		
CF | > 		DavidW says, "I think you can and should wash the jar. (Sorry, honey!)"
Knight_Otu says (to ClubFloyd), "wash jar" 		
CF ] On the Lakeshore 		
CF | 		
CF | > WASH JAR 		
CF | 		
CF | (first taking the jar of honey) 		
CF | (putting the white gloves into your wicker basket to make room) 		
CF | You submerge the glass jar in the water, washing it inside and out. 		
CF | When you finish, the glass jar is perfectly clean, and any of its 		
CF | former contents have been swept away by the current. 		
CF | 		
CF | > 		Knight_Otu says, "That poor poor honey."
		Krumar says, "Hope we didn't need it."
		DavidW says, "one more tragedy"
Knight_Otu says (to ClubFloyd), "x post" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X POST 		
CF | 		
CF | The post is firmly anchored in the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chain" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X CHAIN 		
CF | 		
CF | The links of the chain are thick and thoroughly rusted from having 		
CF | spent so much time near the water. It reaches into the darkness, 		
CF | hanging just above the surface of the lake. You can't see the other 		
CF | end. 		
CF | 		
CF | > 		DavidW says, "plz pull chain"
Knight_Otu says (to ClubFloyd), "pull chain" 		
CF ] On the Lakeshore 		
CF | 		
CF | > PULL CHAIN 		
CF | 		
CF | You pull against mushy, sluggish resistance until, gradually, a small 		
CF | boat emerges from the mist and beaches itself on the lakeshore. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x boat" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X BOAT 		
CF | 		
CF | So much use and exposure to the elements has worn most of the surfaces 		
CF | down to bare wood, though in places there is evidence that this old 		
CF | boat was once painted white. 		
CF | 		
CF | > 		Krumar says, "These are the kind of things I would miss out on."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] On the Lakeshore 		
CF | 		
CF | > L 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		DavidW says, "There was a boat on a chain in the Harry Potter books too."
		Krumar says, "I just never think to use "pull""
		DavidW says, "That lake had submergede zombies in it."
		Knight_Otu says, "We lack a paddling stick. Otherwise we might go for a boat ride."
		DavidW says, "hm, the stick might help here? I don't remember."
Knight_Otu says (to ClubFloyd), "open locket" 		
CF ] On the Lakeshore 		
CF | 		
CF | > OPEN LOCKET 		
CF | 		
CF | The silvery surface of the locket catches the moonlight for a moment 		
CF | and it opens just a sliver. But, as the leaves above again dapple the 		
CF | light, the moon-shaped locket seems to snap shut on its own. 		
CF | 		
CF | > 		DavidW says, "If the lake is shallow enough."
Knight_Otu says (to ClubFloyd), "enter boat" 		
CF ] Center of the Lake 		
CF | 		
CF | > ENTER BOAT 		
CF | 		
CF | As you climb into the boat, it rocks free of the sandy soil and drifts 		
CF | slowly back out into the middle of the lake. After a moment, the chain 		
CF | pulls taut with a soft bump and a gentle splash. 		
CF | 		
CF | Center of the Lake (in the boat) 		
CF | Here the full moonlight falls unfiltered, unscattered by the leaves of 		
CF | the trees. Occasionally, your movements rock the boat enough to send a 		
CF | ripple travelling towards the shore. For the most part, though, the 		
CF | lake is still and you find yourself floating in a perfect reflection 		
CF | of the sky. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open locket" 		
CF ] Center of the Lake 		
CF | 		
CF | > OPEN LOCKET 		
CF | 		
CF | The locket seems different in the full moonlight... and it opens 		
CF | easily. 		
CF | 		
CF | Then, all of your fond feelings about this locket are immediately 		
CF | swept to the side as a wave of fear washes over you. 		
CF | 		
CF | The locket begins to grow hot against your skin... the heat radiates 		
CF | out through you, numbing your body's sensations and replacing them 		
CF | with its own... the heat reaches your eyes and suddenly they belong to 		
CF | someone else... 		
CF | 		
CF | You are again looking down through the warped floorboards of the 		
CF | crawlspace in grandmother's attic. The slices of the living room blur 		
CF | and swim in front of you. You're crying, heaving, breathless. You're 		
CF | terrified. 		
CF | 		
CF | And then you see why. 		
CF | 		
CF | In the living room below you can see your father, pinned down in 		
CF | the corner by an enormous wolf. With a snap, the snarling, drooling 		
CF | animal is on top of him. You hear your father's grunts as he fights to 		
CF | keep the wolf away from his throat. The wolf, however, is in a more 		
CF | powerful position and quickly overcomes him. Through the cracks in the 		
CF | floor of the attic crawlspace, you watch your father die. 		
CF | 		
CF | You stifle your cries, not wanting to reveal your hiding place. 		
CF | Your tear-filled eyes record every detail of the scene, charring the 		
CF | images into your memory: father's twisted body, the bloody paw prints 		
CF | left by the wolf as he slunk slowly out of the house, the furniture in 		
CF | disarray after the struggle. 		
CF | 		
CF | During his raid, the wolf knocked over the Grandfather clock and 		
CF | it now lies on its back. Though it may never keep time again, you can 		
CF | read the upturned face clearly. Your father died in the darkest hours 		
CF | between night and morning. Your father died at 2:35 am. 		
CF | 		
CF | The locket cools and the vision subsides. 		
CF | 		
CF | (Note: You can re-experience a vision by holding the item associated 		
CF | with the vision and concentrating on it: for example "concentrate on 		
CF | the locket".) 		
CF | You feel a pulse of warm energy from the rusty iron key and the 		
CF | wolf's-head walking stick you are holding. 		
CF | 		
CF | > 		Knight_Otu says, "Unexpected psychometry."
		MoyTravis says, "Well I guess that gives us the time."
Knight_Otu says (to ClubFloyd), "concentrate on key" 		
CF ] Center of the Lake 		
CF | 		
CF | > CONCENTRATE ON KEY 		
CF | 		
CF | You close your eyes and concentrate on the rusty iron key. A vision 		
CF | from its history becomes clear in your mind: 		
CF | 		
CF | You're peering into the well, holding the bright iron key in your 		
CF | hand. For almost a year the three of you had tried to control the 		
CF | wolf. You had trapped him in the cellar when you had to and let him 		
CF | out when you could. 		
CF | 		
CF | The wolf, however, had won in the end. By now your father and 		
CF | brother were both dead. 		
CF | 		
CF | Knowing the pain and grief would be too great for you to ever go 		
CF | down there again, you drop the key to the cellar into the dark heart 		
CF | of the well. 		
CF | 		
CF | You open your eyes and are back in the present moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on stick" 		
CF ] Center of the Lake 		
CF | 		
CF | > CONCENTRATE ON STICK 		
CF | 		
CF | You close your eyes and concentrate on the wolf's-head walking stick. 		
CF | A vision from its history becomes clear in your mind: 		
CF | 		
CF | From where you lie, bleeding, in your bed of hay and crab shells, 		
CF | most of your captor is obscured by the back of her rocking chair. You 		
CF | can see her shiny black boots beneath, and the spotty, withered, olive 		
CF | skin of her right arm on the armrest. 		
CF | 		
CF | "What have you done with my brother?" You scream the words 		
CF | now only in your head, knowing the consequences of speaking to her 		
CF | directly. 		
CF | 		
CF | Each time she swung at you, the breeze was almost delicious: a 		
CF | cool, sweet, bakery smell of sugar and almonds. The magic inside the 		
CF | old woman's walking stick smelled so welcoming, yet the bruises it 		
CF | left on your body hurt so much. Now the wolf's-head walking stick, 		
CF | your blood drying on its long candy-striped shaft, leans against the 		
CF | wall just inches from her chair and watches you. 		
CF | 		
CF | You open your eyes and are back in the present moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "smell stick" 		
CF ] Center of the Lake 		
CF | 		
CF | > SMELL STICK 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Center of the Lake 		
CF | 		
CF | > L 		
CF | 		
CF | Center of the Lake (in the boat) 		
CF | Here the full moonlight falls unfiltered, unscattered by the leaves of 		
CF | the trees. Occasionally, your movements rock the boat enough to send a 		
CF | ripple travelling towards the shore. For the most part, though, the 		
CF | lake is still and you find yourself floating in a perfect reflection 		
CF | of the sky. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Center of the Lake 		
CF | 		
CF | > OUT 		
CF | 		
CF | You know how to swim, yes, but this hardly seems like the time for it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chain" 		
CF ] Center of the Lake 		
CF | 		
CF | > X CHAIN 		
CF | 		
CF | The links of the chain are thick and thoroughly rusted from having 		
CF | spent so much time near the water. It reaches into the darkness, 		
CF | hanging just above the surface of the lake. You can't see the other 		
CF | end. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull it" 		
CF ] On the Lakeshore 		
CF | 		
CF | > PULL IT 		
CF | 		
CF | You pull the chain and slowly drag the boat back through the water. As 		
CF | it comes aground, you jump out onto the sandy shore. 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		DavidW says, "like in Babel, you're getting flashbacks from random parts of the time line."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Marshy Patch 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Marshy Patch 		
CF | Water begins to seep into your footprints as soon as you step out of 		
CF | them. A clear path from the west ends here, and the ground looks firm 		
CF | enough to walk northwest and northeast. Otherwise, your way is blocked 		
CF | by green, filmy pools of standing water. 		
CF | 		
CF | A speckled mushroom grows out of the sodden earth, on a long stalk. 		
CF | 		
CF | > 		DavidW says, "A jigsaw puzzle of a story."
Knight_Otu says (to ClubFloyd), "x mushroom" 		
CF ] Marshy Patch 		
CF | 		
CF | > X MUSHROOM 		
CF | 		
CF | The mushroom is capped with blotches, and you aren't at all sure it's 		
CF | not a toadstool. 		
CF | 		
CF | > 		DavidW says, "oh. This mushroom is the DM4 tribute."
		Jacqueline asks, "How have I never heard of this game?"
		DavidW asks (of Jacqueline), "I dunno. There's too many games to remember them all?"
		Jacqueline says, "True."
Knight_Otu says (to ClubFloyd), "get mushroom" 		
CF ] Marshy Patch 		
CF | 		
CF | > GET MUSHROOM 		
CF | 		
CF | (putting the glass jar into your wicker basket to make room) 		
CF | You pick the mushroom, neatly cleaving its thin stalk. 		
CF | 		
CF | > 		DavidW says, "This mushroom is sometimes poisonous but not always."
		Knight_Otu says, "Hm."
		Krumar asks, "Have we conentrated on the gloves?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Wooded Path 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | You have a sense that the locket around your neck recognizes your 		
CF | surroundings. Charged by the moonlight, the locket becomes hot and 		
CF | your vision becomes dark. Your body fades and other sensations come 		
CF | into focus. 		
CF | 		
CF | "This way, children." The large man, your father, points his axe 		
CF | east and steps off the path into the underbrush. 		
CF | 		
CF | You don't follow. But you watch two other figures -- a boy and a 		
CF | woman -- follow obediently. 		
CF | 		
CF | You've learned from your experiences with grandmother's locket 		
CF | that you're not looking through your own eyes, but through hers. The 		
CF | bodily sensations feel like your own, though, and there's no mistaking 		
CF | the sensations you feel when you see the woman. Your lip curls, your 		
CF | eyes squint, your eyebrows furrow. The muscles in your shoulders and 		
CF | arms flex. Your hands curl into fists. 		
CF | 		
CF | Rage. You hate this woman. You hate her for 		
CF | who she's trying to be, and you hate her for what she's doing to 		
CF | father, and you hate father for letting her do it, and you 		
CF | won't follow them into the woods because you know it's 		
CF | her idea. 		
CF | 		
CF | You are pulled from this whirlpool of thoughts by the boy. He's 		
CF | come back. "Sister? It's going to be all right, remember?" He speaks 		
CF | calmly and quietly. He thinks you're scared... and you are a little, 		
CF | although your fear is nothing compared to your fury. 		
CF | 		
CF | His tone relaxes you more than his words. "Remember? I've got a 		
CF | plan for this." 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | (Note: You can re-experience a vision if you return to the location 		
CF | where the vision first appeared and "concentrate".) 		
CF | 		
CF | > 		Roger says, "I know this has become a very common mechanism in IF and other videogames, but it still seems a bit lazy to me"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Wooded Path 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a glass jar (open but empty) 		
CF | a pair of white gloves 		
CF | a hatchet 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on gloves" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON GLOVES 		
CF | 		
CF | You close your eyes and concentrate on the white gloves, but no 		
CF | visions come. 		
CF | 		
CF | > 		DavidW says, "It doesn't seem lazy at all to me."
		Knight_Otu says, "I think we'll be alerted if an item is vision-capable."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Firefly Glen 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		Roger says, "It might just be me"
Knight_Otu says (to ClubFloyd), "catch fireflies" 		
CF ] Firefly Glen 		
CF | 		
CF | > CATCH FIREFLIES 		
CF | 		
CF | "I may not have grandmother's jar," you say to yourself, "but I can 		
CF | use my own jar." You run through the glen catching fireflies and 		
CF | putting them gently into the clean glass jar. When you're done, you 		
CF | smile at the yellow-green glow of your firefly lantern, and imagine 		
CF | how proud grandmother would be. "Although," you think, "it is a shame 		
CF | to have wasted her honey." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close jar" 		
CF ] Firefly Glen 		
CF | 		
CF | > CLOSE JAR 		
CF | 		
CF | That's already closed. 		
CF | 		
CF | > 		DavidW says, "anyway, we should fill the jar with fireflies, check out the cellar again. And I think we skipped past a cave in the north? Light might be needed there too, but I don't remember."
		Jacqueline says (to Roger), "It's arguably not as lazy and leaving scraps of a journal inexplicably strewn across a landscape."
		Knight_Otu says, "I haven't been mapping, so I'm unsure which paths we've taken."
		Roger says, "well, yeah, okay"
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Misty Hollow 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Firefly Glen 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Wooded Path 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Clearing 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | You have a sense that the locket around your neck recognizes your 		
CF | surroundings. Your body fades and other sensations come into focus. 		
CF | 		
CF | You collapse after stepping inside the fence; you had despaired of 		
CF | ever finding your way home and now you're here. You cry in exhaustion 		
CF | and relief. Then, father is scooping you up in his arms. He kisses 		
CF | your face and hugs you close and says over and over again, "I'm sorry. 		
CF | I'm sorry. I'm so sorry." 		
CF | 		
CF | Images of his face flip past your eyes, skipping over spans of 		
CF | time... The calm defiance on his face when he tells you that your 		
CF | stepmother is dead. You don't ask about how she died. You don't 		
CF | care. 		
CF | 		
CF | You see father's face laughing, smiling, gazing down at you then 		
CF | up at the trees as he walks with you and your brother through the 		
CF | woods... He's himself again. You see his face at night when he tucks 		
CF | you in, again promising that he will never leave you. 		
CF | 		
CF | And then, through the cracks in the attic floor, you see his face 		
CF | on the night that he did finally leave you. The loss 		
CF | is even more bitter and hurtful alongside the memories of reuniting 		
CF | with him. Also bitter is the knowledge that you lost your brother that 		
CF | night, too... though in a much different way. 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		DavidW says, "I suspect the journal pages route was done best by the King of Shreds and Patches."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Side Yard 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Side Yard 		
CF | The small yard runs along the side of the house, connecting to the 		
CF | front yard in the east. The grass here is high, growing tall around 		
CF | the old well and parting only slightly along the path that grandmother 		
CF | has worn to the woodpile. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Living Room 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set clock to 2:35" 		
CF ] Living Room 		
CF | 		
CF | > SET CLOCK TO 2:35 		
CF | 		
CF | A sharp, wooden CLONK! issues from inside the clock, followed 		
CF | by a metallic CLANK! The front door of the clock pops open. Did 		
CF | this clock ever work? It has no pendulum or mechanism of any kind. 		
CF | Instead, hanging on a hidden hook inside the clock is a brown leather 		
CF | hunting jacket. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x jacket" 		
CF ] Living Room 		
CF | 		
CF | > X JACKET 		
CF | 		
CF | It's about your size, so you imagine that this jacket was designed to 		
CF | fit someone -- a boy, the style suggests -- of about your age. The 		
CF | leather is soft, and the jacket has several pockets. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Living Room 		
CF | 		
CF | > GET IT 		
CF | 		
CF | (putting the rusty iron key into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search pockets" 		
CF ] Living Room 		
CF | 		
CF | > SEARCH POCKETS 		
CF | 		
CF | You reach into the jacket pocket and pull out a handful of white 		
CF | pebbles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear jacket" 		
CF ] Living Room 		
CF | 		
CF | > WEAR JACKET 		
CF | 		
CF | (first taking the brown leather hunting jacket) 		
CF | (putting the speckled mushroom into your wicker basket to make room) 		
CF | It's a little tricky, but you manage to pull on the brown leather 		
CF | hunting hacket beneath your red cape. 		
CF | 		
CF | > 		DavidW says, "oh, dont forget to set the clock to the time mentioned by the locket's vision."
		Knight_Otu says, "Hope this isn't a were-jacket."
		DavidW says, "oh sorry, I didn't scroll down."
		Knight_Otu says, "No worries."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement, and by the 		
CF | light of your firefly lantern. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Cellar 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Cellar 		
CF | As your eyes adjust to the eerie, yellow-green light of the fireflies, 		
CF | you recognize grandmother's cellar. The flickering insects allow you 		
CF | to see a stairway to the east (leading up) and a tight passage 		
CF | crawling south. 		
CF | 		
CF | A thick piece of glass reflects the faint light from the fireflies. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glass" 		
CF ] Cellar 		
CF | 		
CF | > X GLASS 		
CF | 		
CF | (the thick piece of glass) 		
CF | Upon closer inspection, you see that it's not just a piece of glass: 		
CF | it's a lens. 		
CF | 		
CF | The thick glass of the lens tells you that whoever wore it must have 		
CF | had terrible eyesight. Who could it have belonged to? You know that 		
CF | grandmother's vision was fine... but her father, her brother, her 		
CF | husband? Perhaps it belonged to one of them... 		
CF | 		
CF | As you turn your attention to the monocle, grandmother's locket again 		
CF | grows hot against the skin of your throat. Again, the heat cascades 		
CF | out, washing away your body, flooding your mind with foreign 		
CF | memories... 		
CF | 		
CF | You crouch, huddled tightly against the side of the unusual, 		
CF | unfamiliar house. When she appears, you see her first from the back. 		
CF | She steps out onto the stoop, scanning the woods in front of the 		
CF | house. She's looking for you. 		
CF | 		
CF | Despite her long black hair -- brilliant in the scattered sunlight 		
CF | of the woods, spilling over her shoulders from beneath an orange 		
CF | headscarf -- she reaches for the railing with an ancient hand, a bony 		
CF | snarl of knuckles under loose olive-colored skin. 		
CF | 		
CF | She's muttering something as she slowly descends the few stairs to 		
CF | the ground. The syllables are fast, the words are foreign. Then, still 		
CF | peering away into the woods, she calls out. This time you understand 		
CF | the words, but only with difficulty. She speaks your language with a 		
CF | honey-thick accent. 		
CF | 		
CF | "The wind, eh? I heard you nibbling... Where are you, my little 		
CF | children of the sky?" 		
CF | 		
CF | She reaches into the pocket of her apron, withdraws the thick 		
CF | monocle, and raises it to her right eye. Her head scans left and 		
CF | right, and she takes a few quick steps, zigzagging and lifting her 		
CF | legs high as though to avoid invisible obstacles. Suddenly, she 		
CF | freezes. Fear traps your heart. 		
CF | 		
CF | She turns so slowly that you begin to sweat in suspense and 		
CF | anticipation. You're caught by her ember-red eyes -- one dim, one 		
CF | bright and magnified by the monocle -- and the world goes black around 		
CF | you. 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		DavidW says, "take the monocle"
		Knight_Otu says, "That's from Hansel and Gretel."
Knight_Otu says (to ClubFloyd), "get monocle" 		
CF ] Cellar 		
CF | 		
CF | > GET MONOCLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says, "Yes"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cellar 		
CF | 		
CF | > L 		
CF | 		
CF | Cellar 		
CF | As your eyes adjust to the eerie, yellow-green light of the fireflies, 		
CF | you recognize grandmother's cellar. The flickering insects allow you 		
CF | to see a stairway to the east (leading up) and a tight passage 		
CF | crawling south. 		
CF | 		
CF | > 		DavidW says, "If it isn't obvious yet, Grandmother is Gretel."
		Krumar says, "I missed that one."
		Knight_Otu says, "I had thought our mother - Gretchen - would be."
		Knight_Otu says, "That's where my earlier Uncle Hans came from."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Bottom of the Well 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | As your eyes adjust to the eerie, yellow-green light of the fireflies, 		
CF | you recognize grandmother's cellar. The flickering insects allow you 		
CF | to see a stairway to the east (leading up) and a tight passage 		
CF | crawling south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement, and by the 		
CF | light of your firefly lantern. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Crawlspace 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Crawlspace 		
CF | The attic crawlspace is stuffy and cramped. Grandmother never liked to 		
CF | come up here -- she never said she was scared, exactly, but you always 		
CF | thought it was fear that kept her on the ground floor. 		
CF | 		
CF | You know immediately that this tight crawlspace runs over the living 		
CF | room. Usually it would take you another moment to get your bearings, 		
CF | but the floorboards here are old and warped, allowing you to see 		
CF | narrow slices of the living room below. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		DavidW says, "I don't remember what exactly looking through the monocle does, but I'm sure it does something."
Knight_Otu says (to ClubFloyd), "lookthrough monocle" 		
CF ] Kitchen 		
CF | 		
CF | > LOOKTHROUGH MONOCLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lookt hrough monocle" 		
CF ] Kitchen 		
CF | 		
CF | > LOOKT HROUGH MONOCLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look through monocle" 		
CF ] Kitchen 		
CF | 		
CF | > LOOK THROUGH MONOCLE 		
CF | 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. 		
CF | 		
CF | > 		Knight_Otu says, "Dangit."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | 		
CF | > L 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		DavidW says, "I think we should find that cave area in the north of the map, and the brambles in the northeast corner."
		MoyTravis asks (of Roger), "I don't know if I'd call the Flashback Mechanic "lazy" but I do feel bored with it?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 		
CF | 		
CF | > S 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		Roger says, "sure"
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Clearing 		
CF | 		
CF | > NW 		
CF | 		
CF | Paths lead east, northeast, southwest, and southeast into the woods. 		
CF | Or you can go in to grandmother's yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Misty Hollow 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cave Opening 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Opening 		
CF | The misty trail from the south leads between tall outcroppings of rock 		
CF | into this dead end. Here, surrounded on three sides by the steep walls 		
CF | of the mountain, a rocky climb leads north to the dark, jagged opening 		
CF | of a cave. 		
CF | 		
CF | You have a sense that the locket around your neck recognizes your 		
CF | surroundings. Your body fades and other sensations come into focus. 		
CF | 		
CF | Humiliated. Led here on leashes like animals. Tethered now to a 		
CF | rock, breathing the sickening sweetness of the cave. The hag hobbles 		
CF | towards the crack in the mountain, stops short of the entrance, and 		
CF | plants her feet in a wide and steady stance. She swings her cane in a 		
CF | violent circle above her head. 		
CF | 		
CF | You flinch, recalling each of the equally vicious swings that has 		
CF | connected with your back and legs. 		
CF | 		
CF | The mountain sighs and she descends into the darkness. 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		MoyTravis says, "I think it's more prevalent in parser IF because most parser IF is so intensely, unavoidably physical, and you can't control any of the pacing."
Knight_Otu says (to ClubFloyd), "spin stick" 		
CF ] Cave Opening 		
CF | 		
CF | > SPIN STICK 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave stick" 		
CF ] Cave Opening 		
CF | 		
CF | > WAVE STICK 		
CF | 		
CF | You swing the walking stick and a gentle sigh of cool air blows out of 		
CF | the cave. 		
CF | 		
CF | > 		Krumar asks, "swing stick?"
Knight_Otu says (to ClubFloyd), "swing stick" 		
CF ] Cave Opening 		
CF | 		
CF | > SWING STICK 		
CF | 		
CF | You swing the cane and the cave opening sucks in a rush of air. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] Cave Opening 		
CF | 		
CF | > G 		
CF | 		
CF | You swing the walking stick and a gentle sigh of cool air blows out of 		
CF | the cave. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "I think a door is opening and closing in there."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Cave Opening 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Sloping Passage 		
CF | 		
CF | > N 		
CF | 		
CF | Waving the walking stick at the cave entrance was just the magic you 		
CF | needed: the sticky feeling of the ground is gone and you are able to 		
CF | enter the cave. 		
CF | 		
CF | Sloping Passage 		
CF | You are standing just inside the mouth of the cave, with the misty 		
CF | forest to the south. To the east, this passage follows a steep descent 		
CF | into the belly of the mountain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cavern 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Cavern 		
CF | Moisture leaches from the black rock of this cave making the whole 		
CF | expanse glisten. The smooth walls are are covered with tight lines of 		
CF | carved inscriptions. 		
CF | 		
CF | Some broken rocks have been arranged to make a primitive kind of work 		
CF | area. At least, you can imagine someone sitting on one of the lower 		
CF | stones using the flatter one as a kind of table... 		
CF | 		
CF | On the primitive workspace are a mortar (in which is a pestle) and a 		
CF | tin box. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x inscriptions" 		
CF ] Cavern 		
CF | 		
CF | > X INSCRIPTIONS 		
CF | 		
CF | The inscriptions are carefully carved in tight lines of some foreign 		
CF | tongue. You can't understand a word of what they are trying to 		
CF | communicate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look through lens" 		
CF ] Cavern 		
CF | 		
CF | > LOOK THROUGH LENS 		
CF | 		
CF | Bright orange light barges unexpectedly into the cave! Through the old 		
CF | crone's hexed monocle, the inscriptions on the wall begin sparkling, 		
CF | making the area appear almost impossibly bright! 		
CF | 		
CF | > 		Roger says, "I'm impressed by grandma's ability to overcome PSTD and get on with baking and ovens and such"
		Roger says, "err, PTSD. You know."
Knight_Otu says (to ClubFloyd), "x inscriptions" 		
CF ] Cavern 		
CF | 		
CF | > X INSCRIPTIONS 		
CF | 		
CF | Your mind knows that the words are written in the old woman's foreign 		
CF | tongue, but by examining them through the monocle you can somehow read 		
CF | them... and their meaning is clear. 		
CF | 		
CF | The evil old woman was the keeper of a powerful curse: La 		
CF | Maledizione del Lupo, the Curse of the Wolf. 		
CF | 		
CF | Not all of the details are spelled out on the wall, but you can 		
CF | understand the basic ideas of the curse, including the fact that it 		
CF | affects men and women differently. When under the curse, the body of a 		
CF | man will transform itself into the body of a wolf every time the light 		
CF | of the full moon falls on his skin. His human mind will compete with 		
CF | the wolf's mind, not entirely in control but not entirely destroyed. 		
CF | He must watch from behind the wolf's eyes like a prisoner in a cell 		
CF | until the darkness of a new moon allows him to return to human form. 		
CF | 		
CF | A cursed woman will not turn into a wolf herself, but will carry the 		
CF | curse in her blood and pass it along to her children. Her sons will 		
CF | transform in the light of their first full moon; her daughters will 		
CF | carry the curse, passing it on to their children for generations. 		
CF | 		
CF | The curse also has an oddly mundane side-effect: no cursed person can 		
CF | touch anything made of silver. 		
CF | 		
CF | The curse's incantation is spelled out clearly on the wall, but you 		
CF | read only sketchy details about its counter-curse. This doesn't 		
CF | surprise you very much (you can imagine that an old witch would not 		
CF | want the breaking of her curse to be too clearly spelled out). Still, 		
CF | you can gather a few details... 		
CF | 		
CF | The first part is fairly clear: The curse must claim a life before it 		
CF | can be broken. In fact, the key to lifting the spell lies in the bones 		
CF | of the first male in the cursed family to die. Then, however, the 		
CF | instructions become more cryptic: after death, he must "meet with 		
CF | sweet temptation". This phrase is accompanied by the image of what 		
CF | looks like snow sprinkling down onto a skull. 		
CF | 		
CF | > 		MoyTravis says, "Well it's not like you can avoid baking things if you're living out alone in the forest."
		MoyTravis says, "I guess she could try moving to a village."
		Roger says, "she could have fried flatbread"
		Knight_Otu says, "I hope that sweet temptation wasn't our honey."
		Krumar says, "Same."
		Jacqueline says, "And that explains the gloves."
		DavidW asks, "what explains the gloves?"
		Krumar says, "Can't touch silver."
		MoyTravis asks, "Why father had gloves in tools?"
		DavidW says, "oh ho"
		Jacqueline says (to Krumar), "Right."
		DavidW asks, "Maybe there's silver in the tin box, then?"
		Roger says, "like it's just incorporeal"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cavern 		
CF | 		
CF | > L 		
CF | 		
CF | Cavern 		
CF | Moisture leaches from the black rock of this cave making the whole 		
CF | expanse glisten. The smooth walls are are covered with tight lines of 		
CF | carved inscriptions that, through the thick glass lens of the old 		
CF | woman's monocle, glow orange and reflect in the shiny, wet surfaces. 		
CF | 		
CF | Some broken rocks have been arranged to make a primitive kind of work 		
CF | area. At least, you can imagine someone sitting on one of the lower 		
CF | stones using the flatter one as a kind of table... 		
CF | 		
CF | On the primitive workspace are a mortar (in which is a pestle) and a 		
CF | tin box. 		
CF | 		
CF | > 		DavidW says, "or butter cookies"
Knight_Otu says (to ClubFloyd), "x rocks" 		
CF ] Cavern 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | (the white pebbles) 		
CF | The hunting jacket must have belonged to a boy -- who else but a boy 		
CF | would keep a pocketful of pebbles? Even so, the pebbles are very 		
CF | unusual. They seem to catch the meager light in a way that makes them 		
CF | almost glow. 		
CF | 		
CF | > 		Jacqueline says, "Also, now grandma diligently pointing out that the locket isn't no actually silver makes sense."
		DavidW says, "I've seen butter cookies in tin boxes."
Knight_Otu says (to ClubFloyd), "x table" 		
CF ] Cavern 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | The more you examine the rocks, the more convinced you are that they 		
CF | were intentionally arranged as a kind of workspace. 		
CF | 		
CF | > 		Jacqueline says, "Glad we're figuring this out now, before we start, y'know, dating."
Knight_Otu says (to ClubFloyd), "x mortar" 		
CF ] Cavern 		
CF | 		
CF | > X MORTAR 		
CF | 		
CF | Basically a thick-walled stone bowl. Using the pestle (or some other 		
CF | hard object) you could crush something very easily in this... which, 		
CF | of course, is the idea. 		
CF | 		
CF | An inscription, written in glowing orange letters on the side of the 		
CF | mortar, reads: Dear Caramella, Good luck in Bavaria! Love always, 		
CF | Baba Yaga. 		
CF | 		
CF | > 		DavidW says, "ha. Caramella is the witch of the candy house."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Cavern 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pestle" 		
CF ] Cavern 		
CF | 		
CF | > X PESTLE 		
CF | 		
CF | A roughly cylindrical rock. Or, a stretched-out egg-shaped rock. 		
CF | Either way, it's the crushing partner of the mortar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Cavern 		
CF | 		
CF | > X BOX 		
CF | 		
CF | The silvery-black tin box has a hinged lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Cavern 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the tin box, revealing a silver dagger. 		
CF | 		
CF | > 		Jacqueline says (to BabaYaga), "Thanks for the mortar."
Knight_Otu says (to ClubFloyd), "x dagger" 		
CF ] Cavern 		
CF | 		
CF | > X DAGGER 		
CF | 		
CF | The design of the silver dagger is simple: a short, sharp blade and a 		
CF | smooth, unornamented hilt. Unlike the box it is in, the metal is shiny 		
CF | and clean. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf12" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Cavern 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get dagger" 		
CF ] Cavern 		
CF | 		
CF | > GET DAGGER 		
CF | 		
CF | Ouch! You recoil, a sour sting lingering on your bare skin and 		
CF | something in your blood snarling angrily at the thought of touching 		
CF | the silver dagger. 		
CF | 		
CF | > 		DavidW says, "dirty dirty box"
Knight_Otu says (to ClubFloyd), "get box" 		
CF ] Cavern 		
CF | 		
CF | > GET BOX 		
CF | 		
CF | (putting the white pebbles into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Silver dagger"
		Knight_Otu says, "Had to try it."
Knight_Otu says (to ClubFloyd), "wear gloves" 		
CF ] Cavern 		
CF | 		
CF | > WEAR GLOVES 		
CF | 		
CF | (first taking the white gloves) 		
CF | (putting the mortar into your wicker basket to make room) 		
CF | The tin box you are carrying is filthy. You'll have to put it down 		
CF | before putting on grandmother's gloves. Otherwise, the gloves will be 		
CF | ruined. 		
CF | 		
CF | > 		DavidW says, "Of course"
		Krumar says, "Hypotheises confirmed."
Knight_Otu says (to ClubFloyd), "put box in basket" 		
CF ] Cavern 		
CF | 		
CF | > PUT BOX IN BASKET 		
CF | 		
CF | You put the tin box into your wicker basket. 		
CF | 		
CF | > 		Roger says, "usually daggers don't have metal handles"
Knight_Otu says (to ClubFloyd), "wear gloves" 		
CF ] Cavern 		
CF | 		
CF | > WEAR GLOVES 		
CF | 		
CF | You put on the white gloves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get dagger" 		
CF ] Cavern 		
CF | 		
CF | > GET DAGGER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cavern 		
CF | 		
CF | > L 		
CF | 		
CF | Cavern 		
CF | Moisture leaches from the black rock of this cave making the whole 		
CF | expanse glisten. The smooth walls are are covered with tight lines of 		
CF | carved inscriptions that, through the thick glass lens of the old 		
CF | woman's monocle, glow orange and reflect in the shiny, wet surfaces. 		
CF | 		
CF | Some broken rocks have been arranged to make a primitive kind of work 		
CF | area. At least, you can imagine someone sitting on one of the lower 		
CF | stones using the flatter one as a kind of table... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "out" 		
CF ] Cavern 		
CF | 		
CF | > OUT 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Sloping Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Sloping Passage 		
CF | You are standing just inside the mouth of the cave, with the misty 		
CF | forest to the south. To the east, this passage follows a steep descent 		
CF | into the belly of the mountain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Cave Opening 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Opening 		
CF | The misty trail from the south leads between tall outcroppings of rock 		
CF | into this dead end. Here, surrounded on three sides by the steep walls 		
CF | of the mountain, a rocky climb leads north to the dark, jagged opening 		
CF | of a cave. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Misty Hollow 		
CF | 		
CF | > S 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "Sometimes knives have metal handles. In particular, when having one is useful as a narrative/plot device."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Bramble Thicket 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x brambles" 		
CF ] Bramble Thicket 		
CF | 		
CF | > X BRAMBLES 		
CF | 		
CF | Some forest animals, grandmother once told you, make their homes in 		
CF | the bramble thicket. Though you can't imagine living among the thorny 		
CF | vines yourself, you can see how much protection they would offer. They 		
CF | seem practically impenetrable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Bramble Thicket 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. The glass of 		
CF | the monocle is so thick, though, that it makes the fractured moonlight 		
CF | seem unusually bright and disorienting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Bramble Thicket 		
CF | 		
CF | > L 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x brambles" 		
CF ] Bramble Thicket 		
CF | 		
CF | > X BRAMBLES 		
CF | 		
CF | Some forest animals, grandmother once told you, make their homes in 		
CF | the bramble thicket. Though you can't imagine living among the thorny 		
CF | vines yourself, you can see how much protection they would offer. They 		
CF | seem practically impenetrable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] On the Lakeshore 		
CF | 		
CF | > SE 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Firefly Glen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		DavidW says, "We haven't been in the SW corner of the map yet."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Wooded Path 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Clearing 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Top of the Waterfall 		
CF | The same stream that runs under the covered bridge here plunges over a 		
CF | rocky ledge. The water is swift and the fall is great: you can hear 		
CF | the crashing and churning of the water far below. To the southwest you 		
CF | can see a steep and rocky downward slope. A surface trail leads 		
CF | northeast back to grandmother's house. 		
CF | 		
CF | > 		Knight_Otu says, "There's the waterfall"
Knight_Otu says (to ClubFloyd), "put dagger in basket" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > PUT DAGGER IN BASKET 		
CF | 		
CF | You put the silver dagger into your wicker basket. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remove gloves" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > REMOVE GLOVES 		
CF | 		
CF | You take off the white gloves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wash box" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > WASH BOX 		
CF | 		
CF | (first taking the tin box) 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | You submerge the tin box in the water, washing it inside and out. When 		
CF | you finish, the tin box is perfectly clean, and any of its former 		
CF | contents have been swept away by the current. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Top of the Waterfall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > X BOX 		
CF | 		
CF | The silvery-black tin box has a hinged lid. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shake it" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > SHAKE IT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "You put the dagger in the basket."
		Jacqueline asks, "Can we open it?"
		DavidW says, "It should be safe to wash the tin box."
		DavidW says, "It is open"
		Knight_Otu says, "Yeah, but the text sounded like there could be something else in it."
		Jacqueline says, "Oh"
Knight_Otu says (to ClubFloyd), "wash it" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > WASH IT 		
CF | 		
CF | (first taking the tin box) 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | You submerge the tin box in the water, washing it inside and out. When 		
CF | you finish, the tin box is perfectly clean, and any of its former 		
CF | contents have been swept away by the current. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x box" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > X BOX 		
CF | 		
CF | The silvery-black tin box has a hinged lid. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > L 		
CF | 		
CF | Top of the Waterfall 		
CF | The same stream that runs under the covered bridge here plunges over a 		
CF | rocky ledge. The water is swift and the fall is great: you can hear 		
CF | the crashing and churning of the water far below. To the southwest you 		
CF | can see a steep and rocky downward slope. A surface trail leads 		
CF | northeast back to grandmother's house. 		
CF | 		
CF | > 		DavidW says, "It's part of the message for washing a container in this game."
		Knight_Otu says, "Sure."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Bottom of the Waterfall 		
CF | At the base of the waterfall, the thundering water churns up a thick 		
CF | cloud of mist. The flow of the stream slows quickly though, and it 		
CF | continues lazily past the shore of wide, flat rocks. As the shore 		
CF | crawls away from the water, it becomes grassier and carpeted by 		
CF | feathery green ferns. Thriving in the misty environment, the ferns 		
CF | seem to grow in piles, overlapping to make the ground appear lumpy and 		
CF | cushiony. 		
CF | 		
CF | The waterfall and the stream block any southerly progress, and the 		
CF | thick growth of ferns seems to block the way in all of the other 		
CF | directions. The only path is the rocky climb back up to the top of the 		
CF | waterfall. 		
CF | 		
CF | You have a sense that the locket around your neck recognizes your 		
CF | surroundings. Your body fades and other sensations come into focus. 		
CF | 		
CF | His broken body is too heavy to carry back up the steep path... 		
CF | and you are too exhausted, too sad, too lonely to try. You'll find 		
CF | someplace nearby to bury him. You'll pray for him... and for 		
CF | yourself. 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X FERNS 		
CF | 		
CF | Feathery and delicate. 		
CF | 		
CF | > 		Jacqueline asks, "So is the goal to find grandma, or break the curse, or both, or ... ?"
		Knight_Otu asks, "I guess ideally both?"
Knight_Otu says (to ClubFloyd), "search ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SEARCH FERNS 		
CF | 		
CF | You poke around in the ferns for a bit, but find nothing of interest. 		
CF | 		
CF | > 		DavidW says, "There are 3 goals. That's why there's 8 endings."
Knight_Otu says (to ClubFloyd), "x shore" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X SHORE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "Saving grandma is one goal. Breaking the curse is a 2nd goal."
Knight_Otu says (to ClubFloyd), "x piles" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X PILES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear monocle" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > WEAR MONOCLE 		
CF | 		
CF | (first taking the monocle) 		
CF | (putting the white gloves into your wicker basket to make room) 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. The glass of 		
CF | the monocle is so thick, though, that it makes the fractured moonlight 		
CF | seem unusually bright and disorienting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > L 		
CF | 		
CF | Bottom of the Waterfall 		
CF | At the base of the waterfall, the thundering water churns up a thick 		
CF | cloud of mist. The flow of the stream slows quickly though, and it 		
CF | continues lazily past the shore of wide, flat rocks. As the shore 		
CF | crawls away from the water, it becomes grassier and carpeted by 		
CF | feathery green ferns. Thriving in the misty environment, the ferns 		
CF | seem to grow in piles, overlapping to make the ground appear lumpy and 		
CF | cushiony. 		
CF | 		
CF | The waterfall and the stream block any southerly progress, and the 		
CF | thick growth of ferns seems to block the way in all of the other 		
CF | directions. The only path is the rocky climb back up to the top of the 		
CF | waterfall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x waterfall" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X WATERFALL 		
CF | 		
CF | The stream rushes over the ledge far above and crashes loudly into a 		
CF | rocky pool. The mist that it stirs up feels cool on your face. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pool" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X POOL 		
CF | 		
CF | The water, as though exhausted from having been smashed down on the 		
CF | rocks, flows slowly and lazily in a wide stream. It laps gently 		
CF | against the rocky shore. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rocks" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | (the rocky slope) 		
CF | The slope is steep, but the large rocks can be used for climbing. 		
CF | 		
CF | > 		Krumar says, "Sounds like we are digging for bones here."
		Knight_Otu says, "Yeah, but where."
		Krumar says, "I dont' think that will matter until we find a shovel."
Knight_Otu says (to ClubFloyd), "dig ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > DIG FERNS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave stick" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > WAVE STICK 		
CF | 		
CF | Is it your imagination or did the air get slightly cooler when you 		
CF | waved the walking stick? And what's that smell? Almonds? It disappears 		
CF | too quickly to be sure... 		
CF | 		
CF | > 		DavidW says, "I think it's too soon to worry about bones."
		Jacqueline says, "It's so under-rated, but the shovel really was a ground-breaking invention."
		DavidW says, "But I now wonder if waving the stick at the brambles might help."
		Knight_Otu says, "Ouch."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > U 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | Top of the Waterfall 		
CF | The same stream that runs under the covered bridge here plunges over a 		
CF | rocky ledge. The water is swift and the fall is great: you can hear 		
CF | the crashing and churning of the water far below. To the southwest you 		
CF | can see a steep and rocky downward slope. A surface trail leads 		
CF | northeast back to grandmother's house. 		
CF | 		
CF | > 		Jacqueline says, "Sorry. Joke I heard the other day."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Clearing 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Misty Hollow 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		DavidW asks (of Jacqueline), "James Nicoll?"
		Krumar asks, "have we done anything withthe tower?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Bramble Thicket 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave stick" 		
CF ] Bramble Thicket 		
CF | 		
CF | > WAVE STICK 		
CF | 		
CF | Is it your imagination or did the air get slightly cooler when you 		
CF | waved the walking stick? And what's that smell? Almonds? It disappears 		
CF | too quickly to be sure... 		
CF | 		
CF | > 		Jacqueline says (to KO), "I'm getting smiles where I can during this era, including dad jokes."
		Jacqueline says (to DW), "Not sure. Saw it in a meme."
		DavidW says, "I'm sure there's a way past the brambles but I don't remmber how."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Bramble Thicket 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a monocle 		
CF | a tin box (open but empty) 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a pair of white gloves 		
CF | a silver dagger 		
CF | a mortar 		
CF | a pestle 		
CF | some white pebbles 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a hatchet 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		DavidW asks, "hatchet?"
		Knight_Otu says, "Doh."
		Jacqueline says, "Yeah. We've had that a while..."
Knight_Otu says (to ClubFloyd), "cut brambles with hatchet" 		
CF ] Bramble Thicket 		
CF | 		
CF | > CUT BRAMBLES WITH HATCHET 		
CF | 		
CF | (first taking the hatchet) 		
CF | (putting the tin box into your wicker basket to make room) 		
CF | The springy bramble thicket bounces back unharmed. 		
CF | 		
CF | > 		Knight_Otu says, "I guess not for the brambles"
		Jacqueline says, "I'm pleased that our inventory is starting to be a right proper inconceivably large list, as all good IF inventories should be."
Knight_Otu says (to ClubFloyd), "wear gloves" 		
CF ] Bramble Thicket 		
CF | 		
CF | > WEAR GLOVES 		
CF | 		
CF | (first taking the white gloves) 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | You put on the white gloves. 		
CF | 		
CF | > 		DavidW asks, "we haven't used the hatchet for anything yet, though, yes?"
		Krumar says, "I don't think we've used it."
Knight_Otu says (to ClubFloyd), "cut brambles with dagger" 		
CF ] Bramble Thicket 		
CF | 		
CF | > CUT BRAMBLES WITH DAGGER 		
CF | 		
CF | (first taking the silver dagger) 		
CF | The springy bramble thicket bounces back unharmed. 		
CF | 		
CF | > 		Krumar says, "We did wantto use it on the clock."
		Knight_Otu says, "Yeah, we haven't used it yet sucessfully."
		DavidW says, "hm"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Bramble Thicket 		
CF | 		
CF | > L 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Firefly Glen 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		Krumar asks, "Isn't there a tower we haven't been to yet?"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Marshy Patch 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Marshy Patch 		
CF | Water begins to seep into your footprints as soon as you step out of 		
CF | them. A clear path from the west ends here, and the ground looks firm 		
CF | enough to walk northwest and northeast. Otherwise, your way is blocked 		
CF | by green, filmy pools of standing water. 		
CF | 		
CF | > 		DavidW asks, "I don't know of any tower in this game. Where did you see it?"
		Knight_Otu says, "I should've been mapping. I'm not quite sure of the geography."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] On the Lakeshore 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		DavidW says, "My map is back on my other machine."
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Bramble Thicket 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		Krumar says, "don't remember where i saw it but I was thinking about Rapunsel and that it might be a part of this."
		Krumar says, "I'll just keep watching for it."
		DavidW says, "I think there are six locations that circle the moonlit lake, in a hexagon ring."
		Knight_Otu says, "Seems plausible."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Misty Hollow 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		DavidW says, "and the house is west of that or west-northwest"
		Krumar says, "I think this is what i thought was a tower."
		Krumar asks, "What is the Silberberg?"
		DavidW says, "Silver Mountain, I think."
		Knight_Otu says, "Translates to Silver Mountain, yes."
		Krumar says, "I understand now, thank you."
		DavidW asks, "hm. Did we actually find the graveyard?"
		Knight_Otu says, "I don't recall seeing one."
		DavidW says, "I think the graveyard is only in the endgame, though."
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Clearing 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x trees" 		
CF ] Clearing 		
CF | 		
CF | > X TREES 		
CF | 		
CF | Which do you mean, the canopy of the forest, or the three oak trees? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "oak" 		
CF ] Clearing 		
CF | 		
CF | > OAK 		
CF | 		
CF | The house sits in the middle of the triangle formed by the three large 		
CF | oaks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb oak" 		
CF ] Clearing 		
CF | 		
CF | > CLIMB OAK 		
CF | 		
CF | Which do you mean, Grandmother's home, or the three oak trees? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "trees" 		
CF ] Clearing 		
CF | 		
CF | > TREES 		
CF | 		
CF | I don't think much is to be achieved by that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Top of the Waterfall 		
CF | The same stream that runs under the covered bridge here plunges over a 		
CF | rocky ledge. The water is swift and the fall is great: you can hear 		
CF | the crashing and churning of the water far below. To the southwest you 		
CF | can see a steep and rocky downward slope. A surface trail leads 		
CF | northeast back to grandmother's house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Clearing 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Wooded Path 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		DavidW asks, "Did we concenrate on the pebbles in the jacket?"
		Krumar says, "No"
Knight_Otu says (to ClubFloyd), "concentrate on pebbles" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON PEBBLES 		
CF | 		
CF | You concentrate on the pebbles and the locket grows warm... 		
CF | 		
CF | The boy's jacket: Hansel's jacket... The white stones: Hansel's 		
CF | plan... 		
CF | 		
CF | "I'll take care of you," he said. "You'll see. Everything's going 		
CF | to be fine." And everything was fine. The 		
CF | first time. But the second time... Lorelei had convinced your 		
CF | father to try again, and she had locked the front door so Hansel 		
CF | couldn't sneak out and get more stones. All he had was a small loaf of 		
CF | bread. He was convinced it would work just as well. 		
CF | 		
CF | It didn't. 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		Knight_Otu says, "I don''t recall the pebbles being visionable."
		DavidW says, "Lorelei was the stepmom."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Wooded Path 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a silver dagger 		
CF | a hatchet 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a monocle 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | some white pebbles 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a pair of white gloves 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		Krumar asks, "Can we concetrate on the jacket?"
Knight_Otu says (to ClubFloyd), "concentrate on dagger" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON DAGGER 		
CF | 		
CF | You close your eyes and concentrate on the silver dagger, but no 		
CF | visions come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on jacket" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON JACKET 		
CF | 		
CF | You close your eyes and concentrate on the brown leather hunting 		
CF | jacket, but no visions come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on box" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON BOX 		
CF | 		
CF | You close your eyes and concentrate on the tin box, but no visions 		
CF | come. 		
CF | 		
CF | > 		DavidW asks, "the dagger?"
		DavidW asks, "the mortar?"
Knight_Otu says (to ClubFloyd), "concentrate on mortar" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON MORTAR 		
CF | 		
CF | You close your eyes and concentrate on the mortar, but no visions 		
CF | come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on pestle" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON PESTLE 		
CF | 		
CF | You close your eyes and concentrate on the pestle, but no visions 		
CF | come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on cape" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON CAPE 		
CF | 		
CF | You close your eyes and concentrate on your red cape, but no visions 		
CF | come. 		
CF | 		
CF | > 		Krumar says, "I was just about to ask about the cape, thanks."
		DavidW says, "We've missed something and I don't know what."
Knight_Otu says (to ClubFloyd), "concentrate on gloves" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON GLOVES 		
CF | 		
CF | You close your eyes and concentrate on the white gloves, but no 		
CF | visions come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on hatchet" 		
CF ] Wooded Path 		
CF | 		
CF | > CONCENTRATE ON HATCHET 		
CF | 		
CF | You close your eyes and concentrate on the hatchet, but no visions 		
CF | come. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Marshy Patch 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Marshy Patch 		
CF | Water begins to seep into your footprints as soon as you step out of 		
CF | them. A clear path from the west ends here, and the ground looks firm 		
CF | enough to walk northwest and northeast. Otherwise, your way is blocked 		
CF | by green, filmy pools of standing water. 		
CF | 		
CF | > 		Knight_Otu says, "Lemme get some paper."
		DavidW asks, "by the way, what was inside the locket?"
		Krumar says, "It opened while we were on the boat but I think we just got memories."
		DavidW says, "We should have looked inside the locket too."
Knight_Otu says (to ClubFloyd), "open locket" 		
CF ] Marshy Patch 		
CF | 		
CF | > OPEN LOCKET 		
CF | 		
CF | That's already open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] Marshy Patch 		
CF | 		
CF | > X IT 		
CF | 		
CF | The silvery locket dangling from the chain around your neck is a 		
CF | perfect circle, etched on the outside to look like the full moon. You 		
CF | trace your finger across the shiny surface, recalling that grandmother 		
CF | told you the locket was in fact made of pewter, not silver. 		
CF | 		
CF | The locket is open, revealing two tiny, faded images. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x images" 		
CF ] Marshy Patch 		
CF | 		
CF | > X IMAGES 		
CF | 		
CF | Although you have never met either of the men depicted, you know who 		
CF | they are. The man pictured on the right side of the locket is named 		
CF | Ulrich. He is grandmother's father, your great-grandfather. The man on 		
CF | the left is your great-uncle, grandmother's brother, Hansel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Firefly Glen 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Wooded Path 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Firefly Glen 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Clearing 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), " e" 		
CF ] Firefly Glen 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Lakeshore 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Bramble Thicket 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Misty Hollow 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Clearing 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Living Room 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Living Room 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | (first taking the monocle) 		
CF | (putting the silver dagger into your wicker basket to make room) 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Living Room 		
CF | 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		DavidW says, "I'm thinking the monocle spots the witch's own magic, mostly."
		Knight_Otu says, "I guess."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Crawlspace 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Crawlspace 		
CF | The attic crawlspace is stuffy and cramped. Grandmother never liked to 		
CF | come up here -- she never said she was scared, exactly, but you always 		
CF | thought it was fear that kept her on the ground floor. 		
CF | 		
CF | You know immediately that this tight crawlspace runs over the living 		
CF | room. Usually it would take you another moment to get your bearings, 		
CF | but the floorboards here are old and warped, allowing you to see 		
CF | narrow slices of the living room below. 		
CF | 		
CF | > 		DavidW says, "Gretel stole the stick, I think, and that's why Carmella was using the monocle to track her."
		DavidW asks, "Is there more up here? east, maybe?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Crawlspace 		
CF | 		
CF | > E 		
CF | 		
CF | There's hardly enough room to move in the crawlspace. The only option 		
CF | is south, down the stairs. 		
CF | 		
CF | > 		DavidW says, "okay, it's just one room"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Kitchen 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Kitchen 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement, and by the 		
CF | light of your firefly lantern. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Cellar 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Cellar 		
CF | As your eyes adjust to the eerie, yellow-green light of the fireflies, 		
CF | you recognize grandmother's cellar. The flickering insects allow you 		
CF | to see a stairway to the east (leading up) and a tight passage 		
CF | crawling south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW asks, "Does the game have a hint command?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Bottom of the Well 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | > 		Knight_Otu says, "I think it does."
		MoyTravis asks, "P...probably?"
		MoyTravis asks, "Try't?"
		Knight_Otu says, "I seem to recall it saying so."
Knight_Otu says (to ClubFloyd), "about" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > About the author 		
CF | Revision History 		
CF | License and Copyright 		
CF | Credits and Thank Yous 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] Bottom of the Well 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hint" 		
CF ] Bottom of the Well 		
CF | 		
CF | > HINT 		
CF | 		
CF | Some players may find the temptation to rely on hints overwhelming, 		
CF | and you may prefer to remove temptation by disabling hints for the 		
CF | rest of this game. If you do so, however, you will not be able to 		
CF | access the hints unless you restart. Do you wish to disable hints? >> 		MoyTravis says, "no"
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > The Pebbles... 		
CF | In the Basement... 		
Knight_Otu presses the yellow enter button. 		
CF ] The Pebbles... 		
CF | 1/4: The white pebbles don't seem to be anything special when you 		
CF | first encounter them (inside grandmother's house), but have you 		
CF | examined them out in the moonlight? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		DavidW asks, "oh, so take the pebbles to the lake centre?"
Knight_Otu pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > The Pebbles... 		
CF | In the Basement... 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] Bottom of the Well 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Bottom of the Well 		
CF | A dim circle of light falls through the opening of the well far above 		
CF | you. The pale moonlight just barely illuminates a tight crawl leading 		
CF | north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cellar 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cellar 		
CF | As your eyes adjust to the eerie, yellow-green light of the fireflies, 		
CF | you recognize grandmother's cellar. The flickering insects allow you 		
CF | to see a stairway to the east (leading up) and a tight passage 		
CF | crawling south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Cellar Stairs 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Cellar Stairs 		
CF | The cellar stairs are lit by the dim light of the kitchen, which fades 		
CF | into darkness as the stairs descend into the basement, and by the 		
CF | light of your firefly lantern. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Kitchen 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Kitchen 		
CF | The kitchen is small, but grandmother's meals were prepared with love. 		
CF | You can picture her tending the fire in the small potbelly stove, 		
CF | which squats against the southern wall. Opposite the stove is an open 		
CF | archway which reveals a flight of stairs heading up into the attic. 		
CF | The living room is to the east, and the door to the the cellar is to 		
CF | the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Living Room 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Living Room 		
CF | Your memories of this room make it feel comfortable, despite the fact 		
CF | that it is so small: the living space is just this main room, plus the 		
CF | kitchen to the west. The front door leads south back the garden. 		
CF | 		
CF | Grandmother's bed and chair are here, and against the wall stands a 		
CF | tall, ornate grandfather clock. Grandmother's bed is empty, and the 		
CF | window is smashed. 		
CF | 		
CF | On grandmother's bed is a quilt. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 		
CF | 		
CF | > S 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Firefly Glen 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Firefly Glen 		
CF | A sparkle of yellow-green light flickers on, traces a curling path 		
CF | through the darkness, then winks out... Your eyes try to trace each 		
CF | one only to have their attention caught by another. The floating, 		
CF | swirling lights are so mesmerizing that soon you feel like you're 		
CF | floating, too... 		
CF | 		
CF | Many paths lead from here. Your way is blocked only to the north and 		
CF | south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] On the Lakeshore 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter boat" 		
CF ] Center of the Lake 		
CF | 		
CF | > ENTER BOAT 		
CF | 		
CF | As you climb into the boat, it rocks free of the sandy soil and drifts 		
CF | slowly back out into the middle of the lake. After a moment, the chain 		
CF | pulls taut with a soft bump and a gentle splash. 		
CF | 		
CF | Center of the Lake (in the boat) 		
CF | Here the full moonlight falls unfiltered, unscattered by the leaves of 		
CF | the trees. Occasionally, your movements rock the boat enough to send a 		
CF | ripple travelling towards the shore. For the most part, though, the 		
CF | lake is still and you find yourself floating in a perfect reflection 		
CF | of the sky. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pebbles" 		
CF ] Center of the Lake 		
CF | 		
CF | > X PEBBLES 		
CF | 		
CF | The hunting jacket must have belonged to a boy -- who else but a boy 		
CF | would keep a pocketful of pebbles? Even so, the pebbles are very 		
CF | unusual. They seem to catch the meager light in a way that makes them 		
CF | almost glow. 		
CF | 		
CF | > 		Krumar asks, "concentrate on them?"
		MoyTravis exclaims, "Toss them overboard!"
		Jacqueline exclaims, "Wishbringer stones!"
		DavidW says, "Hansel used the pebbles to make a trail."
		MoyTravis says, "Or concentrate on them."
		Jacqueline says (to DW), "ah - nice"
		DavidW asks, "Maybe do that somehow?"
		Knight_Otu says, "We had seen that text before, that they almost glow."
		MoyTravis says, "Toss ONE overboard, and see if it floats."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Center of the Lake 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop pebble in lake" 		
CF ] Center of the Lake 		
CF | 		
CF | > DROP PEBBLE IN LAKE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Krumar says, "It seems like they would give us a trail somewhere but I don't remember seeing and glowing anywhere that we haven't followed."
Knight_Otu says (to ClubFloyd), "drop pebble" 		
CF ] Center of the Lake 		
CF | 		
CF | > DROP PEBBLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull chain" 		
CF ] Center of the Lake 		
CF | 		
CF | > PULL CHAIN 		
CF | 		
CF | The rusty chain is filthy. Touching it would ruin grandmother's 		
CF | gloves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remove gloves" 		
CF ] Center of the Lake 		
CF | 		
CF | > REMOVE GLOVES 		
CF | 		
CF | You take off the white gloves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull chain" 		
CF ] On the Lakeshore 		
CF | 		
CF | > PULL CHAIN 		
CF | 		
CF | You pull the chain and slowly drag the boat back through the water. As 		
CF | it comes aground, you jump out onto the sandy shore. 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "toss pebbles" 		
CF ] On the Lakeshore 		
CF | 		
CF | > TOSS PEBBLES 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "Hm. I started this game with breakfast, and now it is nearly lunch."
Knight_Otu says (to ClubFloyd), "throw pebbles" 		
CF ] On the Lakeshore 		
CF | 		
CF | > THROW PEBBLES 		
CF | 		
CF | You haven't got those. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pebbles" 		
CF ] On the Lakeshore 		
CF | 		
CF | > GET PEBBLES 		
CF | 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw pebbles" 		
CF ] On the Lakeshore 		
CF | 		
CF | > THROW PEBBLES 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] On the Lakeshore 		
CF | 		
CF | > L 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | You can also see some of those white pebbles you found in the boy's 		
CF | jacket here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] On the Lakeshore 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pair of white gloves 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a monocle 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pebbles" 		
CF ] On the Lakeshore 		
CF | 		
CF | > GET PEBBLES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Bramble Thicket 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "throw pebbles" 		
CF ] Bramble Thicket 		
CF | 		
CF | > THROW PEBBLES 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Bramble Thicket 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pair of white gloves 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a monocle 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Bramble Thicket 		
CF | 		
CF | > L 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | You can see some of those white pebbles you found in the boy's jacket 		
CF | here. 		
CF | 		
CF | > 		Krumar says, "This seems like the place to figure out."
Knight_Otu says (to ClubFloyd), "get pebbles" 		
CF ] Bramble Thicket 		
CF | 		
CF | > GET PEBBLES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter thicket" 		
CF ] Bramble Thicket 		
CF | 		
CF | > ENTER THICKET 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		DavidW says, "Throw seems the wrong word. I'd just drop one (or them)"
Knight_Otu says (to ClubFloyd), "drop pebble" 		
CF ] Bramble Thicket 		
CF | 		
CF | > DROP PEBBLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Misty Hollow 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop pebbles" 		
CF ] Misty Hollow 		
CF | 		
CF | > DROP PEBBLES 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Misty Hollow 		
CF | 		
CF | > L 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | You can see some of those white pebbles you found in the boy's jacket 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Bramble Thicket 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop pebbles" 		
CF ] Bramble Thicket 		
CF | 		
CF | > DROP PEBBLES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "It's all or nothing."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Misty Hollow 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | You can see some of those white pebbles you found in the boy's jacket 		
CF | here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get pebbles" 		
CF ] Misty Hollow 		
CF | 		
CF | > GET PEBBLES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu asks, "Another hint?"
		DavidW says, "Maybe get another hint. Maybe you need to start the trail at the correct place."
Knight_Otu says (to ClubFloyd), "hint" 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > The Pebbles... 		
CF | In the Basement... 		
Knight_Otu presses the yellow enter button. 		
CF ] The Pebbles... 		
CF | 1/4: The white pebbles don't seem to be anything special when you 		
CF | first encounter them (inside grandmother's house), but have you 		
CF | examined them out in the moonlight? 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		
Knight_Otu says (to ClubFloyd), "h" 		
CF ] The Pebbles... 		
CF | 1/4: The white pebbles don't seem to be anything special when you 		
CF | first encounter them (inside grandmother's house), but have you 		
CF | examined them out in the moonlight? 		
CF | 		
CF | 2/4: Once you see them in this environment, you might start to 		
CF | recognize them in other places... 		
CF | 		
CF | Press SPACE to return to the menu or H to reveal another hint. 		Krumar says, "The trail should probably be around the bottom of the waterfall, that's where we came back from."
		DavidW asks, "oh, so examine the ground?"
		Knight_Otu asks, "I think it refers to the waterfall area, maybe?"
Knight_Otu pushes the green 'space' button. 		
CF ] Instructions 		
CF ] 		
CF ] N = Next Q = Quit Menu 		
CF ] P = Previous ENTER = Select 		
CF | > The Pebbles... 		
CF | In the Basement... 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] Misty Hollow 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] Misty Hollow 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | Which do you mean, the ground, or the humid mist? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "mist" 		
CF ] Misty Hollow 		
CF | 		
CF | > MIST 		
CF | 		
CF | The misty cloud undulates across the floor of the depression. It looks 		
CF | at times as though it's breathing. 		
CF | 		
CF | > 		DavidW says, "we don't USE these pebbles, we find the ones that Hansel actually used."
		Krumar says, "I think that's the rigth answer."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Bramble Thicket 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x thicket" 		
CF ] Bramble Thicket 		
CF | 		
CF | > X THICKET 		
CF | 		
CF | Some forest animals, grandmother once told you, make their homes in 		
CF | the bramble thicket. Though you can't imagine living among the thorny 		
CF | vines yourself, you can see how much protection they would offer. They 		
CF | seem practically impenetrable. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Bramble Thicket 		
CF | 		
CF | > SEARCH IT 		
CF | 		
CF | The vines are too spiny to do any thorough searching. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] Bramble Thicket 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] On the Lakeshore 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] On the Lakeshore 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Marshy Patch 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Marshy Patch 		
CF | Water begins to seep into your footprints as soon as you step out of 		
CF | them. A clear path from the west ends here, and the ground looks firm 		
CF | enough to walk northwest and northeast. Otherwise, your way is blocked 		
CF | by green, filmy pools of standing water. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] Marshy Patch 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		DavidW says, "He'd start the trail by the house, I think."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Wooded Path 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Clearing 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Grandmother's Front Garden 		
CF | From here, you can enter grandmother's house to the north. The garden 		
CF | curves around the side of the house to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x garden" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > X GARDEN 		
CF | 		
CF | Grandmother's grass is a bit high, but otherwise uninteresting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pebbles" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > X PEBBLES 		
CF | 		
CF | Amazing! You would never have thought that a handful of gravel like 		
CF | this could shine to brightly! Even in the dim moonlight, the pebbles 		
CF | sparkle like newly-minted silver coins! 		
CF | 		
CF | With this sight, the locket grows warm and your vision grows watery. 		
CF | 		
CF | The boy's jacket: Hansel's jacket... The white stones: Hansel's 		
CF | plan... 		
CF | 		
CF | "I'll take care of you," he said. "You'll see. Everything's going 		
CF | to be fine." And everything was fine. The 		
CF | first time. But the second time... Lorelei had convinced your 		
CF | father to try again, and she had locked the front door so Hansel 		
CF | couldn't sneak out and get more stones. All he had was a small loaf of 		
CF | bread. He was convinced it would work just as well. 		
CF | 		
CF | It didn't. 		
CF | 		
CF | The locket cools, but the bright white stones continue to shine! 		
CF | 		
CF | > 		Krumar says, "I've got to run guys, see you next week."
Knight_Otu says (to ClubFloyd), "search garden" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > SEARCH GARDEN 		
CF | 		
CF | There's nothing of interest hidden in the long grass. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Grandmother's Front Garden 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some white pebbles 		
CF | a pair of white gloves 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a monocle 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		DavidW says, "okay, go one location from here and examine the pebbles again."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Clearing 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | Catching the scattered silver moonlight, the white pebbles pooled 		
CF | around grandmother's gate stretch into a path leading southeast into 		
CF | the woods. 		
CF | 		
CF | How had you not noticed them before? The bright stones sparkle just 		
CF | like the ones you found in the pocket of the boy's jacket! 		
CF | 		
CF | > 		
Krumar goes home. 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] Wooded Path 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | Several trails converge here, and you recall how relieved you were 		
CF | that grandmother met you at the bridge the first few times you made 		
CF | the trip from home without mother. Now, you are certain of the right 		
CF | way: the northwest path leads to grandmother's house and the southern 		
CF | path leads back across the covered bridge. Other paths lead east and 		
CF | northeast. 		
CF | 		
CF | The trail of shining stones enters this clearing along the path from 		
CF | the northwest, but then turns abruptly, abandoning the well-marked 		
CF | path and leading east into the forest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Marshy Patch 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Marshy Patch 		
CF | Water begins to seep into your footprints as soon as you step out of 		
CF | them. A clear path from the west ends here, and the ground looks firm 		
CF | enough to walk northwest and northeast. Otherwise, your way is blocked 		
CF | by green, filmy pools of standing water. 		
CF | 		
CF | Meandering across the soft ground of the marsh, the path of sparkling 		
CF | white stones leads both west and northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] On the Lakeshore 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | On the Lakeshore 		
CF | You're standing now on the gravelly shore of the Mondscheinsee. The 		
CF | wind is still, the water is smooth, and you can see the night sky 		
CF | clearly reflected in the shiny, black surface of the lake. The land 		
CF | gets marshier to the southwest, but seems firm to the west and 		
CF | northwest. 		
CF | 		
CF | A stout wooden post is buried in the ground. From it, a tangle of 		
CF | rusty chain tethers the small boat. 		
CF | 		
CF | Beached, with its bow stuck in the lakeshore, the boat occasionally 		
CF | makes a crunching noise against the gravel as a wave rocks it gently. 		
CF | 		
CF | Hidden among the gravel on the shoreline, a few white stones still 		
CF | manage to catch the moonlight filtering through the leaves. They form 		
CF | a fragmented trail that curves from the southwest to the northwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] Bramble Thicket 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | Entering this clearing from the southeast, however, the pebble trail 		
CF | winds its way northeast into the dense thicket. Although the moonlight 		
CF | is dim, the brilliant stones reveal an otherwise invisible pathway 		
CF | through the brambles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] Burned Ground 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Burned Ground 		
CF | An eerie chill crawls up the back of your neck. 		
CF | 		
CF | This patch of the woods is dead: black and burnt with no living plant 		
CF | rooting in the soil. Life crawls up to the edge of the dead patch but 		
CF | stops abruptly. The long blades of grass don't even hang over the 		
CF | perimeter. Larger plants -- the bramble thicket, a large oak tree -- 		
CF | live somewhat farther back. The leaves of the oak hang over this 		
CF | clearing making it even darker than the rest of the forest. 		
CF | 		
CF | Perhaps there was a fire? But when? Grandmother never said anything 		
CF | about a fire. And how long would it take for the forest to reclaim a 		
CF | burned patch of ground? Whatever is was, you have a decidedly uneasy 		
CF | feeling about this place. 		
CF | 		
CF | You have a sense that the locket around your neck recognizes your 		
CF | surroundings. Your body fades and other sensations come into focus. 		
CF | 		
CF | The first day all you felt was anger: anger at your stepmother for 		
CF | dreaming up such a heartless idea, anger at your father for going 		
CF | along with it (twice!), anger at your brother for his inept plan. This 		
CF | last feeling was the hardest to admit. The first time, his plan had 		
CF | worked flawlessly. And yes, when the two of you had heard that your 		
CF | parents -- correction: your father and stepmother -- 		
CF | were going to try again to abandon you in the forest, he had tried to 		
CF | prepare. But breadcrumbs? How could he have ever 		
CF | thought that would work? 		
CF | 		
CF | By the second day, the anger was supplanted by fear. How were you 		
CF | going to find your way home? What were you going to eat? Were you 		
CF | going to die out here? 		
CF | 		
CF | This morning you awoke to face your third day in the woods and 		
CF | every feeling, every thought had been replaced by the sour ache of 		
CF | hunger in your stomach. 		
CF | 		
CF | Hoping that the animals of the forest know where to find food, you 		
CF | have tracked a white bird to this spot. You watch the bird settle into 		
CF | its nest among the branches of the large oak tree and you stop to take 		
CF | in your surroundings... and you see the little house. Instantly, your 		
CF | starving brain becomes delirious with the possibility of rescue and 		
CF | you run for the front steps. 		
CF | 		
CF | When your brother grabs your arm, you spin around ready to scream 		
CF | at him for slowing you down. But the look on his face makes you stop. 		
CF | He's staring over your shoulder at the house. His jaw is slack and 		
CF | he's starting to drool. Without looking at you, he asks a question 		
CF | that would never have even crossed your mind... 		
CF | 		
CF | "Gretel, what is that house made of?" 		
CF | 		
CF | The locket cools. The vision subsides. You regain your own senses. 		
CF | 		
CF | > 		DavidW asks, "Monocle?"
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Burned Ground 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | (first taking the monocle) 		
CF | (putting the white gloves into your wicker basket to make room) 		
CF | Snugging the monocle against your eye changes the look of the 		
CF | landscape. Most shocking, in the barren patch of burned ground now 		
CF | stands an ugly, rusty, iron-barred cage. Your eyes fall on a few 		
CF | orange hard candies that lie inside the cage and a cavernous hunger 		
CF | opens up inside of you. Transfixed, all you can do is stare hungrily 		
CF | at the candy... as though you haven't eaten in days. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cage" 		
CF ] Burned Ground 		
CF | 		
CF | > X CAGE 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | > 		DavidW asks, "remove lens?"
Knight_Otu says (to ClubFloyd), "remove lens" 		
CF ] Burned Ground 		
CF | 		
CF | > REMOVE LENS 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | The old woman's hexed hard candies have you under their spell... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave stick" 		
CF ] Burned Ground 		
CF | 		
CF | > WAVE STICK 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remove lens" 		
CF ] Burned Ground 		
CF | 		
CF | > REMOVE LENS 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | After minutes of staring at the hard candies, your mouth runs with 		
CF | saliva and your eyes grow dry of tears. 		
CF | 		
CF | > 		MoyTravis says, "Dig in! If you can reach, I guess."
		DavidW says, "plz don't die"
		MoyTravis says, "Look it'll be fine."
		MoyTravis says, "It's gonna be great. Candy's always great."
Knight_Otu says (to ClubFloyd), "push cage" 		
CF ] Burned Ground 		
CF | 		
CF | > PUSH CAGE 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf14" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Burned Ground 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get candies" 		
CF ] Burned Ground 		
CF | 		
CF | > GET CANDIES 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat candies" 		
CF ] Burned Ground 		
CF | 		
CF | > EAT CANDIES 		
CF | 		
CF | You stand transfixed by the delicious looking candies... unable to 		
CF | move... barely able to blink... unable do anything but hunger, hunger, 		
CF | hunger for them... 		
CF | 		
CF | Your eyes are burning! You've been so arrested by the candies you 		
CF | haven't even blinked! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "blink" 		
CF ] Burned Ground 		
CF | 		
CF | > BLINK 		
CF | 		
CF | *blink* *blink* 		
CF | 		
CF | The monocle falls to the ground, the cage and the candies disappear, 		
CF | and the spell is broken. The hunger, however, lingers. 		
CF | 		
CF | > 		Jacqueline says, "wow"
		DavidW says, "whew"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Burned Ground 		
CF | 		
CF | > L 		
CF | 		
CF | Burned Ground 		
CF | This patch of the woods is dead: black and burnt with no living plant 		
CF | rooting in the soil. Life crawls up to the edge of the dead patch but 		
CF | stops abruptly. The long blades of grass don't even hang over the 		
CF | perimeter. Larger plants -- the bramble thicket, a large oak tree -- 		
CF | live somewhat farther back. The leaves of the oak hang over this 		
CF | clearing making it even darker than the rest of the forest. 		
CF | 		
CF | You realize that you're standing where grandmother stood on the day 		
CF | she first saw the old woman, the day grandmother's life -- and the 		
CF | lives of everyone in her family -- changed forever. 		
CF | 		
CF | You can see a monocle here. 		
CF | 		
CF | > 		DavidW says, "nasty candies"
Knight_Otu says (to ClubFloyd), "get lens" 		
CF ] Burned Ground 		
CF | 		
CF | > GET LENS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x oak" 		
CF ] Burned Ground 		
CF | 		
CF | > X OAK 		
CF | 		
CF | The many limbs and dense leaves of the oak tree make it much darker in 		
CF | this clearing than in the rest of the forest. 		
CF | 		
CF | > 		DavidW says, "I don't remember what to do here."
Knight_Otu says (to ClubFloyd), "climb tree" 		
CF ] Burned Ground 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | There's no need for climbing the tree. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ground" 		
CF ] Burned Ground 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | The dead patch is black and burned. Nothing is growing among the 		
CF | charred soil. 		
CF | 		
CF | > 		DavidW asks, "dig?"
Knight_Otu says (to ClubFloyd), "dig" 		
CF ] Burned Ground 		
CF | 		
CF | > DIG 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW asks, "search soil?"
Knight_Otu says (to ClubFloyd), "search soil" 		
CF ] Burned Ground 		
CF | 		
CF | > SEARCH SOIL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search ground" 		
CF ] Burned Ground 		
CF | 		
CF | > SEARCH GROUND 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave stick" 		
CF ] Burned Ground 		
CF | 		
CF | > WAVE STICK 		
CF | 		
CF | Is it your imagination or did the air get slightly cooler when you 		
CF | waved the walking stick? And what's that smell? Almonds? It disappears 		
CF | too quickly to be sure... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Burned Ground 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a monocle 		
CF | some white pebbles 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a pair of white gloves 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | a loaf of bread 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pebbles" 		
CF ] Burned Ground 		
CF | 		
CF | > X PEBBLES 		
CF | 		
CF | The shiny white pebbles were your great-uncle's plan for finding his 		
CF | way when lost in the woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat bread" 		
CF ] Burned Ground 		
CF | 		
CF | > EAT BREAD 		
CF | 		
CF | (first taking the loaf of bread) 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | You've avoided temptation until now, but you are getting 		
CF | terribly hungry, and it is getting late. "Plus," you think, 		
CF | "Those candies might not be so mesmerizing if I had something in my 		
CF | stomach." 		
CF | 		
CF | You take a few bites of the bread, being sure to leave some for 		
CF | grandmother who, you imagine, will be hungry when you find her... if 		
CF | you find her. 		
CF | 		
CF | > 		DavidW says, "oh."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Burned Ground 		
CF | Ok. 		
CF | 		
CF | > 		DavidW asks, "Cut the cage with the hatchet?"
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Burned Ground 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | (first taking the monocle) 		
CF | (putting the white pebbles into your wicker basket to make room) 		
CF | Snugging the monocle against your eye changes the look of the 		
CF | landscape. Most shocking, in the barren patch of burned ground now 		
CF | stands an ugly, rusty, iron-barred cage. The candies in the cage are 		
CF | not nearly so alluring, now that you've had a bite to eat. 		
CF | 		
CF | Now, you can get a good look at the cage. As you do, the locket grows 		
CF | hot. 		
CF | 		
CF | You spring to your feet, every muscle crackling and alert. Were 		
CF | those cries just part of another nightmare? Another frantic dream of 		
CF | searching for your lost, trapped, screaming brother? 		
CF | 		
CF | "Gretel! Gretel, help me! Where are you?" 		
CF | 		
CF | No! Not a dream! Not this time! You scan the room. The rocking 		
CF | chair is empty, the walking stick gone. You're sure that wherever he 		
CF | is, she is there too. But you must try to find him. You sprint to the 		
CF | northern door and rip it open, revealing a staircase. Down... west... 		
CF | north again... following his cries. 		
CF | 		
CF | Turning a final corner you see him, trapped in that black iron 		
CF | cage. Pale fingers wrapped around the stiff iron bands, flushed face 		
CF | pressed between them, crying. He sees you and his eyes widen in relief 		
CF | and hope. 		
CF | 		
CF | She is here, too, and Hansel's expression alerts her to your 		
CF | presence. She spins around faster than you could have anticipated, 		
CF | more nimbly than an old crone should be able. She screams with rage, 		
CF | her red eyes flare, her monocle clinks to the floor, her walking stick 		
CF | connects with your temple, and the room becomes an almond-scented 		
CF | darkness. 		
CF | 		
CF | The locket cools and you return to yourself. 		
CF | 		
CF | > 		Jacqueline says, "Nicely done."
Knight_Otu says (to ClubFloyd), "x cage" 		
CF ] Burned Ground 		
CF | 		
CF | > X CAGE 		
CF | 		
CF | Wide, flat bands of iron wrap vertically and horizontally around a 		
CF | cubical space. At each intersection point, the crossing bands are 		
CF | bound by a thick rivet. There's no visible way to open the cage, 		
CF | although the spacing of the bands might allow you reach inside, where 		
CF | you can see some orange candies. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Burned Ground 		
CF | 		
CF | > L 		
CF | 		
CF | Burned Ground 		
CF | This patch of the woods is dead: black and burnt with no living plant 		
CF | rooting in the soil. Life crawls up to the edge of the dead patch but 		
CF | stops abruptly. The long blades of grass don't even hang over the 		
CF | perimeter. Larger plants -- the bramble thicket, a large oak tree -- 		
CF | live somewhat farther back. The leaves of the oak hang over this 		
CF | clearing making it even darker than the rest of the forest. 		
CF | 		
CF | You realize that you're standing where grandmother stood on the day 		
CF | she first saw the old woman, the day grandmother's life -- and the 		
CF | lives of everyone in her family -- changed forever. 		
CF | 		
CF | A grotesque iron cage stands in the middle of the burned patch of 		
CF | ground. Inside the cage, you can see some orange candies. 		
CF | 		
CF | > 		DavidW says, "Those candies must be the 'sweet temptation'."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "get candies" 		
CF ] Burned Ground 		
CF | 		
CF | > GET CANDIES 		
CF | 		
CF | You can reach between the iron bands, but your arms are not long 		
CF | enough to reach the orange candies. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get candies with stick" 		
CF ] Burned Ground 		
CF | 		
CF | > GET CANDIES WITH STICK 		
CF | 		
CF | The wolf's-head walking stick is slender enough to reach through the 		
CF | bars and long enough to reach the orange candies. You maneuver the 		
CF | orange candies between the bars of the cage and push them to the 		
CF | ground. 		
CF | 		
CF | > 		DavidW says, "So they must be part of the way to break the curse."
Knight_Otu says (to ClubFloyd), "get candies" 		
CF ] Burned Ground 		
CF | 		
CF | > GET CANDIES 		
CF | 		
CF | You feel a crackle of energy from the orange candies as you pick them 		
CF | up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "concentrate on candies" 		
CF ] Burned Ground 		
CF | 		
CF | > CONCENTRATE ON CANDIES 		
CF | 		
CF | You close your eyes and concentrate on the orange candies. A vision 		
CF | from its history becomes clear in your mind: 		
CF | 		
CF | Standing in the old woman's basement kitchen, surrounded by jars 		
CF | and jars of brightly colored candy -- her means of luring innocent 		
CF | children to her -- you hear the old woman's muffled shrieking. 		
CF | 		
CF | You hadn't thought that something so transparent would have been 		
CF | effective: you just pretending not to know how to light the oven... 		
CF | she must have been distracted by the thought of eating your brother. 		
CF | And perhaps she had become confident that her beatings had broken you. 		
CF | You are stronger than the old woman thought. And more clever. 		
CF | 		
CF | From inside the oven, you hear her screams: of anger, not pain. 		
CF | After a moment in fact, she stops screaming altogether and starts 		
CF | speaking again in her native tongue. She is speaking deliberately, 		
CF | enunciating clearly. You catch a syllable or two above the crackle of 		
CF | the flames, although you have no clue about their meaning -- 		
CF | "mall-uh-DEE-ray", "bam-BEE-nee", "jenn-uh-rah-tsee-OH-nee", 		
CF | "LOO-poh". 		
CF | 		
CF | Muttering angrily, locked in her own oven, the evil old woman 		
CF | slowly burns to death. 		
CF | 		
CF | You stay in the basement until the words stop and you are sure 		
CF | she's dead. As you rush out of the house and away from the extreme 		
CF | heat of the oven, you steal some of her magic. You take the walking 		
CF | stick; Hansel takes the thick glass monocle. 		
CF | 		
CF | Then, you stand outside until the house itself starts to 		
CF | burn. 		
CF | 		
CF | You open your eyes and are back in the present moment. 		
CF | 		
CF | > 		DavidW says, "And that's how our family was cursed."
		Knight_Otu nods.
		Knight_Otu asks, "How close to the end are we?"
		DavidW says, "Reasonably close, I think."
		Knight_Otu says, "Because we're getting to the three hour mark."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Burned Ground 		
CF | 		
CF | > L 		
CF | 		
CF | Burned Ground 		
CF | This patch of the woods is dead: black and burnt with no living plant 		
CF | rooting in the soil. Life crawls up to the edge of the dead patch but 		
CF | stops abruptly. The long blades of grass don't even hang over the 		
CF | perimeter. Larger plants -- the bramble thicket, a large oak tree -- 		
CF | live somewhat farther back. The leaves of the oak hang over this 		
CF | clearing making it even darker than the rest of the forest. 		
CF | 		
CF | You realize that you're standing where grandmother stood on the day 		
CF | she first saw the old woman, the day grandmother's life -- and the 		
CF | lives of everyone in her family -- changed forever. 		
CF | 		
CF | A grotesque iron cage stands in the middle of the burned patch of 		
CF | ground. 		
CF | 		
CF | > 		DavidW says, "I suspect we crush the candies in the mortar"
Knight_Otu says (to ClubFloyd), "remove lens" 		
CF ] Burned Ground 		
CF | 		
CF | > REMOVE LENS 		
CF | 		
CF | You remove the monocle and the landscape returns to normal, the 		
CF | hideous iron cage again becoming a phantom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Burned Ground 		
CF | 		
CF | > N 		
CF | 		
CF | The dense woods and brambles, combined with your fear of this dead 		
CF | spot, make going southwest (back the way you came) the only viable 		
CF | path. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Bramble Thicket 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Bramble Thicket 		
CF | This corner of the woods is filled with a tangly, spiny thicket of 		
CF | brambles that have tied themselves into a prickly knot. Thorn-free 		
CF | paths lead west, southwest, and southeast. 		
CF | 		
CF | Entering this clearing from the southeast, however, the pebble trail 		
CF | winds its way northeast into the dense thicket. Although the moonlight 		
CF | is dim, the brilliant stones reveal an otherwise invisible pathway 		
CF | through the brambles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Misty Hollow 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		DavidW asks, "We need Hansel's bones, the candies, and what was the third thing in the cave drawing?"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Cave Opening 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Cave Opening 		
CF | The misty trail from the south leads between tall outcroppings of rock 		
CF | into this dead end. Here, surrounded on three sides by the steep walls 		
CF | of the mountain, a rocky climb leads north to the dark, jagged opening 		
CF | of a cave. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Sloping Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Sloping Passage 		
CF | You are standing just inside the mouth of the cave, with the misty 		
CF | forest to the south. To the east, this passage follows a steep descent 		
CF | into the belly of the mountain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Cavern 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Cavern 		
CF | Moisture leaches from the black rock of this cave making the whole 		
CF | expanse glisten. The smooth walls are are covered with tight lines of 		
CF | carved inscriptions. 		
CF | 		
CF | Some broken rocks have been arranged to make a primitive kind of work 		
CF | area. At least, you can imagine someone sitting on one of the lower 		
CF | stones using the flatter one as a kind of table... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Cavern 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | Bright orange light barges unexpectedly into the cave! Through the old 		
CF | crone's hexed monocle, the inscriptions on the wall begin sparkling, 		
CF | making the area appear almost impossibly bright! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x inscription" 		
CF ] Cavern 		
CF | 		
CF | > X INSCRIPTION 		
CF | 		
CF | Your mind knows that the words are written in the old woman's foreign 		
CF | tongue, but by examining them through the monocle you can somehow read 		
CF | them... and their meaning is clear. 		
CF | 		
CF | The evil old woman was the keeper of a powerful curse: La 		
CF | Maledizione del Lupo, the Curse of the Wolf. 		
CF | 		
CF | Not all of the details are spelled out on the wall, but you can 		
CF | understand the basic ideas of the curse, including the fact that it 		
CF | affects men and women differently. When under the curse, the body of a 		
CF | man will transform itself into the body of a wolf every time the light 		
CF | of the full moon falls on his skin. His human mind will compete with 		
CF | the wolf's mind, not entirely in control but not entirely destroyed. 		
CF | He must watch from behind the wolf's eyes like a prisoner in a cell 		
CF | until the darkness of a new moon allows him to return to human form. 		
CF | 		
CF | A cursed woman will not turn into a wolf herself, but will carry the 		
CF | curse in her blood and pass it along to her children. Her sons will 		
CF | transform in the light of their first full moon; her daughters will 		
CF | carry the curse, passing it on to their children for generations. 		
CF | 		
CF | The curse also has an oddly mundane side-effect: no cursed person can 		
CF | touch anything made of silver. 		
CF | 		
CF | The curse's incantation is spelled out clearly on the wall, but you 		
CF | read only sketchy details about its counter-curse. This doesn't 		
CF | surprise you very much (you can imagine that an old witch would not 		
CF | want the breaking of her curse to be too clearly spelled out). Still, 		
CF | you can gather a few details... 		
CF | 		
CF | The first part is fairly clear: The curse must claim a life before it 		
CF | can be broken. In fact, the key to lifting the spell lies in the bones 		
CF | of the first male in the cursed family to die. Then, however, the 		
CF | instructions become more cryptic: after death, he must "meet with 		
CF | sweet temptation". This phrase is accompanied by the image of what 		
CF | looks like snow sprinkling down onto a skull. 		
CF | 		
CF | > 		DavidW says, "I'm starting to lag badly. I think my connection is failing."
		Jacqueline asks, "Should we just pick this up next week?"
		Jacqueline says, "We'be been going a while..."
		Knight_Otu says, "The curse must claim alife. I think that is fulfilled."
		DavidW says, "oh, I hadn't noticed the time."
		Knight_Otu says, "I guess we can stpop for the day as well."
		Jacqueline says (to David), "Time flies when you're having flashbacks."
		Roger says, "sounds like good plan"
		DavidW says, "You'll want to save before the end anyway to make sure you get the ending you want."
		MoyTravis says, "Next time's fine with me."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		MoyTravis exclaims, "Thanks for driving!"
Knight_Otu says (to ClubFloyd), "cfwolfcurse" 		
CF ] Cavern 		
CF | Ok. 		
CF | 		
CF | > 		DavidW says, "thanks for playing this, everyone."
		Knight_Otu exclaims, "Thanks for the game, everyone!"
		Jacqueline says, "Yeah. Thanks for bringing it up (it was you who did, right?). It's pretty good."
		Jacqueline says, "I'm enjoying it, anyway. Not sure about others."
		DavidW says, "I think it's rather clever how the two tales are woven together."
		Knight_Otu says, "Yeah."
		DavidW says, "We'll probably finish soon in the next session and want another game afterwards next week."
		Knight_Otu says, "Yeah, that seems likely."
		Knight_Otu exclaims, "Good night, everyone, and stay safe!"
		DavidW says, "thanks all. bye."
		
*** SESSION 2 *** 		
		Jacqueline asks, "So, finish off the game from last week?"
		Knight_Otu says, "Sure."
		DavidW says, "oh right, Moon-Shaped."
		Jacqueline says, "I understand that that might not take long, but I'm not sure I'm up for something long today."
		Krumar says, "How far did you get? I left when you started to follow the glowing stones."
		DavidW says, "They're almost at the end."
		DavidW says, "They have the candies for the 'sweet temptation'."
		Krumar says, "Sounds like I missed a bunch :-P"
		Jacqueline asks, "So. I do not even recall what was happening. Anybody got a recap?"
		MoyTravis says, "We were something, something, dead person candies curse memories."
		Knight_Otu says, "I'm a bit scattered, but we're the grandchild of Gretel, cursed with the wolf curse."
		Knight_Otu says, "Our Grandma is missing presumed wolf-eaten, we explored the forest and found quite a bit of stuff."
		DavidW says, "My mind is still waking up, but we visited the burnt location of Carmella's candy house and had to BLINK to get the monocle out of our eye."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Cavern 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some orange candies 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a loaf of bread 		
CF | some white pebbles 		
CF | a pair of white gloves 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | You are wearing: 		
CF | a monocle 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		Roger says, "oh yeah"
		Roger asks, "Is someone going to help Jade?"
		Knight_Otu says, "And we had to eat the bread for Grandma to resist the candies."
		DavidW asks, "You need a bone from Hansel, the first werewolf. Also something means the snow onto a skull?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Cavern 		
CF | 		
CF | > L 		
CF | 		
CF | Cavern 		
CF | Moisture leaches from the black rock of this cave making the whole 		
CF | expanse glisten. The smooth walls are are covered with tight lines of 		
CF | carved inscriptions that, through the thick glass lens of the old 		
CF | woman's monocle, glow orange and reflect in the shiny, wet surfaces. 		
CF | 		
CF | Some broken rocks have been arranged to make a primitive kind of work 		
CF | area. At least, you can imagine someone sitting on one of the lower 		
CF | stones using the flatter one as a kind of table... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x inscription" 		
CF ] Cavern 		
CF | 		
CF | > X INSCRIPTION 		
CF | 		
CF | Your mind knows that the words are written in the old woman's foreign 		
CF | tongue, but by examining them through the monocle you can somehow read 		
CF | them... and their meaning is clear. 		
CF | 		
CF | The evil old woman was the keeper of a powerful curse: La 		
CF | Maledizione del Lupo, the Curse of the Wolf. 		
CF | 		
CF | Not all of the details are spelled out on the wall, but you can 		
CF | understand the basic ideas of the curse, including the fact that it 		
CF | affects men and women differently. When under the curse, the body of a 		
CF | man will transform itself into the body of a wolf every time the light 		
CF | of the full moon falls on his skin. His human mind will compete with 		
CF | the wolf's mind, not entirely in control but not entirely destroyed. 		
CF | He must watch from behind the wolf's eyes like a prisoner in a cell 		
CF | until the darkness of a new moon allows him to return to human form. 		
CF | 		
CF | A cursed woman will not turn into a wolf herself, but will carry the 		
CF | curse in her blood and pass it along to her children. Her sons will 		
CF | transform in the light of their first full moon; her daughters will 		
CF | carry the curse, passing it on to their children for generations. 		
CF | 		
CF | The curse also has an oddly mundane side-effect: no cursed person can 		
CF | touch anything made of silver. 		
CF | 		
CF | The curse's incantation is spelled out clearly on the wall, but you 		
CF | read only sketchy details about its counter-curse. This doesn't 		
CF | surprise you very much (you can imagine that an old witch would not 		
CF | want the breaking of her curse to be too clearly spelled out). Still, 		
CF | you can gather a few details... 		
CF | 		
CF | The first part is fairly clear: The curse must claim a life before it 		
CF | can be broken. In fact, the key to lifting the spell lies in the bones 		
CF | of the first male in the cursed family to die. Then, however, the 		
CF | instructions become more cryptic: after death, he must "meet with 		
CF | sweet temptation". This phrase is accompanied by the image of what 		
CF | looks like snow sprinkling down onto a skull. 		
CF | 		
CF | > 		DavidW says, "I suspect you need to crush the candles in the mortar."
		Knight_Otu nods.
		DavidW says, "Maybe the bone too."
		Knight_Otu says, "I think we>re sprinkling the ground candies onto the skull."
		DavidW says, "I know there's 8 endings, so you'll want a good save point."
		Knight_Otu says, "(Not quite used to the new keyboard.)"
		DavidW says, "In half the endings, you save Grandmother. In half the endings, you break the curse. In half the ending, [you don't know yet]."
		Knight_Otu says, "Right, the secret third objective."
		Roger says, "we tell our mom to go to hell, I presume"
		Jacqueline says, "heh"
		DavidW says, "Mom's part in this story ended when we left our house."
		Knight_Otu says, "I was about to say saving our brother perhaps, but then, wouldn't that be breaking the curse. Anyway."
		Jacqueline says (to DW), "I am not sada bout that."
		Jacqueline says (to DW), "I am not sad about that."
		Knight_Otu says, "But she is, presumably."
Jacqueline gets ClubFloyd Pass 07. 		
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Jade has arrived. 		
Jacqueline has arrived. 		DavidW asks, "I'm trying to remember, but I think Rosalind's brother was Rainer, and their father was Rolf?"
		Roger says, "Sounds about right"
		* Jacqueline has added Jade to the channel.
		DavidW says, "This might be of interest."
		MoyTravis says, "Hi Jade."
		Krumar says, "The brother is rainer"
		Jacqueline says (to Jade), "Please type your conversation on the channel. If you need help, just whisper."
		Krumar says, "The father is Rolf."
		Roger says (to Jade), "Hello! We're halfway(?) into a game"
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] Cavern 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are Rosalind Wechsler, 13 years old today, the daughter of 		
CF | Gretchen and Rolf. Your shiny auburn hair (today worn in 		
CF | shoulder-length pigtails) was inherited from your mother. She tells 		
CF | you that your pale skin and bright, dark eyes remind her of your 		
CF | father. 		
CF | 		
CF | > 		Jacqueline says, "Also, fwiw, I'm a little distracted this morning. If that every happens (it's common...) and someone new needs a pass, any one of us can give out passes. (I can revoke them later if need be.)"
Jade says, "..hello" 		Jacqueline says, "I had missed that it was our birthday, I think."
		Jacqueline says (to Jade), "To talk on the channel, first try: #Clubfloyd hi"
		Krumar says, "I think that is correct too."
		Jacqueline says (to Jade), "That establishes your default channel. Once that's done, then you can just preface what you want to say with a semi-colon... ;hello again"
		Jade says, "hello"
		DavidW) Mom cries, "It was Rainer's birthday, tooooooo!"
		Jade says, "I am learning"
		Knight_Otu exclaims, "Welcome!"
		Jacqueline says (to DW), "OH RIGHT"
		Jade says, "Happy birthdat"
		Jacqueline says, "Duh. It opened with that."
		Jacqueline exclaims (at Jade), "Good deal, Jade. Welcome!"
		Jacqueline says, "We are wrapping up a game we started last week, but then the group might play something else. Not sure. (I will only be able to stay for a bit today, then I gotta run...)"
		Roger says, "and all I got was this stupid bottle of wine. Which is a pretty sweet birthday present, now that I think about it"
		Jade asks, "what game are we playing?"
		DavidW says, "Moon-Shaped"
		Knight_Otu asks, "I think it may have been the anniversary of our father>s and broher>s loss as well?"
		Jade says, "ok"
		DavidW says (to Knight_Otu), "yes"
		Knight_Otu says, "So yeah, I think mother is allowed to cry about it."
		DavidW asks, "Was there a shovel?"
		Knight_Otu says, "So we are in the mountain cavern. I think where we want to be is the waterfall area."
		DavidW says (to KO), "yes"
Roger says (to floyd), "i" 		
CF ] Cavern 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | some orange candies 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a loaf of bread 		
CF | some white pebbles 		
CF | a pair of white gloves 		
CF | a hatchet 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | a pestle 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | You are wearing: 		
CF | a monocle 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		Knight_Otu says (to David), "Not that we've seen."
		Knight_Otu says, "I think there isnt even a dig command."
		DavidW says, "okay, maybe we don't need one."
		DavidW says, "I don't remember the finer details."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Sloping Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Sloping Passage 		
CF | You are standing just inside the mouth of the cave, with the misty 		
CF | forest to the south. To the east, this passage follows a steep descent 		
CF | into the belly of the mountain. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Cave Opening 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Cave Opening 		
CF | The misty trail from the south leads between tall outcroppings of rock 		
CF | into this dead end. Here, surrounded on three sides by the steep walls 		
CF | of the mountain, a rocky climb leads north to the dark, jagged opening 		
CF | of a cave. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Misty Hollow 		
CF | 		
CF | > S 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | Misty Hollow 		
CF | Here at the feet of the towering Silberberg, the ground slopes down 		
CF | into a shallow depression, trapping a humid mist. The cloud hangs in 		
CF | the air, obscuring your legs below the knee. The depression continues 		
CF | north into more rocky territory. To the east, southeast, and southwest 		
CF | the ground rises and the way clears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Clearing 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Clearing 		
CF | Grandmother's house stands in the center of this clearing, among three 		
CF | large oak trees. The house is surrounded by a short stone fence. The 		
CF | fence has no gate, so you can easily go north into grandmother's front 		
CF | garden. Paths lead east, northeast, southwest, and southeast into the 		
CF | woods. 		
CF | 		
CF | Catching the scattered silver moonlight, the white pebbles pooled 		
CF | around grandmother's gate stretch into a path leading southeast into 		
CF | the woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Top of the Waterfall 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Top of the Waterfall 		
CF | The same stream that runs under the covered bridge here plunges over a 		
CF | rocky ledge. The water is swift and the fall is great: you can hear 		
CF | the crashing and churning of the water far below. To the southwest you 		
CF | can see a steep and rocky downward slope. A surface trail leads 		
CF | northeast back to grandmother's house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Bottom of the Waterfall 		
CF | At the base of the waterfall, the thundering water churns up a thick 		
CF | cloud of mist. The flow of the stream slows quickly though, and it 		
CF | continues lazily past the shore of wide, flat rocks. As the shore 		
CF | crawls away from the water, it becomes grassier and carpeted by 		
CF | feathery green ferns. Thriving in the misty environment, the ferns 		
CF | seem to grow in piles, overlapping to make the ground appear lumpy and 		
CF | cushiony. 		
CF | 		
CF | The waterfall and the stream block any southerly progress, and the 		
CF | thick growth of ferns seems to block the way in all of the other 		
CF | directions. The only path is the rocky climb back up to the top of the 		
CF | waterfall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. The glass of 		
CF | the monocle is so thick, though, that it makes the fractured moonlight 		
CF | seem unusually bright and disorienting. 		
CF | 		
CF | > 		Jade asks, "are someone mapping?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > L 		
CF | 		
CF | Bottom of the Waterfall 		
CF | At the base of the waterfall, the thundering water churns up a thick 		
CF | cloud of mist. The flow of the stream slows quickly though, and it 		
CF | continues lazily past the shore of wide, flat rocks. As the shore 		
CF | crawls away from the water, it becomes grassier and carpeted by 		
CF | feathery green ferns. Thriving in the misty environment, the ferns 		
CF | seem to grow in piles, overlapping to make the ground appear lumpy and 		
CF | cushiony. 		
CF | 		
CF | The waterfall and the stream block any southerly progress, and the 		
CF | thick growth of ferns seems to block the way in all of the other 		
CF | directions. The only path is the rocky climb back up to the top of the 		
CF | waterfall. 		
CF | 		
CF | > 		DavidW asks, "I think those ferns might hide something?"
		Knight_Otu says, "I have a map pencilled on some paper."
		Jacqueline says, "I believe David has a map, too."
		DavidW says, "On my other machine, yes"
Knight_Otu says (to ClubFloyd), "search ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SEARCH FERNS 		
CF | 		
CF | You poke around in the ferns for a bit, but find nothing of interest. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Ah, right"
		Jade says, "ok"
Knight_Otu says (to ClubFloyd), "x ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X FERNS 		
CF | 		
CF | Feathery and delicate. 		
CF | 		
CF | > 		DavidW asks, "Cut ferns with hatchet?"
		Knight_Otu says, "Ah, yes."
		DavidW says, "Search waterfall (for secret cavern?)"
Knight_Otu says (to ClubFloyd), "cut ferns with hatchet" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > CUT FERNS WITH HATCHET 		
CF | 		
CF | (first taking the hatchet) 		
CF | Violence is not the answer to this one. Although you don't know 		
CF | what you might do if you find that someone has hurt 		
CF | grandmother... 		
CF | 		
CF | > 		Knight_Otu says, "We still haven>t used it."
Knight_Otu says (to ClubFloyd), "search waterfall" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SEARCH WATERFALL 		
CF | 		
CF | Trying to do that seems a little dangerous, given the force of all 		
CF | that falling water. 		
CF | 		
CF | > 		Jacqueline says, "She's not wrong"
		DavidW says, "hmph. There's something here. I'm sure of it."
Knight_Otu says (to ClubFloyd), "look behind waterfall" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > LOOK BEHIND WATERFALL 		
CF | 		
CF | Trying to do that seems a little dangerous, given the force of all 		
CF | that falling water. 		
CF | 		
CF | > 		Knight_Otu says, "It's true."
DavidW says (to ClubFloyd), "wave cane" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > WAVE CANE 		
CF | 		
CF | (the wolf's-head walking stick) 		
CF | Is it your imagination or did the air get slightly cooler when you 		
CF | waved the walking stick? And what's that smell? Almonds? It disappears 		
CF | too quickly to be sure... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear monocle" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > WEAR MONOCLE 		
CF | 		
CF | You're already wearing that! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Bottom of the Waterfall 		
CF | At the base of the waterfall, the thundering water churns up a thick 		
CF | cloud of mist. The flow of the stream slows quickly though, and it 		
CF | continues lazily past the shore of wide, flat rocks. As the shore 		
CF | crawls away from the water, it becomes grassier and carpeted by 		
CF | feathery green ferns. Thriving in the misty environment, the ferns 		
CF | seem to grow in piles, overlapping to make the ground appear lumpy and 		
CF | cushiony. 		
CF | 		
CF | The waterfall and the stream block any southerly progress, and the 		
CF | thick growth of ferns seems to block the way in all of the other 		
CF | directions. The only path is the rocky climb back up to the top of the 		
CF | waterfall. 		
CF | 		
CF | > 		Jacqueline says, "That bit about waving the cane is curious but likley nothing"
DavidW says (to ClubFloyd), "x ground" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X GROUND 		
CF | 		
CF | You see nothing special about the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x piles" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X PILES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rocks" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | (the rocky slope) 		
CF | The slope is steep, but the large rocks can be used for climbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search ground" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > SEARCH GROUND 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ferns" 		
CF ] Bottom of the Waterfall 		
CF | 		
CF | > X FERNS 		
CF | 		
CF | Feathery and delicate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Graveyard 		
CF | 		
CF | > N 		
CF | 		
CF | As you begin to move, the patchy moonlight of the forest is distorted 		
CF | through the thick lens and makes you all queasy. You take off the 		
CF | monocle before you continue. 		
CF | 		
CF | As you crawl north, the soft ferns become overgrown by the spiky vines 		
CF | of another bramble thicket. The thorns grab at your hair and clothing 		
CF | until you step through the underbrush into the clearing. 		
CF | 		
CF | Graveyard 		
CF | You are surrounded on all sides by more of the dense bramble thicket. 		
CF | Two graves stand in this small clearing: one carved expertly from 		
CF | wood, the other a simple flat stone on the ground. This area is more 		
CF | than a graveyard; it is a crude camp. A bed of leaves lies under a 		
CF | rough tent of woven twigs and vines. 		
CF | 		
CF | And then, you see him! The wolf lies among the leaves, drowsy from 		
CF | eating, his belly swollen and distended in a hideously exaggerated 		
CF | way. From inside him you can hear the feeble cries of your 		
CF | grandmother. He ate her whole, and she is still alive! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf16" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Graveyard 		
CF | Ok. 		
CF | 		
CF | > 		Roger says, "how unforeseen"
		Jacqueline says, "GOSH"
		Knight_Otu asks, "Hm?"
		Jacqueline says, "DANG"
		Jacqueline asks, "So... um... hatchet?"
		Jade says, "I am just reading"
		Jacqueline asks, "A little delicate hatchet surgery?"
		DavidW says, "You have several choices."
		DavidW says, "This is where the 8 endings begins."
		Jade asks, "is thata aspoiler?"
		DavidW says, "Check the two graves first, I think."
		Jade says, "* spoiler"
		DavidW says, "and yes, I suppose so."
		Knight_Otu asks, "I'm still uncertain where the north path came from. Were we just expected to try all paths?"
		DavidW asks (of KO), "I forget. Maybe?"
		DavidW says, "Maybe south would've worked too."
		Knight_Otu says, "I mean, we knew that it had to be in the vicinity, but still."
Knight_Otu says (to ClubFloyd), "x wood grave" 		
CF ] Graveyard 		
CF | 		
CF | > X WOOD GRAVE 		
CF | 		
CF | The wooden grave seems more like an upright wooden coffin, hinges and 		
CF | all. The wood is old, but the name on the top of the casket is still 		
CF | legible: Hansel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stone grave" 		
CF ] Graveyard 		
CF | 		
CF | > X STONE GRAVE 		
CF | 		
CF | Looking at the simple headstone, you can see how carefully and clearly 		
CF | the name has been etched into its surface: Rainer. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wolf" 		
CF ] Graveyard 		
CF | 		
CF | > X WOLF 		
CF | 		
CF | The wolf lies among the leaves, drowsy from eating, his belly swollen 		
CF | and distended in a hideously exaggerated way. From inside him you can 		
CF | hear the feeble cries of your grandmother. He ate her whole, and she 		
CF | is still alive! 		
CF | 		
CF | > 		Knight_Otu asks, "That you, dad?"
Jade says (to ClubFloyd), "cut wolf" 		
CF ] Graveyard 		
CF | 		
CF | > CUT WOLF 		
CF | 		
CF | As part of the command, please specify what you'd like to cut the wolf 		
CF | with. 		
CF | 		
CF | > 		Jade says, "That was a simple try"
		Roger says, "I thought the wolf the first time we met it was Wolf"
		Jade says, "I don't want to fail"
Knight_Otu says (to ClubFloyd), "put candies in mortar" 		
CF ] Graveyard 		
CF | 		
CF | > PUT CANDIES IN MORTAR 		
CF | 		
CF | You feel a crackle of energy from the orange candies as you pick them 		
CF | up. 		
CF | (first taking the orange candies) 		
CF | There is no more room in the mortar. 		
CF | 		
CF | > 		MoyTravis says, "We can always undo."
Knight_Otu says (to ClubFloyd), "get pestle" 		
CF ] Graveyard 		
CF | 		
CF | > GET PESTLE 		
CF | 		
CF | (putting the monocle into your wicker basket to make room) 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put candies in mortar" 		
CF ] Graveyard 		
CF | 		
CF | > PUT CANDIES IN MORTAR 		
CF | 		
CF | You put the orange candies into the mortar. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "grind candies with pestle" 		
CF ] Graveyard 		
CF | 		
CF | > GRIND CANDIES WITH PESTLE 		
CF | 		
CF | You crush the candy into a fine powder. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open wooden grave" 		
CF ] Graveyard 		
CF | 		
CF | > OPEN WOODEN GRAVE 		
CF | 		
CF | With a crack, the old wooden grave collapses and disintegrates, 		
CF | spilling a collection of brittle bones on the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bones" 		
CF ] Graveyard 		
CF | 		
CF | > X BONES 		
CF | 		
CF | The dried and brittle bones of your great-uncle Hansel. 		
CF | 		
CF | > 		Roger says, "Hansel is a handful"
		Jacqueline says (to Roger), "Too soon, man."
		MoyTravis says, "RIP Hansel."
		Jacqueline presses F.
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Graveyard 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a pestle 		
CF | a wolf's-head walking stick 		
CF | your wicker basket 		
CF | a monocle 		
CF | a hatchet 		
CF | a loaf of bread 		
CF | some white pebbles 		
CF | a pair of white gloves 		
CF | a silver dagger 		
CF | a tin box (open but empty) 		
CF | a mortar 		
CF | some sugary powder 		
CF | a speckled mushroom 		
CF | a rusty iron key 		
CF | a jar of fireflies (providing light) 		
CF | a bottle of wine (closed) 		
CF | You are wearing: 		
CF | a brown leather hunting jacket 		
CF | Grandmother's locket 		
CF | your red cape 		
CF | 		
CF | > 		DavidW says, "You'll want one of those bones for something."
		Knight_Otu says, "Yeah. Just checking if we had something to sew up the wolf again in case he really is dad."
Knight_Otu says (to ClubFloyd), "search bones" 		
CF ] Graveyard 		
CF | 		
CF | > SEARCH BONES 		
CF | 		
CF | There is nothing on Uncle Hansel's bones. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bones" 		
CF ] Graveyard 		
CF | 		
CF | > GET BONES 		
CF | 		
CF | You decide not to move Uncle Hansel's bones. You feel bad enough about 		
CF | destroying his grave... 		
CF | 		
CF | > 		DavidW asks, "Maybe just one bone?"
Knight_Otu says (to ClubFloyd), "get bone" 		
CF ] Graveyard 		
CF | 		
CF | > GET BONE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get skull" 		
CF ] Graveyard 		
CF | 		
CF | > GET SKULL 		
CF | 		
CF | You decide not to move Uncle Hansel's bones. You feel bad enough about 		
CF | destroying his grave... 		
CF | 		
CF | > 		Roger says, "I guess we don't have a bone to pick with him"
		Knight_Otu says, "Huh."
Knight_Otu says (to ClubFloyd), "wear lens" 		
CF ] Graveyard 		
CF | 		
CF | > WEAR LENS 		
CF | 		
CF | (first taking the monocle) 		
CF | You have to scrunch your face to hold the monocle in place. Peering 		
CF | through the lens, something about the landscape changes. The glass of 		
CF | the monocle is so thick, though, that it makes the fractured moonlight 		
CF | seem unusually bright and disorienting. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Graveyard 		
CF | 		
CF | > L 		
CF | 		
CF | Graveyard 		
CF | You are surrounded on all sides by more of the dense bramble thicket. 		
CF | Two graves stand in this small clearing: one carved expertly from 		
CF | wood, the other a simple flat stone on the ground. This area is more 		
CF | than a graveyard; it is a crude camp. A bed of leaves lies under a 		
CF | rough tent of woven twigs and vines. 		
CF | 		
CF | The wolf lies among the leaves, drowsy from eating, his belly swollen 		
CF | and distended in a hideously exaggerated way. From inside him you can 		
CF | hear the feeble cries of your grandmother. He ate her whole, and she 		
CF | is still alive! 		
CF | 		
CF | You can also see Uncle Hansel's bones here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bones" 		
CF ] Graveyard 		
CF | 		
CF | > X BONES 		
CF | 		
CF | The dried and brittle bones of your great-uncle Hansel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wolf" 		
CF ] Graveyard 		
CF | 		
CF | > X WOLF 		
CF | 		
CF | The wolf lies among the leaves, drowsy from eating, his belly swollen 		
CF | and distended in a hideously exaggerated way. From inside him you can 		
CF | hear the feeble cries of your grandmother. He ate her whole, and she 		
CF | is still alive! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rolf" 		
CF ] Graveyard 		
CF | 		
CF | > X ROLF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "Well, maybe the bones don't need moving then."
		Knight_Otu says, "I was expecting some change, but okay."
		Knight_Otu asks, "So, what>s our plan of attack?"
Roger says (to floyd), "Grandma, hello" 		
CF ] Graveyard 		
CF | 		
CF | > GRANDMA, HELLO 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		Knight_Otu asks, "Cut wolf with hatchet. Put powder on bones?"
		DavidW says, "I like that plan."
		Jacqueline says (to Roger), "ha"
Jacqueline says (to ClubFloyd), "remove grandma from wolf with hatchet" 		
CF ] Graveyard 		
CF | 		
CF | > REMOVE GRANDMA FROM WOLF WITH HATCHET 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cut wolf with hatchet" 		
CF ] Graveyard 		
CF | 		
CF | > CUT WOLF WITH HATCHET 		
CF | 		
CF | (first taking the hatchet) 		
CF | With a spray of blood you slice open the wolf's belly. Covered in goo 		
CF | and gasping for breath, your grandmother squirms out from among the 		
CF | wolf's entrails. She crawls for a few paces, then stops and lies in an 		
CF | exhausted heap. 		
CF | 		
CF | The wolf howls in pain and claws at you. The curse prohibits his 		
CF | death, but he's badly wounded. 		
CF | 		
CF | > 		Jacqueline asks, "Cut off his head?"
Knight_Otu says (to ClubFloyd), "put powder on bones" 		
CF ] Graveyard 		
CF | 		
CF | > PUT POWDER ON BONES 		
CF | 		
CF | As the first grains of the sugary orange powder fall on the bones, 		
CF | they begin to smoke. The initial wisps rapidly become a thick orange 		
CF | cloud that spills out across the graveyard encompassing you, 		
CF | grandmother, and the wolf. 		
CF | 		
CF | You breathe in the orange smoke and your lungs burn with the familiar 		
CF | almondy smell of the old woman's cave. Sparks fill every hidden corner 		
CF | of your body and your skin crackles with electricity. The pain is 		
CF | intense, yet you know that this is the cleansing of the curse from 		
CF | your blood. The smoke begins to swirl around you and dissipate. As the 		
CF | cloud fades so does the prickling pain. 		
CF | 		
CF | You raise your head and see that the wolf is gone. In his place lies a 		
CF | man, his body healed. You don't recognize him, but you know that he is 		
CF | your father. His voice is raspy and gentle. He says only your name -- 		
CF | "Rosalind..." -- before he begins to cry. "Oh, how I've missed you." 		
CF | 		
CF | Her strength returning, grandmother crawls to him holds him in her 		
CF | arms. He tries feebly to push her away, "No, mother... I don't 		
CF | deserve..." She holds him tighter and he begins to cry again. 		
CF | 		
CF | She whispers, "It's alright. We're going to be alright." With eyes 		
CF | full of tears and pride, grandmother looks at you and smiles. 		
CF | 		
CF | "I see you found my locket." 		
CF | 		
CF | 		
CF | 		
CF | *** Das Märchen ist vorüber. *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, or QUIT? 		
CF | > 		Jade says, "I think we should release kids from inside the wolf"
		Jade says, "oops"
		MoyTravis says, "Hooray."
		DavidW says, "I think that was best ending."
		Knight_Otu says, "That last bit translates to "The Fairytale is over.""
		DavidW says, "Grandmother saved. Father saved. Curse broken."
		Jacqueline says, "Aw! Good ending! Bloody and gooey but good."
		Jade says, "It seems to me"
		Knight_Otu says, "I'm guessing the dagger was an option for cutting as well which may have ended in dad's death."
		DavidW says, "Yes."
		Jacqueline asks, "Is there an epilogue where you all go home to see mother and she yells at dad for not telling her about all this crap on the first date?"
		DavidW says (to Jacqueline), "no"
		Jacqueline says, "Aw"
		Jacqueline says, "(Kidding.)"
		DavidW says, "That's what fan fiction is for."
		Jacqueline says, "I'll get right on that."
		MoyTravis says, "This game is already fan fiction."
		Roger exclaims, "this is already fan fiction!"
		Roger says, "heh"
		Knight_Otu says, "Mother's reaction will be featured in Moon-Shaped 2 - Bark worse than their bite."
		MoyTravis says, "lol"
		Roger says, "vore fan fiction, even"
		Jacqueline says, "..."
		Jacqueline says, "I mean, you're not wrong..."
		MoyTravis says, "I'll go update the tags."
		Jacqueline says, "hahahaha"
		Roger says, "add in man-giving-birth"
		Jacqueline oh god that was a good laugh, Moy. Thanks.
		DavidW says, "btw, if you sprinkle the sugar powder on the bones first, Grandmother dies."
		Jacqueline says, "That makes sense."
		Knight_Otu says, "Geeze."
		Roger says, "hmmm I don't really have anything bad to say about this game, but it didn't really speak to me."
		Knight_Otu says, "I mean, I suspected, but geezze."
		Jade says, "I will play this game offline later"
		DavidW asks (of Roger), "Babel in a Red Smock?"
		Knight_Otu says, "Never used the wine. I realize."
		Jade says, "Babel game is a good one"
		DavidW says (to Jade), "You missed all the flashback visions in this one."
		Knight_Otu asks, "Extra option for the firefly lamp?"
		MoyTravis says, "This game is thoroughly Fine, I Guess. It's just not my kinda game."
		Jacqueline says, "I enjoyed it."
		DavidW says, "I dunno if the wine bottle can be a lamp or not. I don't think I ever tried that."
		Roger says, "If you liked this, you might enjoy the 2021 movie Nightbooks"
		DavidW says, "The glass would be darker, and wine bottles don't normally have lids."
		Knight_Otu says, "Yeah."
		Roger says, "also harder to get bugs in the little mouth without squishing them"
		Knight_Otu says, "I mean, there's a reason we went with the jar of honey."
		DavidW starts a fanfic on digging a third grave for the wasted honey.
		Jade says, "I haven't seen nothing of this game but an ending."
		Jade says, "I kile this king of atmosphere"
		Roger says, "yeah it's probably worthwhile enough to play on your own, if it interests you"
		Roger says, "or maybe at least read the transcript"
		Jade says, "No If I do so, I will be excomulgated"
		Roger says, "that already sounds like a better story"
		Jacqueline says, "I'm going to head out. But feel free to explore other endings or even play something else."
		Jacqueline says, "I'm glad we played this one. Thanks, all."



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ClubFloyd Transcript:
fin de sickleburg by Caleb Wilson
As played on ifMUD on February 6, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of fin de sickleburg written by Caleb Wilson. fin de sickleburg was written for the 2018 Gothic Novel Jam. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		Roger says, "moving on, I see "Fin de Sickleburg" described as 'very short'"
		Jade says, "ifdb lunctime list are short games"
		Roger says, "that's good to know"
		DavidW says, "'lunchtime list'? I don't think I've seen that one."
		Jade says, "or the list of reviews by Mathbrush"
		Knight_Otu says, "Looks like Fin de Sickleburg isn't uploaded."
		DavidW says, "oh, I should look at Mathbrush's stuff more often."
		Jade says, "he has his reviews sorted by lenght"
DavidW says (to ClubFloyd), "load sleepmask sickleburg" 		
CF ] Chamber 		
CF | 		
CF | 		
CF | 		
CF | The sets were gaudy and the singing both tuneless and tasteless. But 		
CF | who goes to the Sickleburg Opera for the sets or for the singing? 		
CF | 		
CF | It is nearly dawn, and at last you've come back to your chamber. Soon 		
CF | you might SLEEP, but first, LOOK around, EXAMINE your surroundings if 		
CF | you wish, take INVENTORY of your possessions, and TAKE OFF the things 		
CF | you are wearing. 		
CF | 		
CF | fin de sickleburg 		
CF | An Interactive Flash Fiction by Caleb Wilson 		
CF | Release 2 / Serial number 200611 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | Type ABOUT at the > for more information. 		
CF | 		
CF | Chamber 		
CF | Your own little cell. The walls are paneled wood below waist-height, 		
CF | expensive wallpaper above. All around, in glazed pots, houseplants. A 		
CF | mirror hangs on the wall before you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wallpaper" 		
CF ] Chamber 		
CF | > 		
CF | > X WALLPAPER 		
CF | 		
CF | A pattern of gilded knots on a mossy background. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Chamber 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | The wooden frame is dark and flaking. Something about its texture 		
CF | reminds you of a saint's venerated scraps. The mirror's glass is 		
CF | flecked with jagged little shapes where the silver has decayed. The 		
CF | shiniest things are always the first to tarnish. 		
CF | 		
CF | And there you are, seeming almost to float behind the decay. 		
CF | 		
CF | Your face, of an unhealthy, fashionable hue, sags a bit after this 		
CF | long and frenzied night. Atop it sits an immaculate, saffron-colored 		
CF | top hat. The jacket you're wearing almost seems to shine in the gloom. 		
CF | Your silk cape hangs down behind you, still as cerecloth now that 		
CF | you're no longer rushing about. At the edges of the mirror are your 		
CF | gloved hands, which, after the exertions of the evening, hang in 		
CF | relaxation like white, thin-lobed fruits. 		
CF | 		
CF | > 		MoyTravis asks, "An unhealthy, fashionablue hue?"
		MoyTravis says, "...fashionable, even."
		Knight_Otu asks, "Aristocratic pallor maybe?"
		DavidW says, "Khaki colour, maybe."
		DavidW says, "or that, yeah"
DavidW says (to ClubFloyd), "x plants" 		
CF ] Chamber 		
CF | > 		
CF | > X PLANTS 		
CF | 		
CF | The plants are shriveled and sere. You certainly have no green thumb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hat" 		
CF ] Chamber 		
CF | > 		
CF | > X HAT 		
CF | 		
CF | A black top hat with a grey jacket would make you look rather like a 		
CF | maggot, thus, your hat is saffron-colored. 		
CF | 		
CF | > 		Knight_Otu says, "Ew."
DavidW says (to ClubFloyd), "x cape" 		
CF ] Chamber 		
CF | > 		
CF | > X CAPE 		
CF | 		
CF | A splendid cape of bright red silk, somewhat damp, dappled with darker 		
CF | red in a pattern of blotches and splatters. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x jacket" 		
CF ] Chamber 		
CF | > 		
CF | > X JACKET 		
CF | 		
CF | A severely tailored grey jacket, of a glossy, treated cloth which 		
CF | glistens slightly like a nacreous cocoon, and resists stains. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gloves" 		
CF ] Chamber 		
CF | > 		
CF | > X GLOVES 		
CF | 		
CF | White satin gloves, stained with saliva and makeup. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x face" 		
CF ] Chamber 		
CF | > 		
CF | > X FACE 		
CF | 		
CF | It looks like your face always does, though, perhaps, at the moment, 		
CF | it's a little saggier and worn than you'd prefer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Chamber 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Chamber 		
CF | Your own little cell. The walls are paneled wood below waist-height, 		
CF | expensive wallpaper above. All around, in glazed pots, houseplants. A 		
CF | mirror hangs on the wall before you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pots" 		
CF ] Chamber 		
CF | > 		
CF | > X POTS 		
CF | 		
CF | The plants are shriveled and sere. You certainly have no green thumb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Chamber 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a saffron top hat (being worn) 		
CF | a grey jacket (being worn) 		
CF | a red silk cape (being worn) 		
CF | some white satin gloves (being worn) 		
CF | 		
CF | > 		DavidW asks, "So I guess we get undressed now?"
		Knight_Otu says, "Seems so."
		DavidW says, "And crawl into a glazed pot? I don't see any bed here."
DavidW says (to ClubFloyd), "remove hat" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE HAT 		
CF | 		
CF | In Sickleburg, all manner of unusual behavior may be hidden behind the 		
CF | distraction of a surprising hat. Eyes are drawn upward, away from the 		
CF | face -- and its fixed smile. Taking the hat off, you feel more 		
CF | vulnerable, yet also more fully yourself. 		
CF | 		
CF | You tuck the hat away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove cape" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE CAPE 		
CF | 		
CF | In Sickleburg, a city of blood and shadows, a red cape suits almost 		
CF | any occasion. When you're chasing someone down an alley, it bells out 		
CF | behind you like the wings of some whimsical Beetle -- which is 		
CF | glorious. Still, it is strangely gratifying to slip off the cape and 		
CF | fold it into a damply shining bundle. 		
CF | 		
CF | You tuck the cape away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove jacket" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE JACKET 		
CF | 		
CF | Grey, in landlocked Sickleburg, is a symbol of pearls, which indicate 		
CF | great wealth -- unless they are counterfeit. You emerge from the 		
CF | jacket, as though hatching from a thick outer skin, no longer caring 		
CF | about the appearance of being rich. 		
CF | 		
CF | You tuck the jacket away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove gloves" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE GLOVES 		
CF | 		
CF | The gloves have shielded you from the direct warmth of others' skin 		
CF | all night, a necessity, to keep from being overcome -- but flesh 		
CF | quickly cools. When you strip them off it feels as though you are 		
CF | shedding manacles of propriety formed by what is fashionable in 		
CF | peculiar, isolated Sickleburg. 		
CF | 		
CF | You tuck the gloves away into their place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mirror" 		
CF ] Chamber 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | The wooden frame is dark and flaking. Something about its texture 		
CF | reminds you of a saint's venerated scraps. The mirror's glass is 		
CF | flecked with jagged little shapes where the silver has decayed. The 		
CF | shiniest things are always the first to tarnish. 		
CF | 		
CF | And there you are, seeming almost to float behind the decay. 		
CF | 		
CF | Your face, of an unhealthy, fashionable hue, sags a bit after this 		
CF | long and frenzied night. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove face" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE FACE 		
CF | 		
CF | You can sense the vibrations of the others. It is time. The promise of 		
CF | sleep you made was self-delusion. It is so satisfying, both to lie to 		
CF | oneself, and to discover such a lie. 		
CF | 		
CF | You delicately remove your face. The pieces of shaped sponge, which 		
CF | filled out the false skin and formed cheekbones, chin, and brow, fall 		
CF | away, revealing the true face under the false. The asymmetrical whorl 		
CF | of opalescent chitin, five eyes blinking in patterns of ecstasy. 		
CF | Translucent white hairs, stiffening on exposure to the air. Rivulets 		
CF | of pink tears. 		
CF | 		
CF | You tuck the face away in its place. Hopefully you will not need it 		
CF | hence. You creep from your chamber, to meet your siblings, in the 		
CF | alleys and granary courts. How weary you all are, of the need to hide, 		
CF | within the costumes of Sickleburg, and behind false faces. But there 		
CF | is no time for sleep. 		
CF | 		
CF | 		
CF | 		
CF | *** fin (3 of 3) *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		Roger says, "some nice work"
		Knight_Otu says, "Interesting."
		DavidW says, "There seems to be two other endings."
		Jade asks, "I am back and.... ending one?"
		Roger says, "that's the implication, yeah"
		DavidW asks, "So... Remove all but face then sleep?"
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "restart" 		
CF ] Chamber 		
CF | 		
CF | 		
CF | 		
CF | The sets were gaudy and the singing both tuneless and tasteless. But 		
CF | who goes to the Sickleburg Opera for the sets or for the singing? 		
CF | 		
CF | It is nearly dawn, and at last you've come back to your chamber. Soon 		
CF | you might SLEEP, but first, LOOK around, EXAMINE your surroundings if 		
CF | you wish, take INVENTORY of your possessions, and TAKE OFF the things 		
CF | you are wearing. 		
CF | 		
CF | fin de sickleburg 		
CF | An Interactive Flash Fiction by Caleb Wilson 		
CF | Release 2 / Serial number 200611 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | Type ABOUT at the > for more information. 		
CF | 		
CF | Chamber 		
CF | Your own little cell. The walls are paneled wood below waist-height, 		
CF | expensive wallpaper above. All around, in glazed pots, houseplants. A 		
CF | mirror hangs on the wall before you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove cape" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE CAPE 		
CF | 		
CF | In Sickleburg, a city of blood and shadows, a red cape suits almost 		
CF | any occasion. When you're chasing someone down an alley, it bells out 		
CF | behind you like the wings of some whimsical Beetle -- which is 		
CF | glorious. Still, it is strangely gratifying to slip off the cape and 		
CF | fold it into a damply shining bundle. 		
CF | 		
CF | You tuck the cape away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove hat" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE HAT 		
CF | 		
CF | In Sickleburg, all manner of unusual behavior may be hidden behind the 		
CF | distraction of a surprising hat. Eyes are drawn upward, away from the 		
CF | face -- and its fixed smile. Taking the hat off, you feel more 		
CF | vulnerable, yet also more fully yourself. 		
CF | 		
CF | You tuck the hat away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove jacket" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE JACKET 		
CF | 		
CF | Grey, in landlocked Sickleburg, is a symbol of pearls, which indicate 		
CF | great wealth -- unless they are counterfeit. You emerge from the 		
CF | jacket, as though hatching from a thick outer skin, no longer caring 		
CF | about the appearance of being rich. 		
CF | 		
CF | You tuck the jacket away into its place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove gloves" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE GLOVES 		
CF | 		
CF | The gloves have shielded you from the direct warmth of others' skin 		
CF | all night, a necessity, to keep from being overcome -- but flesh 		
CF | quickly cools. When you strip them off it feels as though you are 		
CF | shedding manacles of propriety formed by what is fashionable in 		
CF | peculiar, isolated Sickleburg. 		
CF | 		
CF | You tuck the gloves away into their place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Chamber 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | Undressed, you curl yourself into a tight ball and sink down into the 		
CF | corner. Strange pulsing vibrations fill your body. After a time, sleep 		
CF | envelopes you, and you dream of finding release from some final 		
CF | prison. 		
CF | 		
CF | And then you wake up. And you ride the trolley to the Brodie Building. 		
CF | And you maintain the perfect outer appearance of an opera-loving 		
CF | insurance underwriter. And though it would be cold comfort to those 		
CF | who perished last night at the Sickleburg Opera house, you have 		
CF | managed to prevent the emergence of your true nature for one more day. 		
CF | 		
CF | 		
CF | 		
CF | *** fin (1 of 3) *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks, "And what would trigger the middle ending?"
		Knight_Otu asks, "Sleeping in our clothes?"
		DavidW asks, "Sleep without undressing at all? Removing the face first?"
		Jade says, "2 of 3 achieved"
DavidW says (to ClubFloyd), "restart" 		
CF ] Chamber 		
CF | 		
CF | 		
CF | 		
CF | The sets were gaudy and the singing both tuneless and tasteless. But 		
CF | who goes to the Sickleburg Opera for the sets or for the singing? 		
CF | 		
CF | It is nearly dawn, and at last you've come back to your chamber. Soon 		
CF | you might SLEEP, but first, LOOK around, EXAMINE your surroundings if 		
CF | you wish, take INVENTORY of your possessions, and TAKE OFF the things 		
CF | you are wearing. 		
CF | 		
CF | fin de sickleburg 		
CF | An Interactive Flash Fiction by Caleb Wilson 		
CF | Release 2 / Serial number 200611 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | Type ABOUT at the > for more information. 		
CF | 		
CF | Chamber 		
CF | Your own little cell. The walls are paneled wood below waist-height, 		
CF | expensive wallpaper above. All around, in glazed pots, houseplants. A 		
CF | mirror hangs on the wall before you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sleep" 		
CF ] Chamber 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | But you're not yet undressed! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove wallpaper" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE WALLPAPER 		
CF | 		
CF | You aren't wearing the wallpaper. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch mirror" 		
CF ] Chamber 		
CF | > 		
CF | > TOUCH MIRROR 		
CF | 		
CF | [This game only recognizes five commands. LOOK to see where you are. 		
CF | EXAMINE things that are mentioned in the text. Take INVENTORY to see 		
CF | what you have. TAKE OFF things. SLEEP.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove face" 		
CF ] Chamber 		
CF | > 		
CF | > REMOVE FACE 		
CF | 		
CF | You find that you cannot wait another second. You tear off the false 		
CF | face, your whole body vibrating with a sudden rage that comes over you 		
CF | like a flush or dizzy spell. You lunge forward and smash the mirror, 		
CF | then stagger sideways, out of your chamber, into the hall, into the 		
CF | street, where the night's mayhem continues. 		
CF | 		
CF | What is it the revelers say, that night isn't over until the bells of 		
CF | Sickleburg Cathedral ring? You head toward Ceremony Plaza, and the 		
CF | cathedral, next. You could cut the bell ropes. Or maybe you will just 		
CF | gnaw through them. 		
CF | 		
CF | 		
CF | 		
CF | *** fin (2 of 3) *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		DavidW says, "That's all of the endings."
		MoyTravis says, "Pretty fast."
		DavidW says, "It's a very short game. One room, few objects."
		MoyTravis asks, "I assume this is, like, what, Phantom of the Opera?"
		Roger says, "short but punchy"
		Knight_Otu says, "And limited commands."
		DavidW says (to KO), "That too."
		Jade says, "yes, all done..."
		Knight_Otu says, "Interesting little look."
		Jade says, "very, very, very small"
		Knight_Otu says, "Yeah."
		Jade says, "it remains me "The Phantom" as well"
		Jade says, "*remids"
		Jade says, "this is fewer than a coffee break game"
		Jade says, "smaller"
		Roger says, "that speed-if length but better than speed-if quality"
		Knight_Otu says, "The "nonhuman protagonist" tag is a bit of a spoiler on that, looking at IFDB."
		DavidW says, "This game reminded me of Fallen London."
		Roger says, "yeah it has some overtones of that"
		Jade says, "Written for Gothic Novel Jam 2018"
		Jade says, "the game is in Mathbrush's newest list: Games that could use more reviews"
		Roger says, "sounds like a long list"
		Jade says, "not so long. A dozen"
		Knight_Otu says, "- [LINK] -"
		Jade says, "[LINK] yes it is"
		MoyTravis says, "A'right, thanks all! Cya 'round."
MoyTravis goes home. 		Knight_Otu exclaims, "Good night everyone, and stay safe!"
		Jade says, "I have written a review, it has two now."
Knight_Otu goes home. 		Roger says, "thanks, Jade! See you next time hopefully"
		DavidW says, "thanks all"



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ClubFloyd Transcript:
Masquerade by Kathleen M. Fischer
As played on ifMUD on February 13, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Masquerade written by Kathleen M. Fischer. Masquerade is a historical romance that was released in 2000. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		Pinkunz says, "I thought the title would be appropriate given Valentine's tomorrow and it hasn't been Floyded yet."
Jade has arrived. 		Jacqueline says, "Yeah, I'm down."
		DavidW says, "I have vague memories of this game when I read the description."
		DavidW says, "I suspect I might need to take a back seat, but I'm not sure. It's been ages since I played it."
		DavidW says, "I uploaded Masquerade yesterday."
		Jacqueline says, "Okay, great."
		DavidW says, "post-comp version"
		Pinkunz says, "Struck me as being in the same vein as plundered hearts."
		Jacqueline says, "Looks like she released this the same year as The Cove."
		Jacqueline says (to DW), "Yeah, post-comp is likely ideal for this."
		DavidW says, "anyway, it's very nice to have a game pre-picked for once."
		Jacqueline says, "Well, we could do that every week, it's just that we usually are tired."
		DavidW says, "yeah"
		DavidW says, "Shall I load it up? It's now the hour."
		Jacqueline exclaims, "Sure!"
DavidW says (to ClubFloyd), "load sleepmask masquerade" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 1 		
CF ] S 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [ For information about this game, type ABOUT. First time players of 		
CF | this game are strongly urged to do this right away. ] 		
CF | 		
CF | 		
CF | August, 1876 		
CF | 		
CF | "Men!" you snap at no one in particular as you hurry down the 		
CF | sidewalk. Up ahead you see Mrs. Jenkins take one look at you and head 		
CF | to the opposite side of the street, while Mr. Tutman and Mr. Lester 		
CF | look up from their checker game in front of the barber's shop and 		
CF | chuckle. 		
CF | 		
CF | "Poor Sean..." you hear one of them say as you hurry on by. Poor Sean, 		
CF | indeed. They have no idea. 		
CF | 		
CF | In your mind, you can still hear the investor's patronizing voices. 		
CF | "While we are sure you are quite capable, Miss Kelley," one had 		
CF | chuckled, "we really must speak with your uncle about financial 		
CF | matters such as these. You do understand." 		
CF | 		
CF | Understand? Oh yes, you understand all too well. Never mind that it's 		
CF | your money, that you're the one who's really in charge of the 		
CF | business, handling the ordering, the hiring, keeping things running as 		
CF | smoothly as when your father held the reins. No, none of that matters. 		
CF | When it comes to talking money, a woman's place is... elsewhere. Men. 		
CF | 		
CF | You stomp up the stairs of your uncle's favorite club, thrust open the 		
CF | outer door and step inside, already rehearsing today's lecture on 		
CF | promptness. The way things are shaping up, you can tell it's going to 		
CF | be a good one. 		
CF | 		
CF | 		
CF | Masquerade 		
CF | Copyright (c) 2000 by Kathleen M. Fischer 		
CF | Release 4 / Serial number 010122 / Inform v6.21 Library 6/10 		
CF | 		
CF | Lucky Strike Lobby 		
CF | Dark stained oak paneling with well-polished brass knobs and rails 		
CF | attempt to give this smoky room a dignity it doesn't deserve. Rich 		
CF | detailing aside, this is the doorstep to depravity, and the less time 		
CF | you spend here, the better. For those who think otherwise, there is a 		
CF | plush red sofa against the far wall, positioned directly under a life 		
CF | sized painting of Ulysses S. Grant. To the south is an oak door 		
CF | leading outside. To the north is a glass door leading to the main 		
CF | room. 		
CF | 		
CF | Good, the lobby is empty. Moving quickly, you cross the polished oak 		
CF | floor toward the inner sanctum door, praying that this time you can 		
CF | extract your uncle without making a scene. 		
CF | 		
CF | "May I help you?" comes Simon's voice from the shadows. Rats. Just 		
CF | once today, couldn't something go your way? The doorman tosses a hat 		
CF | and coat on the sofa then hurries over, stationing himself in front of 		
CF | the glass door. "I'm sorry Miss Amelia, but you know the rules. 		
CF | Gentlemen only." 		
CF | 		
CF | > 		
Knight_Otu has arrived. 		
Jade says (to ;), "interesting game" 		Knight_Otu says, "Hey."
		Roger says, "woo, crossdressing"
		Jade says, "hello, interesting game"
		DavidW says, "Crossdressing is the one thing I'm certain will happen in this game."
DavidW says (to ClubFloyd), "x painting" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 2 		
CF ] S 		
CF | 		
CF | > X PAINTING 		
CF | 		
CF | From what you have read about the President's drinking, you have 		
CF | little doubt that he would approve of this establishment. 		
CF | 		
CF | > 		DavidW says, "oh, three-line-high status line with compass rose."
		Jacqueline says, "oh ah, to get into the gentlemen's club. I getcha."
		MoyTravis asks, "Wait is this set, like, during Grant's presidency?"
		DavidW asks, "so, can we grab that hat and coat?"
		Jacqueline says, "Kathleen Fischer knows what people like DavidW want in a game."
		Jade says, "yes, I also saw it"
DavidW says (to ClubFloyd), "x hat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 3 		
CF ] S 		
CF | 		
CF | > X HAT 		
CF | 		
CF | It is a well worn gray Stetson. 		
CF | 		
CF | Simon glances through the glass door, toward the men who are inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take hat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 4 		
CF ] S 		
CF | 		
CF | > TAKE HAT 		
CF | 		
CF | You take the hat off of the sofa. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take coat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 5 		
CF ] S 		
CF | 		
CF | > TAKE COAT 		
CF | 		
CF | You take the coat off of the sofa. 		
CF | 		
CF | Simon peers nervously through the glass door. 		
CF | 		
CF | > 		Knight_Otu says, "It sounds like it is during the presidency."
DavidW says (to ClubFloyd), "i" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 6 		
CF ] S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a coat and a hat. You are wearing a pair of shoes, a 		
CF | pair of stockings and a dress. 		
CF | 		
CF | > 		DavidW says, "We'll probably need a bit more than that."
		Pinkunz says, "Erm the hat won't fool anyone paired with the dress."
DavidW says (to ClubFloyd), "x coat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 7 		
CF ] S 		
CF | 		
CF | > X COAT 		
CF | 		
CF | The oilskin coat is probably calf-length on its owner, though it would 		
CF | be much longer on you. 		
CF | 		
CF | Simon shifts his feet nervously. 		
CF | 		
CF | > 		DavidW says, "The coat can hide the dress. It's long enough."
		Pinkunz says, "Well, maybe not."
Jade says (to ClubFloyd), "wear coat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 8 		
CF ] S 		
CF | 		
CF | > WEAR COAT 		
CF | 		
CF | You slip on the coat. 		
CF | 		
CF | "Oh, Miss Amelia," Simon moans. "I hope you aren't thinking what I 		
CF | think you're thinking." 		
CF | 		
CF | > 		DavidW asks, "hm, I thought we'd need a beard, but maybe not?"
		DavidW says, "I shouldn't drive anyway."
		Knight_Otu says, "It seems cotraproductive to disguise ourselves in front of the person we want to fool."
		Knight_Otu says, "*contra"
		Pinkunz says (to Knight_Otu), "Agreed."
		DavidW says (to Jade), "wear the hat"
Jade says (to ClubFloyd), "wear the hat" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 9 		
CF ] S 		
CF | 		
CF | > WEAR THE HAT 		
CF | 		
CF | You put on the hat, pushing your hair up into the crown then pulling 		
CF | the brow down low over your eyes. 		
CF | 		
CF | Simon stares up at the ceiling and begins whistling, badly. 		
CF | 		
CF | > 		Jade says, "I have just read the intro at ifdb"
		DavidW says, "Simon is Sergeant Schultz today. 'I see nuthing!'"
		Jade says, "I don't understand what has happened before the game"
		Roger says, "we might need some comfortable shoes. And pants, or at least high socks."
		Jade asks, "are we Amelia?"
		Knight_Otu says, "We are."
		DavidW says, "We are Amelia, yes"
		Pinkunz says, "Yes."
Jade says (to ClubFloyd), "x simon" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 10 		
CF ] S 		
CF | 		
CF | > X SIMON 		
CF | 		
CF | Simon is in the way, as usual. You watch as he nervously tugs at the 		
CF | sleeves of his jacket, then swipes a thick lock of strawberry blond 		
CF | hair from his eyes. How old is he now? Seventeen? Nearly a man. 		
CF | Strange, you had never really though of him that way before. 		
CF | 		
CF | > 		DavidW asks, "Maybe hat and coat is enough. For this, anyway. We might need a better disguise later?"
		DavidW says, "try going north"
Jade says (to ClubFloyd), "talk to simon" 		
CF ] Lucky Strike Lobby N Score: 0 		
CF ] * Moves: 11 		
CF ] S 		
CF | 		
CF | > TALK TO SIMON 		
CF | 		
CF | "There, not a soul will have the slightest idea it is me," you say, 		
CF | pulling the coat around you tightly and touching the brim of your hat. 		
CF | 		
CF | Simon groans and rolls his eyes, but says nothing. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "I think we inherited our father's business, and we're doing well managing all aspects of it, but others are having trouble with the concept that a woman could handle the financial aspects, and we're out to talk to them and prove them wrong, but they are inside a gentlemen's only club."
		Pinkunz says, "Woman in the late 19th century running her father's business. Was denied loan money I'm assuming because she is a woman. On paper, her drunk uncle runs the company, whom she is trying to see, probably regarding the money issues."
		Knight_Otu says, "They want to talk to our uncle, who is in the club."
		Jade says, "thank you"
		Roger | Saint Simon the Apostle preached in Persia, where, according to the apocryphal Acts of Simon and Judas, he was martyred by being cut in half with a saw.
		Pinkunz says, "Of course."
		Knight_Otu says, "I don't expect us to saw this Simon in half."
		Roger says, "we'll see"
		MoyTravis says, "That'd be pretty funny tbh."
		Roger says, "alright let's tango"
		Knight_Otu says, "There probably isn't even fuel for our chain saw in this game."
		Pinkunz says, "That'd be a dark turn."
		Jacqueline says, "No, not since Dr. Horror have we cut people in half."
		DavidW says, "We're so cutting edge."
		Jacqueline says, "hee"
		Roger says, "but drunk uncle Larry, I wanna accept the call to adventure"
		Pinkunz exclaims, "Agreed. To the bar!"
		Pinkunz asks, "Who's driving, btw?"
		Roger says, "hrm now I'm wondering if there's any other IF that use the classic '[x] in a trenchcoat' disguise, where X is 2-3 kids, or penguins, or whatnot"
		DavidW says (to Jade), "I never actually asked if you wanted to drive. Just that you took initiative."
		Jacqueline says, "Until we hit a timer or some other reason why multiple people entering commands is bad, it's okay to not have a driver."
		DavidW says (to Roger), "I can't remember any, but that gag must've been done at some point."
		Jacqueline says, "Just please ask before you change locations."
		Jacqueline says, "That's usually our rule."
		Jade says, "Jacqueline No, I am here to see more than to drive"
		DavidW says, "Okay, someone else move us."
		Jacqueline says (to Jade), "Yeah, no pressure, just saying that we don't always have to have DD."
Pinkunz says, "to f n" 		DavidW says (to Jade), "sorry if I put you on the spot."
		Jacqueline says (to Pinkunz), "Just type f n"
Pinkunz says, "It's been awhile." 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Lucky Strike N Score: 1 		
CF ] * Moves: 12 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | Simon shakes his head sadly. "Don't you get yourself caught, Miss 		
CF | Amelia. Please don't get yourself caught this time or..." 		
CF | 		
CF | "I know, Simon, or Mr. Peabody will have your job for sure." 		
CF | 		
CF | Simon groans, but opens the door and lets you past. Sweet kid, you 		
CF | think as you walk by, though he does have a thing or two to learn 		
CF | about being a doorman. 		
CF | 		
CF | Lucky Strike 		
CF | More dark stained oak, more brass, more paneling; this room is much 		
CF | like the lobby, only dimmer and smokier. Dozens of round tables fill 		
CF | most of the interior, with a long bar along one side. Various 		
CF | paintings of bucking horses and slaughtered buffalo fill the few bits 		
CF | of wall space not covered with antlers and bullhorns. To the south is 		
CF | a glass door leading to the lobby. To the north, barely visible 		
CF | through the smoke, is a paneled door to the back alley. 		
CF | 		
CF | Seated around one of the tables are your uncle, Mr. Dunbar, Jonathan 		
CF | Rollings, and a gentleman unknown to you. 		
CF | 		
CF | You slip across the room, keeping to the shadows until you reach the 		
CF | table. 		
CF | 		
CF | "Uncle," you say firmly, causing the man to jump. 		
CF | 		
CF | "A-A-Amelia, what are you doing here?" He frantically sweeps his few 		
CF | remaining dollars from the table and stuffs them into his shirt 		
CF | pocket. "You know, if Mr. Peabody sees you... What in blazes are you 		
CF | doing wearing those?" He eyes the coat and hat with obvious dismay. 		
CF | 		
CF | > 		MoyTravis asks, "Did we x ourselves?"
		DavidW says, "mm, no, I don't think we did."
		Knight_Otu says, "Actually I don't think so."
		Jade says, "I have to learn ifmud and see how to play, furthermore it will take me long to read wall text"
		DavidW says, "Strange, since that's usually my first command in any game."
		Jade says, "so, I prefer watching and commenting"
		Jacqueline says, "Interesting"
		Pinkunz says, "9:05 taught us well, lol."
		Jacqueline says, "I was thinking we were going to pretend to be someone else, even with our uncle, I guess."
		Jade says, "I remember that x me"
DavidW says (to ClubFloyd), "x me" 		
CF ] Lucky Strike N Score: 1 		
CF ] * Moves: 13 		
CF ] S 		
CF | 		
CF | > X ME 		
CF | 		
CF | You are seething, absolutely seething. With your factory desperate for 		
CF | capital to cover some unexpected shipping losses, with financial 		
CF | disaster just days away when payments come due, with three willing 		
CF | investors just a few miles away, sitting there with cash in hand, 		
CF | where is your Uncle Sean? Playing cards. Once again you wonder what 		
CF | your father was thinking when made out his will. In making his brother 		
CF | trustee, he could only have thought he would live forever. 		
CF | 		
CF | You are carrying nothing. You are wearing a hat, a coat, a pair of 		
CF | shoes, a pair of stockings and a dress. 		
CF | 		
CF | "You should be ashamed of yourself, uncle," you snap. "Sitting here 		
CF | wasting the day away like some lazy aristocrat, with nothing better to 		
CF | do than gamble away his inheritance..." 		
CF | 		
CF | The banker chokes on his drink, turning a rather unhealthy shade of 		
CF | red. 		
CF | 		
CF | > 		Jade says, "but I didn't read all the intro"
		Roger says, "hmmm more railroady than I was expecting, but maybe it'll be okay"
		DavidW says, "I think we're still in the intro part of the story, establishing stuff."
		Roger says, "an interactive berating"
DavidW says (to ClubFloyd), "x uncle" 		
CF ] Lucky Strike N Score: 1 		
CF ] * Moves: 14 		
CF ] S 		
CF | 		
CF | > X UNCLE 		
CF | 		
CF | You should have known he wouldn't be dressed for the meeting. Wearing 		
CF | his old cowboy hat, red bandana, faded blue jeans, chaps and spurs, he 		
CF | looks every inch the trail hand he used to be, and would probably 		
CF | choose to be again if only you would let him. Why he prefers the dust 		
CF | and hard work to being in a comfortable office is a complete mystery 		
CF | to you, one that you have long since given up trying to solve. 		
CF | 		
CF | At the moment, your uncle is looking rather pale. 		
CF | 		
CF | "Or should I say MY inheritance," you continue. "How much did you lose 		
CF | from my trust fund this time, Uncle? One hundred dollars? Two?" 		
CF | 		
CF | "Now Amelia," your uncle pleads, quickly rising from his chair. "This 		
CF | really isn't the time or place..." 		
CF | 		
CF | "This must be the place, for here you are. The factory certainly isn't 		
CF | the place, for that's where the work is, where the investors sit, 		
CF | wondering where you're sitting, for it sure the... isn't there with 		
CF | them!" 		
CF | 		
CF | "Amy!" 		
CF | 		
CF | > 		Pinkunz says (to Jade), "Yeah, we don't know much either at this point."
		DavidW asks, "I think our disguise has been blown by a 3rd person?"
		Jacqueline says, "I think we didn't try hard to embrace our disguise"
DavidW says (to ClubFloyd), "z" 		
CF ] Lucky Strike N Score: 1 		
CF ] * Moves: 15 		
CF ] S 		
CF | 		
CF | > Z 		
CF | 		
CF | You take a deep breath, and slowly count to ten. 		
CF | 		
CF | "Don't 'Amy' me, uncle, I'm just getting started." 		
CF | 		
CF | A discreet cough from across the table catches your attention. 		
CF | 		
CF | "Gentlemen, you must excuse me," says the stranger in a fine British 		
CF | accent. "I believe I shall leave now, before I live down to the lady's 		
CF | expectations." He rises from the table and slowly, gracefully, quite 		
CF | aristocratically inclines his head toward you, then strides from the 		
CF | room. 		
CF | 		
CF | You feel the beginnings of a knot forming in the pit of your stomach. 		
CF | 		
CF | From the lobby comes the dismal wail of Mr. Peabody. "Sir! Sir," he 		
CF | calls after the rapidly departing stranger. "Wait! I can explain..." 		
CF | 		
CF | > 		Jacqueline says, "I wonder if this is one of those things where you are forced to screw up terribly, then get a chance to replay and do it better."
		Roger says, "mayhaps"
		DavidW asks, "I think it's something like that?"
		Knight_Otu says, "Doesn't feel like it but maybe."
		Pinkunz asks, "Groundhog IF?"
DavidW says (to ClubFloyd), "z" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 16 		
CF ] S 		
CF | 		
CF | > Z 		
CF | 		
CF | You take a deep breath, and slowly count to ten. 		
CF | 		
CF | "Do you have any idea who that was?" he shouts, grabbing you by the 		
CF | arm and turning you around. "You... you!" he sputters, pulling off 		
CF | your borrowed hat and coat. 		
CF | 		
CF | "Really, Mr. Peabody," you gasp, growing concerned at the man's purple 		
CF | complexion. "A man of your age..." 		
CF | 		
CF | "Out!" Mr. Peabody bellows, pushing you out the door. "I want you out 		
CF | of here right now and I don't ever, ever want you in my club again!" 		
CF | 		
CF | "But Mr. Peabody, what about my uncle?" 		
CF | 		
CF | "Out!" he screams again, slamming the door in front you. 		
CF | 		
CF | Back Alley 		
CF | The back alley is a narrow, dusty, fetid place, frequented only by 		
CF | supply wagons and drunkards, and littered with the refuse of both. It 		
CF | extends for a considerable distance to the east and west, with an 		
CF | occasional side alley leading back to Main Street. To the south is a 		
CF | back door, which is closed. 		
CF | 		
CF | Through the door you hear Mr. Peabody firing Simon from his position, 		
CF | causing that knot in the pit of your stomach to grow ever tighter. 		
CF | 		
CF | > 		Roger says, "we've got to rebuild our grapple grommit empire"
		Pinkunz says, "RIP Simon."
		Knight_Otu says, ">SHOUT MORE"
DavidW says (to ClubFloyd), "x refuse" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 17 		
CF ] S 		
CF | 		
CF | > X REFUSE 		
CF | 		
CF | Piles of rotten produce, animal droppings, and things best left alone 		
CF | lie scattered all about. 		
CF | 		
CF | > 		Krumar says, "I feel bad for Simon"
DavidW says (to ClubFloyd), "listen to door" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 18 		
CF ] S 		
CF | 		
CF | > LISTEN TO DOOR 		
CF | 		
CF | Even from here, you can plainly hear Mr. Peabody ranting away inside 		
CF | the Lucky Strike. 		
CF | 		
CF | > 		Roger says, "pound that door"
		DavidW asks, "Should we leave?"
DavidW says (to ClubFloyd), "knock on door" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 19 		
CF ] S 		
CF | 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | You knock on the door. 		
CF | 		
CF | "Go away!" Mr. Peabody bellows from inside. 		
CF | 		
CF | > 		Roger says, "ha"
		Jacqueline asks, "Oh, was Simon the name of the doorman?"
		DavidW says, "yeah"
		Krumar says, "Yes"
		Krumar says, "He was only 17 or something like that."
		DavidW says, "We sliced him in half from his employment."
		Knight_Otu says, ">BUY ESTABLISHMENT. BURN IT DOWN."
		Roger says, "and now it's straight off to the front lines of the Great Wr for him"
		Jacqueline says, "17? Plenty of time for Simon to find a better line of work. We've done him a favor."
		DavidW asks, "I assume we should go west or east?"
		Roger says, "probably"
		DavidW says (to Knight), "We don't have a lighter or other fire agent."
		Knight_Otu says, "Darn."
		Jade asks, "south is the club?"
		DavidW says, "South is the club, yes."
		DavidW says, "We got pushed out of the back door."
		Pinkunz asks, "f s?"
DavidW says (to ClubFloyd), "s" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 20 		
CF ] S 		
CF | 		
CF | > S 		
CF | 		
CF | You try to open the back door but find it is locked. 		
CF | 		
CF | > 		Pinkunz says, "lol"
		Pinkunz says, "Meh, was hoping for something more colorful."
		DavidW says, "I imagine when we go west or east, there will be a time jump and venue change."
		Jade says, "ok, we enter south and leave north, back door"
		DavidW says, "Can't enter south."
		Pinkunz says (to DW), "That feels right."
DavidW says (to ClubFloyd), "w" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 21 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Back Alley 		
CF | The back alley is a narrow, dusty, fetid place, frequented only by 		
CF | supply wagons and drunkards, and littered with the refuse of both. It 		
CF | extends for a considerable distance to the east and west, with an 		
CF | occasional side alley leading back to Main Street. 		
CF | 		
CF | > 		Jade asks, "say w or e ?"
DavidW says (to ClubFloyd), "w" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 22 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Back Alley 		
CF | The back alley is a narrow, dusty, fetid place, frequented only by 		
CF | supply wagons and drunkards, and littered with the refuse of both. It 		
CF | extends for a considerable distance to the east and west, with an 		
CF | occasional side alley leading back to Main Street. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x refuse" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 23 		
CF ] 		
CF | 		
CF | > X REFUSE 		
CF | 		
CF | Piles of rotten produce, animal droppings, and things best left alone 		
CF | lie scattered all about. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 24 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | Continuing down the alley, you suddenly hear the clatter of a carriage 		
CF | and horses hooves coming up fast behind you. Moments later a fine 		
CF | coach pulls up beside you and comes to an abrupt halt. 		
CF | 		
CF | The driver pulls off his felt cap. "Need a coach, Miss?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x driver" 		
CF ] Back Alley Score: 1 		
CF ] W * E Moves: 25 		
CF ] 		
CF | 		
CF | > X DRIVER 		
CF | 		
CF | The driver is a slight man, small of stature, with graying hair about 		
CF | the temples. He is quite well dressed, as you would expect for someone 		
CF | charged with such a fine carriage, though he seems dreadfully nervous, 		
CF | constantly shifting the reins in his hands. 		
CF | 		
CF | > 		Roger says, "Heck yeah we do"
		Knight_Otu asks, "A coach in the bak alleys?"
		Jade says, "ther was also an alley"
		DavidW says, "I saw no branching in the compass rose."
DavidW says (to ClubFloyd), "yes" 		
CF ] Coach Score: 2 		
CF ] * Moves: 26 		
CF ] 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yes, thank you." 		
CF | 		
CF | As you step inside you are startled to find the stranger from the club 		
CF | already seated there. Then the door slams shut behind you, throwing 		
CF | you into momentary darkness as your eyes struggle to adjust to the dim 		
CF | light. While you fumble for the door, there's a loud rap on the 		
CF | ceiling and the coach lurches forward, pitching you back against your 		
CF | unseen companion who instantly wraps strong arms around you, 		
CF | preventing your escape. 		
CF | 		
CF | "Welcome, Miss Kelley," comes the Englishman's voice in your ear. 		
CF | 		
CF | Coach 		
CF | The coach is richly appointed, with two leather cushioned benches 		
CF | facing each other and a nice clean smell that marks it as either 		
CF | privately owned or an expensive rental. Heavy black drapes have been 		
CF | drawn across the windows, casting the interior in a gloom that 		
CF | precludes close scrutiny of the conveyance or its passenger. 		
CF | 		
CF | "Unhand me, sir," you gasp, struggling to free yourself. 		
CF | 		
CF | "As you wish," he replies, his arms dropping away just as the coach 		
CF | lurches hard to the right, pitching you onto the floor where your feet 		
CF | hopelessly tangle in your skirt. In the darkness, you can hear the 		
CF | stranger chuckling softly above you. 		
CF | 		
CF | > 		Roger says, "I don't know what I was expecting, but not this"
		Jacqueline says, "Yeah"
		DavidW says, "It appears we're being kidnapped."
		Krumar says, "Simple commands in this game get you pretty far along."
		Krumar says, "You say "North" and next thing you know, your in an argument with you uncle."
		Jade says, "we are get in on our own"
		Pinkunz says, "Feels more like a ride."
		DavidW says, "I want to kick the stranger, but our feet are tangled."
Jacqueline says (to ClubFloyd), "kick stranger" 		
CF ] Coach Score: 2 		
CF ] * Moves: 26 		
CF ] 		
CF | 		
CF | > KICK STRANGER 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		Roger says, "rehand me, sir"
		Knight_Otu says, "Maybe we can still slap him."
		Jacqueline says, "KICK is a synonym for ATTACK"
		DavidW says, "ah, doesn't know 'kick'."
		Pinkunz asks, "listen?"
		Roger says, "help help I'm being oppressed"
		DavidW says, "Kick is not standard."
		Pinkunz asks, "scream?"
		Jade says, "hit"
		DavidW says, "There's a dozen synonyms for ATTACK, but KICK isn't one of them."
DavidW says (to ClubFloyd), "hit stranger" 		
CF ] Coach Score: 2 		
CF ] * Moves: 27 		
CF ] 		
CF | 		
CF | > HIT STRANGER 		
CF | 		
CF | You frown as unseemly thoughts flit through your head, unable to shake 		
CF | the feeling that the stranger knows exactly what you are thinking. 		
CF | 		
CF | The carriage rattles along, going a bit too fast for the deeply rutted 		
CF | road. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to stranger" 		
CF ] Coach Score: 2 		
CF ] * Moves: 28 		
CF ] 		
CF | 		
CF | > TALK TO STRANGER 		
CF | 		
CF | You grit your teeth, refusing the urge to ask that man for assistance. 		
CF | 		
CF | The stranger pushes the drapes aside just a fraction, then after a 		
CF | quick look outside, lets them fall back in place. He doesn't say a 		
CF | word. 		
CF | 		
CF | > 		Knight_Otu says, "UNSEEMLY?1"
		Jade says, "or kiss"
DavidW says (to ClubFloyd), "open door" 		
CF ] Coach Score: 2 		
CF ] * Moves: 29 		
CF ] 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You find the door unreachable from the floor. 		
CF | 		
CF | The stranger stretches out his long legs even farther. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Coach Score: 2 		
CF ] * Moves: 30 		
CF ] 		
CF | 		
CF | > STAND 		
CF | 		
CF | Clawing at the leather, you manage to pull yourself up onto the 		
CF | opposite seat. You immediately set to work straightening your skirt, a 		
CF | task you find nearly impossible as the stranger's long legs seem to be 		
CF | filling up most of the narrow floor space. 		
CF | 		
CF | You shift uncomfortably on the seat. 		
CF | 		
CF | > 		Knight_Otu says, "We only just met him, and he made no good impressions."
DavidW says (to ClubFloyd), "open door" 		
CF ] Coach Score: 2 		
CF ] * Moves: 30 		
CF ] 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | "I wish to get out now," you state firmly. 		
CF | 		
CF | "Soon, I believe we are nearly there." 		
CF | 		
CF | A few minutes later, the coach pulls up and you hear the driver hop 		
CF | down from his box. 		
CF | 		
CF | "Watch your step, Miss," the driver says, helping you down from the 		
CF | coach. 		
CF | 		
CF | You blink in the light, surprised to find yourself outside your very 		
CF | own factory. 		
CF | 		
CF | "Good day, Miss Kelley," the stranger says, rapping twice on the coach 		
CF | roof, sending the vehicle rattling away down the drive. 		
CF | 		
CF | "Miss Amelia! Miss Amelia!" calls your accountant, bursting out the 		
CF | factory door with an empty picnic basket in his hands. "Quick! You 		
CF | might still have time to catch the investors, if you hurry." 		
CF | 		
CF | *** *** *** 		MoyTravis says, "I'm enjoying the energy that this game's putting out."
DavidW pushes the green 'space' button. 		
CF ] Hoskin's Field N Score: 2 		
CF ] W * Moves: 31 		
CF ] S 		
CF | 		
CF | Hoskin's Field 		
CF | Hoskin's Field is a lovely place this time of year, with the grass 		
CF | kept neat and low by grazing sheep, and the old oaks casting plentiful 		
CF | shade. Here and there, a few dandelions raise their cheery faces to 		
CF | the sun, swaying gently in the breeze. To the west, a crowd has 		
CF | gathered near the long tables where the picnic baskets await the 		
CF | auction, while to the north is the bandstand where the community brass 		
CF | band is warming up for the festivities. Just south of here, the grass 		
CF | slopes sharply toward a curtain of willow boughs, and the unseen river 		
CF | that lies just beyond. 		
CF | 		
CF | "And you are sure the investors said they would be here?" You scan the 		
CF | crowd nervously, rising on your toes for a better view. 		
CF | 		
CF | Your accountant sighs. 		
CF | 		
CF | "Yes, yes, I believe you. It's just that without their money..." you 		
CF | bite your lower lip, unwilling to say what you both already know. 		
CF | 		
CF | "They'll be here, Miss," Mr. Adams reassures you again as he climbs 		
CF | back into the surrey and gathers the reins. "For all our sakes, they 		
CF | have to be." 		
CF | 		
CF | As Mr. Adams drives away you begin to scan the crowd for the tall 		
CF | investor and his two stout companions. 		
CF | 		
CF | > 		Krumar says, "It's very fast paced."
		Jacqueline says, "Unseemly? Of course. His English accent, which... comes in your ear (very weird turn of phrase)"
DavidW says (to ClubFloyd), "i" 		
CF ] Hoskin's Field N Score: 2 		
CF ] W * Moves: 32 		
CF ] S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying your picnic basket. You are wearing a pair of shoes, 		
CF | a pair of stockings and a dress. 		
CF | 		
CF | A young girl races past, chasing after a lumbering tan dog. 		
CF | 		
CF | > 		Pinkunz says, "It reminds me a little of HHGTTG in how it hurries you along."
DavidW says (to ClubFloyd), "x basket" 		
CF ] Hoskin's Field N Score: 2 		
CF ] W * Moves: 33 		
CF ] S 		
CF | 		
CF | > X BASKET 		
CF | 		
CF | While not much to look at on the outside, you are rather pleased with 		
CF | the quality and quantity of food to be found inside. 		
CF | 		
CF | > 		DavidW says, "well, off to Grandmother's house."
		Knight_Otu says, "Hope she hasn't been eaten by a wolf again."
		DavidW asks, "I assume we go west?"
Pinkunz says (to ClubFloyd), "x crowd" 		
CF ] Hoskin's Field N Score: 2 		
CF ] W * Moves: 34 		
CF ] S 		
CF | 		
CF | > X CROWD 		
CF | 		
CF | It seems the whole town has turned out for today's festivities; the 		
CF | young, the old, and all those in between. Most are gathered into 		
CF | families, with the grandparents looking after the youngest while the 		
CF | parents ensure propriety is maintained between the young ladies and 		
CF | their gentlemen suitors. Even the family dogs have come out for the 		
CF | occasion, their happy barks mingling with shouts and calls of the 		
CF | young lads charged to look after them. 		
CF | 		
CF | An elderly couple strolls past, arm in arm. 		
CF | 		
CF | > 		DavidW says, "Bet Simon is here somewhere."
		Jacqueline asks, "Yeah, if you look away from this game for a second you come back and you're like, wait, we're where now? Who? What?"
		Pinkunz exclaims, "He has the whole day off!"
		Jade says, "x elders"
Pinkunz says (to ClubFloyd), "x elders" 		
CF ] Hoskin's Field N Score: 2 		
CF ] W * Moves: 34 		
CF ] S 		
CF | 		
CF | > X ELDERS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		DavidW asks, "west okay with everyone?"
		Krumar says, "I'm good with it."
		Pinkunz says, "I'm down."
		Jacqueline says, "sure"
		Roger says, "yessir"
DavidW says (to ClubFloyd), "w" 		
CF ] Auction Tables N Score: 2 		
CF ] * E Moves: 35 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Auction Tables 		
CF | It seems that every table in town has been enlisted for use at the 		
CF | Annual Charity Picnic Basket Auction. Draped with linens in all 		
CF | colors, they hold a staggering assortment of luncheon baskets and the 		
CF | small collection boxes containing the bids. To the east is the rest of 		
CF | Hoskin's Field, with the bandstand just to the north of here. 		
CF | 		
CF | Although the tables are nearly full, there are still a few spots 		
CF | available for those arriving late. 		
CF | 		
CF | > 		Jade says, "ok"
		DavidW asks, "So, we should put our basket on the table, yes?"
		Knight_Otu says, "I guess."
DavidW says (to ClubFloyd), "put basket on table" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 36 		
CF ] 		
CF | 		
CF | > PUT BASKET ON TABLE 		
CF | 		
CF | You find an empty spot and set the basket on the table. 		
CF | 		
CF | A boisterous group of adolescent boys strolls on by. 		
CF | 		
CF | > 		Jade says, "it seems so"
		Pinkunz says, "Dangerous assortment to have laying about, what with dogs and kids wandering about."
		Roger says, "It's technically correct to refer to the people buying your sandwiches as investors."
		Krumar asks, "Does anyone know what our factory makes?"
		DavidW asks, "Perhaps go north to the bandstand now?"
		Knight_Otu asks, "The wurst kind of investors?"
		DavidW says (to Krumar), "Not a clue."
		Pinkunz says (to Krumar), "Not a clu... nvm."
		Pinkunz says (to DW), "Agreed."
		Krumar asks, "can we look at the birds?"
		DavidW says, "Maybe we make round tuits."
DavidW says (to ClubFloyd), "x birds" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 36 		
CF ] 		
CF | 		
CF | > X BIRDS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 37 		
CF ] 		
CF | 		
CF | > N 		
CF | 		
CF | The discordant tones emanating from the bandstand are more than enough 		
CF | convince you to keep your distance. 		
CF | 		
CF | > 		Krumar says, "Thanks"
		DavidW says, "hm. Maybe go east? The investors aren't *here* here."
		Jade asks, "Stalin?"
		DavidW says (to Jade), "That someone's connect message."
DavidW says (to ClubFloyd), "e" 		
CF ] Hoskin's Field N Score: 3 		
CF ] W * Moves: 38 		
CF ] S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hoskin's Field 		
CF | Hoskin's Field is a lovely place this time of year, with the grass 		
CF | kept neat and low by grazing sheep, and the old oaks casting plentiful 		
CF | shade. Here and there, a few dandelions raise their cheery faces to 		
CF | the sun, swaying gently in the breeze. To the west, a crowd has 		
CF | gathered near the long tables where the picnic baskets await the 		
CF | auction, while to the north is the bandstand where the community brass 		
CF | band is warming up for the festivities. Just south of here, the grass 		
CF | slopes sharply toward a curtain of willow boughs, and the unseen river 		
CF | that lies just beyond. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Hoskin's Field N Score: 3 		
CF ] W * Moves: 39 		
CF ] S 		
CF | 		
CF | > S 		
CF | 		
CF | You hurry down to the river, but seeing no one there you quickly 		
CF | return to the grassy field. 		
CF | 		
CF | A young couple strolls past, arm in arm. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hoskin's Field N Score: 3 		
CF ] W * Moves: 40 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | The discordant tones emanating from the bandstand are more than enough 		
CF | convince you to keep your distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 41 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Auction Tables 		
CF | It seems that every table in town has been enlisted for use at the 		
CF | Annual Charity Picnic Basket Auction. Draped with linens in all 		
CF | colors, they hold a staggering assortment of luncheon baskets and the 		
CF | small collection boxes containing the bids. To the east is the rest of 		
CF | Hoskin's Field, with the bandstand just to the north of here. 		
CF | 		
CF | A large group of young boys strolls on by. 		
CF | 		
CF | > 		Jade says, "East is northern hoskin field"
		DavidW says, "We've been everywhere we can go."
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 42 		
CF ] 		
CF | 		
CF | > X BOXES 		
CF | 		
CF | Each small brown box has a narrow slit cut in the top so people can 		
CF | slip their bid inside. 		
CF | 		
CF | A ragged couple strolls past, arm in arm. 		
CF | 		
CF | "Final call for bids, final call!" yells the mayor from the bandstand. 		
CF | There is a last minute flurry of activity as people hurriedly scratch 		
CF | their bids on slips of paper and tuck them into the appropriate boxes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x baskets" 		
CF ] Auction Tables N Score: 3 		
CF ] * E Moves: 43 		
CF ] 		
CF | 		
CF | > X BASKETS 		
CF | 		
CF | People obviously spent a considerable amount of time decorating their 		
CF | creations. 		
CF | 		
CF | A young couple strolls past, arm in arm. 		
CF | 		
CF | "Baskets, please," calls the mayor to the young girls who have been 		
CF | impatiently waiting near the bandstand. With much giggling and fuss, 		
CF | they race toward the tables to collect the baskets and their matching 		
CF | boxes. What if no one has offered anything for yours? 		
CF | 		
CF | Suddenly, a slender gentleman and his two stout companions catch your 		
CF | eye as they leave the crowd and head east across the lawn then head 		
CF | down toward the river. Could they be the investors? You squint your 		
CF | eyes against the sun, but they are too far away to tell for sure. 		
CF | Perhaps. Yes, they definitely could be. 		
CF | 		
CF | > 		Krumar says, "Haha, earlier, I thought bids was birds."
		DavidW says, "okay, we need to chase this mirage of investors now."
		Jade says, "haha"
DavidW says (to ClubFloyd), "e" 		
CF ] Hoskin's Field N Score: 3 		
CF ] W * Moves: 44 		
CF ] S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Hoskin's Field 		
CF | Hoskin's Field is a lovely place this time of year, with the grass 		
CF | kept neat and low by grazing sheep, and the old oaks casting plentiful 		
CF | shade. Here and there, a few dandelions raise their cheery faces to 		
CF | the sun, swaying gently in the breeze. To the west, a crowd has 		
CF | gathered near the long tables, awaiting the distribution of baskets, 		
CF | while to the north is the bandstand where the community brass band is 		
CF | still warming up for the festivities. Just south of here, the grass 		
CF | slopes sharply toward a curtain of willow boughs, and the unseen river 		
CF | that lies just beyond. 		
CF | 		
CF | A young girl races past, chasing after a frisky tan dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] River Bank N Score: 3 		
CF ] * E Moves: 45 		
CF ] 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | River Bank 		
CF | The river narrows here, sending its water splashing over and around 		
CF | the granite boulders that are strewn in its path. Long branches from 		
CF | the willows dip their tips into the cool water, and scatter their 		
CF | narrow leaves in the tiny shallows that pool around their roots. 		
CF | 		
CF | A wide dirt path starts here and heads up river to the east. 		
CF | 		
CF | To the east, you hear the sound of voices. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Boulder Creek Score: 3 		
CF ] W * Moves: 46 		
CF ] S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Boulder Creek 		
CF | The river broadens here, branching out around a small spot of trees 		
CF | and rocks that is generously called an island. From here, there are 		
CF | just enough boulders and logs strewn about to tempt the brave, or 		
CF | foolish, to attempt a crossing. There was a time when you knew the 		
CF | route well, which boulders stood firm and which ones were prone to 		
CF | wiggle. That time has long passed. 		
CF | 		
CF | A wide dirt path starts here and heads down river to the west. 		
CF | 		
CF | To the south, you hear the sound of voices carried on the wind across 		
CF | the river. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Midstream N Score: 3 		
CF ] * Moves: 47 		
CF ] S 		
CF | 		
CF | > S 		
CF | 		
CF | You scan the boulders in the river, picking a familiar looking one 		
CF | near the center as your destination. Pulling up your skirt a bit, you 		
CF | gingerly step out onto a solid looking boulder near the water's edge 		
CF | then tip toe across a narrow log to a small clump of boulders to the 		
CF | southwest. Rock by rock, hop by hop, you make your way across. Then 		
CF | one last jump, and you're there. 		
CF | 		
CF | Midstream 		
CF | You are standing on top of a broad, flat rock that is situated near 		
CF | the center of the river. Numerous other boulders are scattered all 		
CF | about, providing access to both the northern and southern shores. 		
CF | 		
CF | "Good afternoon, Miss Amelia." 		
CF | 		
CF | You turn around to see the Englishman from the Lucky Strike standing 		
CF | on the northern shore with Miss Harriet Stanford. 		
CF | 		
CF | > 		Knight_Otu says, "Mirage indeed."
		DavidW says, "awkward place to us to be standing."
		Krumar asks, "Why did we think the investors jumped across the river?"
		Krumar says, "Voices I guess."
DavidW says (to ClubFloyd), "x gentleman" 		
CF ] Midstream N Score: 3 		
CF ] * Moves: 47 		
CF ] S 		
CF | 		
CF | > X GENTLEMAN 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x englishman" 		
CF ] Midstream N Score: 3 		
CF ] * Moves: 48 		
CF ] S 		
CF | 		
CF | > X ENGLISHMAN 		
CF | 		
CF | The Englishman is standing on the path near the northern bank of the 		
CF | river, with a picnic basket draped over one arm and Miss Harriet 		
CF | hanging from the other. 		
CF | 		
CF | The Englishman watches you watch him - and so does Harriet. 		
CF | 		
CF | "Ethan, dear," Harriet moans. "It is so dreadfully warm out here in 		
CF | the sun, don't you think?" She flicks open her fan and flutters it 		
CF | furiously. "Why, I'm afraid I just might swoon." 		
CF | 		
CF | > 		Roger says, "push harriet into river"
		DavidW asks, "um, should we continue south or what?"
		Knight_Otu says, "I don't know. Maybe."
		Krumar says, "I'm feeling like the English guy might be this tall investor."
		Jade says, "englishman is Ethan"
		DavidW asks, "Also, I've never seen a woman swoon in my lifetime. Why were they all swooning back then? Too tight girdles?"
		Krumar asks, "Should we say somethign to him?"
		Roger says, "a lot of bathtub gin"
		DavidW asks, "Like what?"
		DavidW says, "I don't know what to do."
		Krumar says, "They wore a lot of clothes even in the summer, I think that was the problem."
		Krumar asks, "May be would could ask Ethan about the investors?"
		DavidW says, "I'm continuing south if I don't hear a suggestion or if someone doesn't type something."
		Jade says, "ok"
		Krumar says, "OK"
		Jacqueline says, "I am still having trouble getting my brain around a picnic investment event."
		MoyTravis asks, "Social expectations, or maybe also heatstroke?"
		Knight_Otu says, "I guess continue."
DavidW says (to ClubFloyd), "s" 		
CF ] Southern Shore N Score: 3 		
CF ] * Moves: 49 		
CF ] S 		
CF | 		
CF | > S 		
CF | 		
CF | You hop from rock to rock, skirting the largest boulders and avoiding 		
CF | the rotten trees that seem more prevalent in this half of the river. A 		
CF | jump to the southeast, another to the southwest, and you are safely 		
CF | back on solid ground. 		
CF | 		
CF | Southern Shore 		
CF | They say this island was formed some fifty years ago, when the river 		
CF | flooded its banks and spread out a hundred yards to the south. When 		
CF | the waters receded, a second channel was born, leaving this bit of 		
CF | land cut off from the main. Only a few feet higher than the river, the 		
CF | island is mostly composed of rocks and boulders, with a thick stand of 		
CF | trees growing in the middle. 		
CF | 		
CF | A rocky path disappears between the boulders to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 50 		
CF ] 		
CF | 		
CF | > S 		
CF | 		
CF | Turning away from Ethan and Harriet, you hurry down the path that cuts 		
CF | across the island, soon reaching the opposite shore. 		
CF | 		
CF | Northern Shore 		
CF | The southern channel of the river, unlike its sibling on the opposite 		
CF | side of the island, is completely free of rocks and boulders; a single 		
CF | sheet of water accurately reflecting the clouds in the sky and the 		
CF | willows and birch that line its southern bank. Here and there, clumps 		
CF | of cattails, reeds, and rushes form a sanctuary for the many birds and 		
CF | small fish that seek refuge there. 		
CF | 		
CF | A rocky path disappears between the boulders to the north. 		
CF | 		
CF | Unfortunately, there is no sign of the investors. 		
CF | 		
CF | > 		DavidW says, "where did they gooooo"
		DavidW says, "also, now it says birds"
		Knight_Otu says, "They were never here."
		Knight_Otu says, "Maybe."
		Krumar says, "I'm glad there are birds now."
DavidW says (to ClubFloyd), "x reeds" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 51 		
CF ] 		
CF | 		
CF | > X REEDS 		
CF | 		
CF | These strap like plants form abundant colonies along the opposite 		
CF | shore. 		
CF | 		
CF | > 		Jade says, "to the auction, she carried a basket"
		DavidW asks, "Now what?"
		Knight_Otu says, "But the auction is over, so I guess she retrieved hers."
		Krumar says, "I say go back to Ethan."
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 52 		
CF ] 		
CF | 		
CF | > N 		
CF | 		
CF | As you take one last moment to enjoy the unspoiled beauty of this 		
CF | place, a flock of gulls flies over head, their raucous calls reminding 		
CF | you of the sea. 		
CF | 		
CF | "It is peaceful here." 		
CF | 		
CF | You turn to see Ethan staring out across the water. 		
CF | 		
CF | "It reminds me of my boyhood home," he continues. "A place not unlike 		
CF | this, though the trees were of oak and ash instead of willow. My 		
CF | father used to take me out fishing, much to my mother's dismay when we 		
CF | brought our catch in for her appraisal." He smiles at the memory, 		
CF | taking years off his features. Pity the smile seems such a rare thing, 		
CF | as he really is rather more attractive when he uses it. 		
CF | 		
CF | > 		Jade says, "northern hoskin fields"
		DavidW says, "Men are prettier when they smile, yes."
		Roger says, "It helps one forget their kidnappiness"
		Jacqueline says, "heh"
		DavidW says, "I don't know this Ethan character and I have nothing to say to him."
		Krumar says, "I don't see anything to do other than go North."
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 53 		
CF ] 		
CF | 		
CF | > N 		
CF | 		
CF | Though you stare longingly down the path, it seems a trifle rude to 		
CF | leave so abruptly. 		
CF | 		
CF | > 		Jade says, "he was in Lucky Strike club"
		DavidW says, "yeah, game doesn't want us to leave."
		DavidW says, "So there must be something we do with Ethan instead."
DavidW says (to ClubFloyd), "talk to Ethan" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 54 		
CF ] 		
CF | 		
CF | > TALK TO ETHAN 		
CF | 		
CF | "You must miss it terribly. Do you visit often?" 		
CF | 		
CF | Ethan's smile vanishes. "Never. After my father died I was forced to 		
CF | sell the property." He turns his back on the river, fixing his gaze on 		
CF | you. "But I am not here to discuss the past." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 55 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | "Oh?" 		
CF | 		
CF | "I have been instructed to inform you that your accountant is quite 		
CF | anxious to speak with you." Ethan's eyes show a sudden glint of 		
CF | mischief. "Mrs. Stanford herself delivered the message, and seeing how 		
CF | important it was to her, I wasted no time in setting off to find you." 		
CF | 		
CF | You cock your head to the side, wondering at the missing details. 		
CF | Anything that Mrs. Stanford would find important could not possibly be 		
CF | good news for you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 56 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | "Do you happen to know what Mr. Adams wishes to see me about?" 		
CF | 		
CF | Ethan shakes his head no. "But I have little doubt that Mrs. Stanford 		
CF | does, and from her countenance I somehow doubt the news is going to be 		
CF | good." 		
CF | 		
CF | You wrinkle your nose. "It rarely is where that woman is concerned." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 57 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | "Well, I should be heading back, then." 		
CF | 		
CF | "That's a pity," says Ethan, taking a step closer to you. He suddenly 		
CF | seems very tall. "I had hoped that you would stay awhile." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 58 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | "Perhaps some other time." 		
CF | 		
CF | "Perhaps." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northern Shore N Score: 4 		
CF ] * Moves: 58 		
CF ] 		
CF | 		
CF | > N 		
CF | 		
CF | You turn away and hurry down the path, pausing just once along the way 		
CF | to look back. There isn't anybody there. Silly girl, you think, why 		
CF | would there be? Continuing northward, you soon reach the shore and 		
CF | quickly make your way back across the stream to where Harriet and Mrs. 		
CF | Stanford are waiting. 		
CF | 		
CF | "I see little reason to rush, Miss Amelia." Mrs. Stanford lifts her 		
CF | aquiline nose a little higher. "I've heard your investors have flitted 		
CF | away. And to think you actually believed they would be interested in a 		
CF | doing business with a girl such as you." 		
CF | 		
CF | You grit your teeth and hurry on by. 		
CF | 		
CF | Hoskin's Field 		
CF | Hoskin's Field is a lovely place this time of year, with the grass 		
CF | kept neat and low by grazing sheep, and the old oaks casting plentiful 		
CF | shade. Here and there, a few dandelions raise their cheery faces to 		
CF | the sun, swaying gently in the breeze. To the west, a crowd is seated 		
CF | around long tables, while to the north is the bandstand where the 		
CF | community brass band is blaring away, much to the dismay of all. Just 		
CF | south of here, the grass slopes sharply toward a curtain of willow 		
CF | boughs, and the unseen river that lies just beyond. 		
CF | 		
CF | "Miss Amelia! Miss Amelia!" Your accountant comes trotting across the 		
CF | grass to meet you. "Great news! Your Uncle gets one last chance to 		
CF | speak with the investors!" 		
CF | 		
CF | "That is wonderful, Mr. Adams! When's the appointment?" 		
CF | 		
CF | Mr. Adam stops smiling. "Well, it's not exactly an appointment..." 		
CF | 		
CF | 		
CF | *** *** *** 		Roger says, "Shocking how dismissive everyone is of someone who has no idea how business works"
		Roger asks, "push green?"
DavidW pushes the green 'space' button. 		
CF ] Stanford Entry Hall Score: 4 		
CF ] W * E Moves: 59 		
CF ] S 		
CF | The masked gentleman twirls you around and around to the strains of 		
CF | the waltz. Blues, yellows, pinks and whites - shimmering snatches of 		
CF | silken dresses - blur together as he spins you yet again. His grip 		
CF | tightens, pulling you close, so close that you can feel the heat of 		
CF | his body and his warm breath upon your neck. He spins you once more, 		
CF | around and around and... 		
CF | 		
CF | "Have you seen him?" 		
CF | 		
CF | "What?" you blink, the imagine fading to that of a plump Marie 		
CF | Antoinette. 		
CF | 		
CF | "Do you know which one he is?" she gasps, taking a few large gulps 		
CF | from her glass of lemonade then fanning herself furiously with her 		
CF | ivory fan. 		
CF | 		
CF | "Which one who is?" You gaze out across the sea of masks and costumes, 		
CF | wondering how anyone could find anybody out there. 		
CF | 		
CF | "Perhaps... oh yes, it definitely could be..." The ill-fated Queen of 		
CF | France waves her handkerchief frantically in the direction of the ball 		
CF | room, then pushes her way through the crowd. 		
CF | 		
CF | Stanford Entry Hall 		
CF | Mrs. Stanford insisted her mansion be the finest in town, and spared 		
CF | no expense in its construction. From the elaborate chandeliers hanging 		
CF | from high gilded ceilings, to the imported Italian marble columns and 		
CF | flooring, everything has been selected for one purpose only: to 		
CF | impress. And impress it does, at the expense of any modicum of comfort 		
CF | or utility. 		
CF | 		
CF | To the west, you can hear the sounds of the waltz being played in the 		
CF | grand ballroom, while the occasional sound of laughter can be heard 		
CF | from the parlor to the east. Everywhere there are people, people in 		
CF | all sorts of costumes, crushed together in spaces designed for half 		
CF | the number than are actually there. 		
CF | 		
CF | You check your mask, then slip further into the shadows of the entry 		
CF | pillar, grimacing as you consider the consequences of being found out. 		
CF | Fortunately, Mrs. Stanford seems far more interested in herself than 		
CF | in her guests. 		
CF | 		
CF | > 		Jacqueline says, "I'm ready, but let's wait for others--"
		Jacqueline says, "okay"
		MoyTravis says, "What."
		Jacqueline says, "Let's wait until folks chim in."
		Jacqueline says, "Chime, even."
		Jacqueline says, "Please let us know when you've read stuff, folks."
		DavidW says, "Another venue change. We're now at a masquerade ball that I don't think we were invited to."
		Knight_Otu says, "I'm rather lost I must admit."
		Roger says, "ooh I hope Simon is working this"
		MoyTravis says, "Is "Marie Antoinette" a fashionable costume? That seems. Like."
		MoyTravis asks, "Gauche?"
		Jacqueline says (to KO), "It does feel like being a ping pong ball, a bit."
DavidW says (to ClubFloyd), "i" 		
CF ] Stanford Entry Hall Score: 4 		
CF ] W * E Moves: 60 		
CF ] S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. You are wearing a green cord, your mask, a 		
CF | pair of shoes, a pair of stockings and a gown. 		
CF | 		
CF | "... and he's here tonight. Can you believe it?" 		
CF | 		
CF | You turn to see Ophelia, with her identifying poesy of silk violets, 		
CF | speaking with King Henry VIII. "I heard he was seen with Mrs. 		
CF | Stanford's daughter during the picnic today. Harriet must be 		
CF | thrilled." 		
CF | 		
CF | "Yes, dear, thrilled," mumbles the King, readjusting the sizable lump 		
CF | that pads his girth. 		
CF | 		
CF | > 		Krumar says, "I must be the slowest reader :-P"
		MoyTravis asks, "So, this is a sneaking mission, then? We need to lure people into secluded areas, murder them, and find the appropriate selection of clothes that lets us - who's the assassination target, again?"
		Jade says, "nop, I am"
		Krumar asks, "Where did royality come from?"
		Jade says, "there is some lag"
		Knight_Otu says (to Krumar), "I think people are masquerading as royalty"
		Krumar says, "Ah."
DavidW says (to ClubFloyd), "x me" 		
CF ] Stanford Entry Hall Score: 4 		
CF ] W * E Moves: 61 		
CF ] S 		
CF | 		
CF | > X ME 		
CF | 		
CF | You check your mask then smooth your loose fitting white velvet gown. 		
CF | Just hours ago the fabric had been slated to recover a sofa, and it 		
CF | still pains you to think about its abrupt change of fate. Still, with 		
CF | an emerald green drapery cord as a belt, and a long strand of pearls 		
CF | twisted through your plaited hair, you should make for a passable 		
CF | Shakespearean player without being notable enough to draw any unwanted 		
CF | attention. 		
CF | 		
CF | Of course, had Mrs. Stanford seen fit to invite you, you would never 		
CF | have had to improvise like this. 		
CF | 		
CF | You are carrying nothing. You are wearing a green cord, your mask, a 		
CF | pair of shoes, a pair of stockings and a gown. 		
CF | 		
CF | "Come, Henry, to the ball room," snaps Ophelia. "Perhaps we will find 		
CF | him there." 		
CF | 		
CF | "Yes, dear, the ball room," mumbles the King, shuffling after Ophelia 		
CF | into the crowd. 		
CF | 		
CF | > 		Jade says, "it seems to be, here is a king"
		DavidW says, "It's a costume ball. Like at Hallowe'en, but it isn't for Hallowe'en."
		DavidW says, "And everyone is wearing masks, so it's difficult to tell who everyone really is."
		MoyTravis says, "Ophelia is a character from Shakespeare, in this context."
		DavidW says, "yes, Hamlet, specifically"
		Krumar says, "Thank you for the explinations, I was lost for a bit."
		DavidW asks, "West, east, or south?"
		Jade says, "we have no custome"
		DavidW says, "Yes we do."
		Jade says, "s is out"
		Krumar says, "We do have a mask on."
		Krumar says, "I say East."
		MoyTravis says, "We're dressed as an extra, kind of."
		Jade says, "w the band"
DavidW says (to ClubFloyd), "e" 		
CF ] Parlor N Score: 4 		
CF ] W * Moves: 62 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | With some trepidation, you leave the shelter of the pillar. 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | A tall highwayman, dressed in black, is leaning against the fireplace, 		
CF | staring thoughtfully into the flames. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x highwayman" 		
CF ] Parlor N Score: 4 		
CF ] W * Moves: 63 		
CF ] 		
CF | 		
CF | > X HIGHWAYMAN 		
CF | 		
CF | The highwayman wears a black plumed hat, black cloak, thigh-high 		
CF | leather boots, and a pair of buckskin breeches stretched taut around 		
CF | well-muscled legs. A rapier hangs comfortably at his side. You would 		
CF | guess him to be in his middle to late twenties, though it is hard to 		
CF | say for sure with so much of his face hidden behind a black silk mask. 		
CF | 		
CF | At the moment he is leaning against the fireplace, his eyes fixed on 		
CF | the flames as he slowly sips his drink, seeming oblivious to all going 		
CF | on around him. 		
CF | 		
CF | > 		MoyTravis asks, "How terribly broody of him. Anyways one of the investors was tall right?"
		Knight_Otu says, "Yes."
		DavidW says, "A highwayman is someone who robs stagecoaches or trains."
		DavidW says, "Also a nod to Zork, maybe, as the gentleman thief."
DavidW says (to ClubFloyd), "talk to highwayman" 		
CF ] Parlor N Score: 4 		
CF ] W * Moves: 64 		
CF ] 		
CF | 		
CF | > TALK TO HIGHWAYMAN 		
CF | 		
CF | "Quite a crush, isn't it?" 		
CF | 		
CF | The highwayman ignores you, his eyes never leaving the fire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fire" 		
CF ] Parlor N Score: 4 		
CF ] W * Moves: 65 		
CF ] 		
CF | 		
CF | > X FIRE 		
CF | 		
CF | The fire burns brightly in the hearth. 		
CF | 		
CF | > 		DavidW asks, "Ignore him and go north?"
		Krumar says, "Agreed"
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 66 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Game Room 		
CF | Dusty heads of long dead animals and green billiard tables mark this 		
CF | room as a man's domain. Amidst cabinets of crystal decanters and 		
CF | hunting rifles, small tables have been brought in to play host to 		
CF | heated games of cards and bickering old men who squabble over the fate 		
CF | of a few checkers or the roll of the dice. There is a fireplace in the 		
CF | rear of the room, and a doorway to the south leading back to the 		
CF | parlor. 		
CF | 		
CF | Your uncle is seated by himself at a small table in the corner. 		
CF | 		
CF | You see some old men here. 		
CF | 		
CF | > 		Knight_Otu says, "I guess."
		Knight_Otu exclaims, "UNCLE!"
DavidW says (to ClubFloyd), "x uncle" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 67 		
CF ] S 		
CF | 		
CF | > X UNCLE 		
CF | 		
CF | Your uncle, dressed as the ranch hand he would love to be, is sitting 		
CF | at a small table in the corner of the room. 		
CF | 		
CF | > 		Jade says, "score 5"
		DavidW says, "He didn't even dress up."
DavidW says (to ClubFloyd), "score" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 67 		
CF ] S 		
CF | 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 5 out of a possible 14, in 67 turns. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to uncle" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 68 		
CF ] S 		
CF | 		
CF | > TALK TO UNCLE 		
CF | 		
CF | You hesitate, then decide against it. There is no sense in drawing 		
CF | undue attention to either him or yourself. It is enough to know that 		
CF | he is here, and the investors are not. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x old men" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 69 		
CF ] S 		
CF | 		
CF | > X OLD MEN 		
CF | 		
CF | The old men are busy arguing about... whatever it is that old men 		
CF | argue about. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fireplace" 		
CF ] Game Room Score: 5 		
CF ] * Moves: 70 		
CF ] S 		
CF | 		
CF | > X FIREPLACE 		
CF | 		
CF | The flawless black marble seems to absorb the very light created in 		
CF | its depths. 		
CF | 		
CF | > 		Krumar says, "Wow, ageist and sexist"
		DavidW asks, "I guess go back south?"
		Knight_Otu says, "We do unto them as they have done unto us."
		Krumar says, "Haha"
		Knight_Otu says, "Yeah, not much to do here I guess."
		DavidW says, "I'm doing really poorly at this game, I'm afraid."
DavidW says (to ClubFloyd), "s" 		
CF ] Parlor N Score: 5 		
CF ] W * Moves: 71 		
CF ] 		
CF | 		
CF | > S 		
CF | 		
CF | The highwayman looks up as you enter the room and for a moment your 		
CF | eyes meet. Despite his mask, you can see plainly see his furrowed 		
CF | brow, and a look of sadness in his eyes. What could make a man look 		
CF | sad? 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guests" 		
CF ] Parlor N Score: 5 		
CF ] W * Moves: 72 		
CF ] 		
CF | 		
CF | > X GUESTS 		
CF | 		
CF | Everyone from prince to pauper is represented, though with a 		
CF | considerably higher proportion of the former to the latter. 		
CF | Unfortunately, not a one of them bears the slightest resemblance to 		
CF | the slender principle investor and his two stout companions. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x drapes" 		
CF ] Parlor N Score: 5 		
CF ] W * Moves: 73 		
CF ] 		
CF | 		
CF | > X DRAPES 		
CF | 		
CF | The velvet appears to be new, probably brought in just for this party 		
CF | and slated to be replaced before the next one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Stanford Entry Hall Score: 5 		
CF ] W * E Moves: 74 		
CF ] S 		
CF | 		
CF | > W 		
CF | 		
CF | You slip back into the shadows, hoping the investors appear soon... 		
CF | and that you will be able to recognize them. 		
CF | 		
CF | Stanford Entry Hall 		
CF | Mrs. Stanford insisted her mansion be the finest in town, and spared 		
CF | no expense in its construction. From the elaborate chandeliers hanging 		
CF | from high gilded ceilings, to the imported Italian marble columns and 		
CF | flooring, everything has been selected for one purpose only: to 		
CF | impress. And impress it does, at the expense of any modicum of comfort 		
CF | or utility. 		
CF | 		
CF | To the west, you can hear the sounds of the waltz being played in the 		
CF | grand ballroom, while the occasional sound of laughter can be heard 		
CF | from the parlor to the east. Everywhere there are people, people in 		
CF | all sorts of costumes, crushed together in spaces designed for half 		
CF | the number than are actually there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x people" 		
CF ] Stanford Entry Hall Score: 5 		
CF ] W * E Moves: 75 		
CF ] S 		
CF | 		
CF | > X PEOPLE 		
CF | 		
CF | Everyone from prince to pauper is represented, though with a 		
CF | considerably higher proportion of the former to the latter. 		
CF | Unfortunately, not a one of them bears the slightest resemblance to 		
CF | the slender principle investor and his two stout companions. 		
CF | 		
CF | Several people stride into the ballroom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 76 		
CF ] 		
CF | 		
CF | > W 		
CF | 		
CF | After checking to see that Mrs. Stanford is not in sight, you slip 		
CF | from the shadows and enter the ballroom. 		
CF | 		
CF | Grand Ball Room 		
CF | A thousand candles in glittering chandeliers and numerous gas lamps of 		
CF | all shapes and sizes combine to create day out of night in this 		
CF | stately room. Delicate plaster work traces its way along the buttercup 		
CF | yellow walls, turning upward at the corners until it spills across the 		
CF | ceiling where a Midas touch has turned it gold. To the east, next to 		
CF | the wide doorway leading to the entry, is a magnificent marble 		
CF | staircase rising up to a balustraded landing. 		
CF | 		
CF | At the far end of the room comes the sound of a string quartet and 		
CF | several flutes. They are in the midst of a long string of waltzes, 		
CF | much to the delight of those able to find enough floor space to dance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x people" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 77 		
CF ] 		
CF | 		
CF | > X PEOPLE 		
CF | 		
CF | Everyone from prince to pauper is represented, though with a 		
CF | considerably higher proportion of the former to the latter. 		
CF | Unfortunately, not a one of them bears the slightest resemblance to 		
CF | the slender principle investor and his two stout companions. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x staircase" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 77 		
CF ] 		
CF | 		
CF | > X STAIRCASE 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x quartet" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 78 		
CF ] 		
CF | 		
CF | > X QUARTET 		
CF | 		
CF | Though you can't see the musicians, their music fills the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dancers" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 78 		
CF ] 		
CF | 		
CF | > X DANCERS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 79 		
CF ] 		
CF | 		
CF | > LOOK 		
CF | 		
CF | 		
CF | Grand Ball Room 		
CF | A thousand candles in glittering chandeliers and numerous gas lamps of 		
CF | all shapes and sizes combine to create day out of night in this 		
CF | stately room. Delicate plaster work traces its way along the buttercup 		
CF | yellow walls, turning upward at the corners until it spills across the 		
CF | ceiling where a Midas touch has turned it gold. To the east, next to 		
CF | the wide doorway leading to the entry, is a magnificent marble 		
CF | staircase rising up to a balustraded landing. 		
CF | 		
CF | At the far end of the room comes the sound of a string quartet and 		
CF | several flutes. They are in the midst of a long string of waltzes, 		
CF | much to the delight of those able to find enough floor space to dance. 		
CF | 		
CF | > 		Krumar says, "We've got an up now."
		DavidW says, "I see. I think we have to go up, but that's bound to make us visible."
		DavidW says, "I'll try it, though."
DavidW says (to ClubFloyd), "u" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 80 		
CF ] 		
CF | 		
CF | > U 		
CF | 		
CF | You attempt to weave your way through the crowd, making little 		
CF | progress. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 81 		
CF ] 		
CF | 		
CF | > NE 		
CF | 		
CF | Making your way through the crowd, you suddenly find yourself face to 		
CF | face with a maskless Jonathan Rollings dressed as a cavalry officer. 		
CF | 		
CF | "Why if it isn't Katherine, from Taming of the Shrew," he says, 		
CF | fiddling with the points of his mustache as his eyes trace your every 		
CF | curve. 		
CF | 		
CF | > 		DavidW says, "oh dear"
DavidW says (to ClubFloyd), "talk to rollings" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 82 		
CF ] 		
CF | 		
CF | > TALK TO ROLLINGS 		
CF | 		
CF | "What a surprise, Mr. Rollings, I hadn't realized you were so well 		
CF | read... or for that matter, could even read at all." 		
CF | 		
CF | "Produce your invitation and we can both be surprised. I've heard that 		
CF | Mrs. Stanford would rather dance with a prospector's mule than have 		
CF | you set foot in her house." 		
CF | 		
CF | > 		MoyTravis asks, "Oh wow we're...that's who we are?"
		MoyTravis says, "Uh, fuuuun."
		DavidW says, "We don't have an invite."
DavidW says (to ClubFloyd), "talk to rollings" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 83 		
CF ] 		
CF | 		
CF | > TALK TO ROLLINGS 		
CF | 		
CF | You consider lecturing him on the evils of over indulgence, but decide 		
CF | it probably would do little good, and only encourage him to stay here 		
CF | that much longer. 		
CF | 		
CF | Jonathan takes a long drink from his glass, wiping his mouth with the 		
CF | back of his gloved hand. His eyes travel up and down you in a way that 		
CF | makes your skin crawl. 		
CF | 		
CF | > 		Krumar exclaims, "Cover is blown! Retreat!"
DavidW says (to ClubFloyd), "ne" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 84 		
CF ] 		
CF | 		
CF | > NE 		
CF | 		
CF | You try to maneuver toward the northeast, but the crowd stands fast, 		
CF | blocking your way. 		
CF | 		
CF | "Why look," Jonathan says, taking a step closer to you. "Isn't that 		
CF | Mrs. Stanford right over there? Let's go pay our respects, shall we?" 		
CF | 		
CF | At first you think him jesting, then you see the tips of her elaborate 		
CF | costume and realize with horror that he is telling the truth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 85 		
CF ] 		
CF | 		
CF | > U 		
CF | 		
CF | You try to maneuver toward the stairs, but the crowd stands fast, 		
CF | blocking your way. 		
CF | 		
CF | With each passing moment, Mrs. Stanford gets closer... and so does 		
CF | Jonathan. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 86 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | You try to maneuver toward the east, but the crowd stands fast, 		
CF | blocking your way. 		
CF | 		
CF | "Why, there you are, Juliet," says the highwayman, his voice husky and 		
CF | low. With one hand resting lightly on his rapier's hilt, he steps 		
CF | between you and Jonathan and stares down at the younger man. 		
CF | 		
CF | Jonathan moves his hand toward his own saber, then seems to think 		
CF | better of it. "We aren't finished, Amelia. You can bet on that." He 		
CF | downs the rest of his drink then pushes his way through the crowd. 		
CF | 		
CF | > 		DavidW says, "Highwayman to the rescue. Again."
		MoyTravis says, "I like how scripted this game is but also...it doesn't really seem to need to be a parser game."
		Krumar says, "I think the only puzzle we "solved" was putting on that coat and hat."
		DavidW says (to Moy), "yeah, parser may not have been the best fit in retrospect. But choice-based wasn't acceptable back then."
		MoyTravis says, "It's definitely, uh, cutscene-heavy and world model light."
		MoyTravis says, "Wait how old is this."
DavidW says (to ClubFloyd), "version" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 86 		
CF ] 		
CF | 		
CF | > VERSION 		
CF | 		
CF | Masquerade 		
CF | Copyright (c) 2000 by Kathleen M. Fischer 		
CF | Release 4 / Serial number 010122 / Inform v6.21 Library 6/10 		
CF | Standard interpreter 1.0 (6b) / Library serial number 991113 		
CF | 		
CF | > 		Knight_Otu says, "2000."
		MoyTravis says, "good lord"
		DavidW says, "It's 22 years old."
		MoyTravis says, "Well I don't even know if Twine, like, existed back then, so, sure, haha."
		Krumar says, "This game is older than Simon."
		Knight_Otu says, "This game can drink just about anywhere."
		DavidW says, "Pretty much, yeah"
		Krumar says, "I was trying to keep notes on places and characters but I don't think that will be important."
DavidW says (to ClubFloyd), "talk to highwayman" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 87 		
CF ] 		
CF | 		
CF | > TALK TO HIGHWAYMAN 		
CF | 		
CF | "Thank you, sir," you smile with relief. "I am truly in your debt." 		
CF | 		
CF | The highwayman regards you for a moment. "Then perhaps you would repay 		
CF | me with a dance?" 		
CF | 		
CF | > 		Jacqueline says, "Twine started in 2009"
DavidW says (to ClubFloyd), "g" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 88 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | You consider the highwayman's offer, unsure whether to say yes or no. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 89 		
CF ] 		
CF | 		
CF | > YES 		
CF | 		
CF | "I would love to, but I'm afraid there isn't an inch of space here." 		
CF | 		
CF | He just smiles, motioning for you to follow him as he starts toward 		
CF | the staircase to the northeast, parting the crowd with an ease that 		
CF | you envy. 		
CF | 		
CF | > 		Jade says, "me also"
DavidW says (to ClubFloyd), "ne" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 90 		
CF ] 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | A few steps later you are brought up short by the sight of Mrs. 		
CF | Stanford heading straight toward you from the western end of the room. 		
CF | 		
CF | > 		MoyTravis asks, "Evade, if the game lets us?"
DavidW says (to ClubFloyd), "u" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 91 		
CF ] 		
CF | 		
CF | > U 		
CF | 		
CF | You frantically search for an opening in the crowd to the northeast, 		
CF | but come up empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Grand Ball Room NE Up Score: 5 		
CF ] * E Moves: 92 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | As you frantically begin to make your way through the crowd, you spy 		
CF | three Musketeers - one slender, the other two stout - hurry across the 		
CF | entry hall and disappear into the parlor. 		
CF | 		
CF | > 		DavidW says, "oh no"
		Krumar says, "Score"
		DavidW says, "I guess this KATe has to chase those MOUSEketeers"
		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "e" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 93 		
CF ] S 		
CF | 		
CF | > E 		
CF | 		
CF | It seems that everyone you meet is intentionally getting in your way 		
CF | as you attempt to make your way through the crowd. Every so often you 		
CF | go up on your toes to check your position, finding all too often that 		
CF | you have merely moved to the left or right and are really no closer to 		
CF | the door than the last time you looked. Finally, after what seems like 		
CF | forever, you escape from the ballroom. 		
CF | 		
CF | Stanford Entry Hall 		
CF | Mrs. Stanford insisted her mansion be the finest in town, and spared 		
CF | no expense in its construction. From the elaborate chandeliers hanging 		
CF | from high gilded ceilings, to the imported Italian marble columns and 		
CF | flooring, everything has been selected for one purpose only: to 		
CF | impress. And impress it does, at the expense of any modicum of comfort 		
CF | or utility. 		
CF | 		
CF | To the west, you can hear the sounds of the waltz being played in the 		
CF | grand ballroom, while the occasional sound of laughter can be heard 		
CF | from the parlor to the east. Everywhere there are people, people in 		
CF | all sorts of costumes, crushed together in spaces designed for half 		
CF | the number than are actually there. 		
CF | 		
CF | You quickly slip back into the shadows, hoping Mrs. Stanford fails to 		
CF | notice you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Parlor N Score: 6 		
CF ] W * Moves: 94 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | With some trepidation, you leave the shelter of the pillar. 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x musketeers" 		
CF ] Parlor N Score: 6 		
CF ] W * Moves: 94 		
CF ] 		
CF | 		
CF | > X MUSKETEERS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 95 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Game Room 		
CF | Dusty heads of long dead animals and green billiard tables mark this 		
CF | room as a man's domain. Amidst cabinets of crystal decanters and 		
CF | hunting rifles, small tables have been brought in to play host to 		
CF | heated games of cards and bickering old men who squabble over the fate 		
CF | of a few checkers or the roll of the dice. There is a fireplace in the 		
CF | rear of the room, and a doorway to the south leading back to the 		
CF | parlor. 		
CF | 		
CF | You see your uncle sitting alone at a table, his head buried in his 		
CF | hands, slowly rocking back and forth. 		
CF | 		
CF | You see some old men here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x musketeers" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 95 		
CF ] S 		
CF | 		
CF | > X MUSKETEERS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x investors" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 95 		
CF ] S 		
CF | 		
CF | > X INVESTORS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Parlor N Score: 6 		
CF ] W * Moves: 96 		
CF ] 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x investors" 		
CF ] Parlor N Score: 6 		
CF ] W * Moves: 96 		
CF ] 		
CF | 		
CF | > X INVESTORS 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 97 		
CF ] S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Stanford Entry Hall 		
CF | Mrs. Stanford insisted her mansion be the finest in town, and spared 		
CF | no expense in its construction. From the elaborate chandeliers hanging 		
CF | from high gilded ceilings, to the imported Italian marble columns and 		
CF | flooring, everything has been selected for one purpose only: to 		
CF | impress. And impress it does, at the expense of any modicum of comfort 		
CF | or utility. 		
CF | 		
CF | To the west, you can hear the sounds of the waltz being played in the 		
CF | grand ballroom, while the occasional sound of laughter can be heard 		
CF | from the parlor to the east. Everywhere there are people, people in 		
CF | all sorts of costumes, crushed together in spaces designed for half 		
CF | the number than are actually there. 		
CF | 		
CF | A lady strides into the ballroom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 98 		
CF ] S 		
CF | 		
CF | > S 		
CF | 		
CF | You glance toward the door, wishing you could leave, knowing you 		
CF | cannot. 		
CF | 		
CF | > 		DavidW says, "LE SIGH"
		DavidW asks, "Back into the ballroom?"
Jacqueline says (to ClubFloyd), "x lady" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 98 		
CF ] S 		
CF | 		
CF | > X LADY 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		Knight_Otu says, "I guess."
DavidW says (to ClubFloyd), "w" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 99 		
CF ] S 		
CF | 		
CF | > W 		
CF | 		
CF | Glancing toward the ballroom, you see Mrs. Stanford standing near the 		
CF | entrance. 		
CF | 		
CF | A gentleman saunters out of the entry hall. 		
CF | 		
CF | > 		Krumar says, "Go for it."
DavidW says (to ClubFloyd), "x standford" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 99 		
CF ] S 		
CF | 		
CF | > X STANDFORD 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stanford" 		
CF ] Stanford Entry Hall Score: 6 		
CF ] W * E Moves: 100 		
CF ] S 		
CF | 		
CF | > X STANFORD 		
CF | 		
CF | Mrs. Stanford is costumed as Queen Elizabeth, complete with a ruff and 		
CF | a skirt so wide that it makes you wonder how she fits through 		
CF | doorways. 		
CF | 		
CF | > 		DavidW asks, "Maybe talk to uncle now?"
DavidW says (to ClubFloyd), "e" 		
CF ] Parlor N Score: 6 		
CF ] W * Moves: 101 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | With some trepidation, you leave the shelter of the pillar. 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 102 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Game Room 		
CF | Dusty heads of long dead animals and green billiard tables mark this 		
CF | room as a man's domain. Amidst cabinets of crystal decanters and 		
CF | hunting rifles, small tables have been brought in to play host to 		
CF | heated games of cards and bickering old men who squabble over the fate 		
CF | of a few checkers or the roll of the dice. There is a fireplace in the 		
CF | rear of the room, and a doorway to the south leading back to the 		
CF | parlor. 		
CF | 		
CF | You see your uncle sitting alone at a table, his head buried in his 		
CF | hands, slowly rocking back and forth. 		
CF | 		
CF | You see some old men here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to uncle" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 103 		
CF ] S 		
CF | 		
CF | > TALK TO UNCLE 		
CF | 		
CF | "Uncle?" 		
CF | 		
CF | Your uncle looks up, his face pale and drawn. "I... I'm sorry, Amy. 		
CF | I..." His brows furrow and he buries his face back in his hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 104 		
CF ] S 		
CF | 		
CF | > G 		
CF | 		
CF | Seeing your uncle this way sends your heart pounding in your chest. 		
CF | "Uncle, what happened?" 		
CF | 		
CF | "What?" He seems stunned, his eyes fixed on his shaking hands. "I had 		
CF | it. The hand of a lifetime, right here." He stares at his fingers. "I 		
CF | just couldn't just let it pass." He looks up at you. "We would have 		
CF | been rich, girl. Rich. And for once you would have been proud of me." 		
CF | A tear slides down his cheek. 		
CF | 		
CF | "Why if it isn't the lovely Miss Amelia," says Mr. Rollings, slamming 		
CF | a fresh drink down on the table. "I bet you can't imagine what I have 		
CF | right here." He waves a scrap of paper in front of your nose. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paper" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 105 		
CF ] S 		
CF | 		
CF | > X PAPER 		
CF | 		
CF | It is an IOU, with $165,000 printed across it, and it is signed with 		
CF | your uncle's scrawling signature. 		
CF | 		
CF | "Ah... and it gets better still, for look what he used to cover it 		
CF | with." Jonathan tucks the IOU in one pocket, then pulls a familiar 		
CF | looking legal document out of another. 		
CF | 		
CF | > 		Knight_Otu says, "Uncle..."
		DavidW says, "Gambled away our inheritence, I assume"
DavidW says (to ClubFloyd), "x document" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 106 		
CF ] S 		
CF | 		
CF | > X DOCUMENT 		
CF | 		
CF | No... no, no, no... please let it not be. But all the wishing in the 		
CF | world doesn't change the words emblazoned across the front. Jonathan 		
CF | is holding the deed to your factory, the very same deed you insisted 		
CF | your uncle have with him this night in case the investors requested to 		
CF | see it. 		
CF | 		
CF | > 		Krumar says, "That is a ton of money back then."
DavidW says (to ClubFloyd), "talk to rollings" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 107 		
CF ] S 		
CF | 		
CF | > TALK TO ROLLINGS 		
CF | 		
CF | You stand there with your mouth open, feeling as dazed as your uncle 		
CF | looks. 		
CF | 		
CF | Jonathan rolls the points of his mustache even tighter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to uncle" 		
CF ] Game Room Score: 6 		
CF ] * Moves: 108 		
CF ] S 		
CF | 		
CF | > TALK TO UNCLE 		
CF | 		
CF | You just stare at your uncle, afraid of what might come out should you 		
CF | actually speak. 		
CF | 		
CF | Jonathan rolls the points of his mustache even tighter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take document" 		
CF ] Game Room Score: 7 		
CF ] * Moves: 109 		
CF ] S 		
CF | 		
CF | > TAKE DOCUMENT 		
CF | 		
CF | "Ah ah ah," chides Jonathan, snapping the deed out of reach and 		
CF | thrusting it deep into his pocket. "I've already had an offer of 		
CF | $500,000 for it from those lovely investors of yours, and they promise 		
CF | payment by noon tomorrow. Unless, of course, you can pay off your debt 		
CF | by then." He laughs maliciously. "Tragic. Simply tragic. Gambling is 		
CF | such a risky endeavor." He downs his drink in a swallow, replacing the 		
CF | empty glass back on the table before sauntering out of the room. 		
CF | 		
CF | > 		DavidW says, "So we need $165,000 overnight to get our factory back."
		Krumar says, "Wow, I'm mad at Uncle Sean now."
DavidW says (to ClubFloyd), "talk to uncle" 		
CF ] Game Room Score: 7 		
CF ] * Moves: 110 		
CF ] S 		
CF | 		
CF | > TALK TO UNCLE 		
CF | 		
CF | You just stare at your uncle, afraid of what might come out should you 		
CF | actually speak. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Game Room Score: 7 		
CF ] * Moves: 111 		
CF ] S 		
CF | 		
CF | > LOOK 		
CF | 		
CF | 		
CF | Game Room 		
CF | Dusty heads of long dead animals and green billiard tables mark this 		
CF | room as a man's domain. Amidst cabinets of crystal decanters and 		
CF | hunting rifles, small tables have been brought in to play host to 		
CF | heated games of cards and bickering old men who squabble over the fate 		
CF | of a few checkers or the roll of the dice. There is a fireplace in the 		
CF | rear of the room, and a doorway to the south leading back to the 		
CF | parlor. 		
CF | 		
CF | You see your uncle sitting alone at a table, his head buried in his 		
CF | hands, slowly rocking back and forth. 		
CF | 		
CF | You see some old men here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x glass" 		
CF ] Game Room Score: 7 		
CF ] * Moves: 112 		
CF ] S 		
CF | 		
CF | > X GLASS 		
CF | 		
CF | The glass is empty. 		
CF | 		
CF | > 		MoyTravis says, "Welp."
DavidW says (to ClubFloyd), "take it" 		
CF ] Game Room Score: 7 		
CF ] * Moves: 113 		
CF ] S 		
CF | 		
CF | > TAKE IT 		
CF | 		
CF | You cringe at thought of even touching it. 		
CF | 		
CF | > 		Jacqueline asks, "So, what's next? Murder our uncle?"
		Krumar says, "Cut him in half."
		DavidW says, "I don't think that sort of money is in 'im."
		Jacqueline says, "heh"
		Jacqueline says, "No. He is not a golden goose, that's for damn sure."
		Krumar says, "I say back to the ballroom to find the Highwayman."
		DavidW asks, "We need a treasure or a rich dead relative or a wealthy benefactor or ... do we steal the deed?"
		Knight_Otu says, "And then team up to rob this place."
		DavidW asks, "And burn the IOU?"
		DavidW says, "Actually, burning the IOU is probably our best option."
		Krumar says, "We would have to kill the old men witnesses."
		DavidW says, "oh, like they saw anything"
		Jacqueline says, "Maybe there's something wholesome we can do."
		MoyTravis exclaims, "Murder is the best solution!"
		DavidW says, "Love to hear it."
		Knight_Otu says, ">BECOME SUPERVILLAIN"
		Jacqueline says, "Oh, okay."
		DavidW says, "to Jacqueline"
		Krumar says, "I think murder is all we are good at."
		DavidW says, "I want to hear the wholesome option."
		Krumar says, "I think the wholesome option is with the Englishman."
		Knight_Otu says, "Probably."
		Jade says, "I don't thonk game let us murder"
		DavidW asks, "Like, is there a pie-eating contest where a zillion dollars is the grand prize?"
		Jade says, "* think"
		DavidW says, "anyway, the money isn't here."
		Jacqueline says, "I have no wholesome options and have avoided bringing up the idea that we could sell our body."
		Jacqueline says, "Things seem pretty desperate."
		Krumar says, "I feel tempted to sell the uncle."
		Jacqueline says, "But maybe we can use ... hahaha YES"
		DavidW says, "Even at a $1000 per dance, that's a lot of dances."
		Jacqueline says (to DW), "True"
		Jade says, "procceed"
		Jacqueline says, "But I have faith that a smart girl like us can use our brain to get out of this on the up-and-up"
DavidW says (to ClubFloyd), "s" 		
CF ] Parlor N Score: 7 		
CF ] W * Moves: 114 		
CF ] 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Parlor 		
CF | The room is the height of fashion, with dark mahogany paneling and 		
CF | overstuffed rosewood furniture sporting so many carvings of claws and 		
CF | feathers as to seem nearly alive. Heavy plum velvet drapes every 		
CF | possible surface, and then is further twisted, tied and tasseled to 		
CF | everything else. To the west, next to a black marble fireplace, a wide 		
CF | doorway leads out to the entry. Though a narrower opening to the north 		
CF | is the gaming room. 		
CF | 		
CF | Guests come and go freely here, seeking out one of the few available 		
CF | seats, or searching fruitlessly for refreshments. 		
CF | 		
CF | Jonathan Rollings heads into the Entry Hall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 115 		
CF ] S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Stanford Entry Hall 		
CF | Mrs. Stanford insisted her mansion be the finest in town, and spared 		
CF | no expense in its construction. From the elaborate chandeliers hanging 		
CF | from high gilded ceilings, to the imported Italian marble columns and 		
CF | flooring, everything has been selected for one purpose only: to 		
CF | impress. And impress it does, at the expense of any modicum of comfort 		
CF | or utility. 		
CF | 		
CF | To the west, you can hear the sounds of the waltz being played in the 		
CF | grand ballroom, while the occasional sound of laughter can be heard 		
CF | from the parlor to the east. Everywhere there are people, people in 		
CF | all sorts of costumes, crushed together in spaces designed for half 		
CF | the number than are actually there. 		
CF | 		
CF | You see Jonathan Rollings standing near the entrance to the ballroom, 		
CF | looking very pleased with himself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take iou" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 115 		
CF ] S 		
CF | 		
CF | > TAKE IOU 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rollings" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 116 		
CF ] S 		
CF | 		
CF | > X ROLLINGS 		
CF | 		
CF | If you didn't know him better, you would say he looked dashing. 		
CF | Fortunately, you know him better, and can see him for the drunken 		
CF | rogue that he is. 		
CF | 		
CF | Jonathan looks exceedingly smug. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take document" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 116 		
CF ] S 		
CF | 		
CF | > TAKE DOCUMENT 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to rollings" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 117 		
CF ] S 		
CF | 		
CF | > TALK TO ROLLINGS 		
CF | 		
CF | You take a deep breath and swallow your pride. "A few days, 		
CF | Jonathan... I know I can get the money." 		
CF | 		
CF | He laughs, a cruel sound that hurts more than any words could. "Why if 		
CF | it isn't sweet Katherine. Have you come back for our dance?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x highwayman" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 117 		
CF ] S 		
CF | 		
CF | > X HIGHWAYMAN 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "no" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 118 		
CF ] S 		
CF | 		
CF | > NO 		
CF | 		
CF | You suddenly find you are talking to yourself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to rollings" 		
CF ] Stanford Entry Hall Score: 7 		
CF ] W * E Moves: 119 		
CF ] S 		
CF | 		
CF | > TALK TO ROLLINGS 		
CF | 		
CF | You struggle to keep your temper in place and avoid his lecherous 		
CF | gaze. "I can get..." 		
CF | 		
CF | "Ah ah ah... first, we dance." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dance" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 120 		
CF ] 		
CF | 		
CF | > DANCE 		
CF | 		
CF | You repress a shudder and slide your arm in his, allowing yourself to 		
CF | be led into the ballroom. 		
CF | 		
CF | Grand Ball Room 		
CF | A thousand candles in glittering chandeliers and numerous gas lamps of 		
CF | all shapes and sizes combine to create day out of night in this 		
CF | stately room. Delicate plaster work traces its way along the buttercup 		
CF | yellow walls, turning upward at the corners until it spills across the 		
CF | ceiling where a Midas touch has turned it gold. To the east, next to 		
CF | the wide doorway leading to the entry, is a magnificent marble 		
CF | staircase rising up to a balustraded landing. 		
CF | 		
CF | At the far end of the room comes the sound of a string quartet and 		
CF | several flutes. They are in the midst of a long string of waltzes, 		
CF | much to the delight of those able to find enough floor space to dance. 		
CF | 		
CF | The crowd has thinned slightly, and Jonathan soon locates an open spot 		
CF | on the dance floor. Turning you toward him, he grasps you firmly about 		
CF | the waist and hand, and as the band strikes up the next waltz, he 		
CF | sweeps you across the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dance" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 121 		
CF ] 		
CF | 		
CF | > DANCE 		
CF | 		
CF | You struggle to keep up, wishing you could free yourself from 		
CF | Jonathan's crushing grasp. 		
CF | 		
CF | Jonathan pulls you closer, and you try as best you can to ignore the 		
CF | smell of liquor on his breath. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 122 		
CF ] 		
CF | 		
CF | > Z 		
CF | 		
CF | You try to slow down, to catch your breath, but Jonathan pulls you 		
CF | along relentlessly. 		
CF | 		
CF | Jonathan roughly spins you about. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search jonathan" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 123 		
CF ] 		
CF | 		
CF | > SEARCH JONATHAN 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | Your stomach growls uneasily as your head begins to spin. 		
CF | 		
CF | > 		Krumar says, "ahahaha"
		DavidW says, "oh dear"
		DavidW asks, "could we be that retch--ed?"
		Krumar says, "It's like you just pickpocketed him on the dance floor."
DavidW says (to ClubFloyd), "z" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 124 		
CF ] 		
CF | 		
CF | > Z 		
CF | 		
CF | You try to slow down, to catch your breath, but Jonathan pulls you 		
CF | along relentlessly. 		
CF | 		
CF | Jonathan's nails dig into your hand as he pulls you around. 		
CF | 		
CF | > 		Jade says, "step on his foot"
DavidW says (to ClubFloyd), "step on his foot" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 124 		
CF ] 		
CF | 		
CF | > STEP ON HIS FOOT 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "vomit" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 124 		
CF ] 		
CF | 		
CF | > VOMIT 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 125 		
CF ] 		
CF | 		
CF | > U 		
CF | 		
CF | You wish you could take to the air and fly away, but you can't. 		
CF | 		
CF | Jonathan's thumb strokes your waist. 		
CF | 		
CF | > 		Jacqueline says, "ew"
		Jacqueline says, "(That was about him stroking our wrist... worse than trying to vomit)"
DavidW says (to ClubFloyd), "hit foot" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 125 		
CF ] 		
CF | 		
CF | > HIT FOOT 		
CF | 		
CF | You look around but are unable to find that which you seek. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Jonathan" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 126 		
CF ] 		
CF | 		
CF | > TALK TO JONATHAN 		
CF | 		
CF | "Just a few days, Jonathan, maybe a week," you lie. "I know I can get 		
CF | the money." 		
CF | 		
CF | "Where would you get that kind of money?" he sneers, pulling you 		
CF | around so fast you nearly fly off your feet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "g" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 127 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | "My inheritance..." 		
CF | 		
CF | He shakes his head, sweeping you around once again. "Sorry, darling, 		
CF | but I know all about that, remember? All that lovely money, locked up 		
CF | tight until your wedding day." He spins you all the way around. "And 		
CF | not a suitor in sight." 		
CF | 		
CF | He's right, and you know it, but as he spins you around yet again you 		
CF | still find yourself looking... looking... seeing only the highwayman, 		
CF | arms spread wide on the banister, staring down at you from the landing 		
CF | above. 		
CF | 		
CF | > 		Jacqueline says, "The highwayman..."
DavidW says (to ClubFloyd), "g" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 128 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | You struggle to think of something to say that will change his mind, 		
CF | but fail. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "g" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 129 		
CF ] 		
CF | 		
CF | > G 		
CF | 		
CF | You struggle to think of something to say that will change his mind, 		
CF | but fail. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x highwayman" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 130 		
CF ] 		
CF | 		
CF | > X HIGHWAYMAN 		
CF | 		
CF | As Jonathan swings you around the floor, you look up toward the 		
CF | landing, catching a glimpse of the highwayman as he stares down at the 		
CF | crowd below. 		
CF | 		
CF | "Quite ironic, isn't it, that the one thing you could have used to 		
CF | raise the money with is the one thing that I have in my possession." 		
CF | He pats his pocket containing the deed. "Of course, I might still be 		
CF | persuaded to forget the incident ever occurred... if you marry me." He 		
CF | pulls you around again and again, and the room starts to spin with 		
CF | you. "Last chance, my dear. I won't offer again. Will you marry me?" 		
CF | 		
CF | > 		Knight_Otu says, "Ugh."
		DavidW says, "I say NO"
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf17" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 130 		
CF ] 		
CF | Ok. 		
CF | 		
CF | > 		Krumar says, "Very romantic proposal."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 131 		
CF ] 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yes," you whisper. 		
CF | 		
CF | Jonathan Rollings smiles triumphantly, pulling you close for a kiss. 		
CF | As the suffocating stench of liquor and bad cigars fills the air, it 		
CF | is all you can do to keep from retching. At the last moment, you turn 		
CF | your head aside, sending his lips against the side of your cheek. 		
CF | 		
CF | "I'll expect better than that in the future," he growls, releasing 		
CF | your hand abruptly and stalking away, leaving you feeling dazed and 		
CF | disoriented as the room slowly begins to spin around you. 		
CF | 		
CF | > 		MoyTravis says, "This is why murder is always the best solution."
Jacqueline says (to ClubFloyd), "talk to highwayman" 		
CF ] Grand Ball Room NE Up Score: 7 		
CF ] * E Moves: 132 		
CF ] 		
CF | 		
CF | > TALK TO HIGHWAYMAN 		
CF | 		
CF | After a moment's thought, you realize the highwayman is too far away. 		
CF | 		
CF | Faces, masked and ugly, seem to stare at you from all directions as 		
CF | the room continues to spin about you. 		
CF | 		
CF | > 		Jacqueline asks, "How do we get to him? Up?"
		DavidW says, "I dunno."
		Jacqueline says, "Gonna try up"
Jacqueline says (to ClubFloyd), "u" 		
CF ] Landing Score: 8 		
CF ] W * E Moves: 133 		
CF ] S Down 		
CF | 		
CF | > U 		
CF | 		
CF | Suddenly, up ahead, you see the staircase and the quiet darkness that 		
CF | waits up above. Pride takes over, forcing your back up straight as you 		
CF | slowly ascend to the landing. 		
CF | 		
CF | Landing 		
CF | The dimly lit landing runs the full width of the ballroom and is 		
CF | comfortably contained by a heavy balustrade. Tall pillars continue the 		
CF | theme of grandeur from below, though the menagerie of ancient 		
CF | gargoyles staring out from shallow alcoves along the back wall creates 		
CF | a decidedly less cheerful atmosphere. To the south are the stairs down 		
CF | to the ballroom, while to the west is a French door leading outside. A 		
CF | dark corridor heads off to the east, no doubt to the Stanford's 		
CF | private quarters. 		
CF | 		
CF | Ethan is leaning against the balustrade, his expression unreadable. As 		
CF | you step onto the landing, he lets his highwayman mask fall to the 		
CF | floor, joining the cape and plumed hat just recently shed. 		
CF | 		
CF | "Hello, Amelia," he says softly, barely audible over the sounds of the 		
CF | waltz drifting up from below. 		
CF | 		
CF | > 		DavidW says, "I didn't want to say yes."
		Jacqueline says, "I saved"
		Jacqueline says, "I didn't want to say it either"
		Knight_Otu says, "Not while we're dancing with Ugho McBlackmail."
		Jacqueline says, "But it's good to keep options open"
Jacqueline says (to ClubFloyd), "talk to Ethan" 		
CF ] Landing Score: 8 		
CF ] W * E Moves: 134 		
CF ] S Down 		
CF | 		
CF | > TALK TO ETHAN 		
CF | 		
CF | You glance around the landing. "We seem to be alone." 		
CF | 		
CF | "Quite alone," he says quietly, taking a sip of champagne. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Ethan" 		
CF ] Landing Score: 8 		
CF ] W * E Moves: 135 		
CF ] S Down 		
CF | 		
CF | > TALK TO ETHAN 		
CF | 		
CF | Staring into Ethan's eyes, you suddenly find yourself at a loss for 		
CF | words as your body gently sways to the rhythmic sounds of the waltz. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Ethan" 		
CF ] Landing Score: 8 		
CF ] W * E Moves: 136 		
CF ] S Down 		
CF | 		
CF | > TALK TO ETHAN 		
CF | 		
CF | Staring into Ethan's eyes, you suddenly find yourself at a loss for 		
CF | words as your body gently sways to the rhythmic sounds of the waltz. 		
CF | 		
CF | > 		Jacqueline says, "hm"
		DavidW says, "KISS HIM"
		Jacqueline says, "My, sir. How forward."
		MoyTravis says, "It seems we are still in shock."
		Jacqueline exclaims, "But sure!"
Jacqueline says (to ClubFloyd), "kiss Ethan" 		
CF ] Landing Score: 8 		
CF ] W * E Moves: 137 		
CF ] S Down 		
CF | 		
CF | > KISS ETHAN 		
CF | 		
CF | You lick your lips uncertainly. 		
CF | 		
CF | > 		MoyTravis says, "Ha."
		Jacqueline says, "hahaha"
		Knight_Otu says, "Dance, maybe."
Jacqueline says (to ClubFloyd), "dance with Ethan" 		
CF ] Landing Score: 9 		
CF ] W * E Moves: 138 		
CF ] S Down 		
CF | 		
CF | > DANCE WITH ETHAN 		
CF | 		
CF | Gathering your wits about you, you cross slowly toward the center of 		
CF | the landing. 		
CF | 		
CF | "Is it too late for that dance?" you ask uncertainly. 		
CF | 		
CF | Ethan arches an eyebrow, then slowly sets his glass of champagne down 		
CF | on the floor. His eyes never leaving yours, he takes your hand up in 		
CF | his and rests his other hand lightly at your waist. As the strains of 		
CF | the waltz float up from below, he leads you into the dance around the 		
CF | empty landing. Fluid, powerful, gentle, he's a marvelous dancer, and 		
CF | as he pulls you ever closer, you tip your head up to keep his gaze. 		
CF | Around and around you go, with Ethan's head bending ever downward 		
CF | until his lips brush gently across yours. 		
CF | 		
CF | You abruptly break away. What are you thinking? Should Jonathan find 		
CF | out... 		
CF | 		
CF | "Amelia?" 		
CF | 		
CF | > 		Jade says, "mmmm"
		MoyTravis says, "Now I'm wondering if the game forces you to agree."
Jacqueline says (to ClubFloyd), "talk to Ethan" 		
CF ] Landing Score: 9 		
CF ] W * E Moves: 139 		
CF ] S Down 		
CF | 		
CF | > TALK TO ETHAN 		
CF | 		
CF | "I... I've decided to marry," you say lightly, staring down at your 		
CF | trembling hands, still warm from his touch. You quickly fold them 		
CF | together and look away. 		
CF | 		
CF | Silence. And in that awful silence you feel your cheeks begin to burn. 		
CF | "I am flattered," he finally says. "Although it is rushing things a 		
CF | bit, and I would have preferred to have had first crack at making the 		
CF | offer. However, I accept." 		
CF | 		
CF | > 		Jacqueline says, "hahahaha"
		Jacqueline says, "I LOVE IT"
		MoyTravis exclaims, "drama!!!"
Jacqueline says (to ClubFloyd), "g" 		
CF ] Landing Score: 9 		
CF ] W * E Moves: 140 		
CF ] S Down 		
CF | 		
CF | > G 		
CF | 		
CF | "My life may be just a source of minor amusement for you," you snap, 		
CF | heading toward the stairs. "But it is all too real for me, and I would 		
CF | thank you to not belittle it." 		
CF | 		
CF | "Amelia, wait." Ethan catches your hand lightly in his. "Please stay." 		
CF | 		
CF | "Well, well. Isn't this romantic," says Jonathan from the top of the 		
CF | stairs. He holds up a glass of champagne in a mock toast, downing the 		
CF | entire contents in a gulp before releasing it, sending it shattering 		
CF | against the marble floor. "So, it seems you have made other 		
CF | arrangements after all, Amelia." He takes a sip from the second glass 		
CF | in his hand. "Then I'll expect you and the money at ten o'clock 		
CF | tomorrow morning at the Lucky Strike." 		
CF | 		
CF | Jonathan starts down the stairs, then looks back toward Ethan. "Oh, by 		
CF | the way, has Amelia mentioned her unfortunate change of fortune?" Then 		
CF | he laughs, a high, unnatural sound that sets your nerves on edge as he 		
CF | swaggers on down the stairs. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "g" 		
CF ] Landing Score: 9 		
CF ] W * E Moves: 140 		
CF ] S Down 		
CF | 		
CF | > G 		
CF | 		
CF | "Ethan, I..." 		
CF | 		
CF | "You must excuse me, Miss Kelley," Ethan says through clenched teeth. 		
CF | "I am afraid I have a few things left to attend to before my departure 		
CF | tomorrow." He bows stiffly, then strides on down the stairs. 		
CF | 		
CF | 		
CF | 		
CF | *** *** *** 		Jacqueline says, "gosh"
		Jacqueline says, "Bastard"
		Jacqueline says, "He just wanted us for our money."
		Jacqueline says, "Rude"
		Krumar asks, "Are we out of this marriage now?"
		DavidW says, "I'm still waiting for Simon."
		Jacqueline says (to Krumar), "Not sure"
		Jade says, "twisty"
		Krumar says, "The exceptance was conditional on getting the business back. He's not keeping up his end of the bargin now."
		MoyTravis says, "We're out, unless I guess we want back in probably (we don't want back in)"
		DavidW says, "someone should push space and see what the next venue is"
		Jacqueline says, "I'm afraid"
		Jacqueline says, "But sure."
Jacqueline pushes the green 'space' button. 		
CF ] Lucky Strike Lobby N Score: 9 		
CF ] * Moves: 141 		
CF ] S 		
CF | You walk purposefully down the sidewalk, looking neither left nor 		
CF | right. You don't need to look; you can tell you are being watched from 		
CF | whispers overheard as you pass by. 		
CF | 		
CF | "Poor Amelia..." you hear somebody say. Poor Amelia, indeed. You hurry 		
CF | on, not caring to hear any more. 		
CF | 		
CF | Reaching the Lucky Strike, you force yourself to climb the steps and 		
CF | push open the door, stopping just inside to let your eyes adjust to 		
CF | dim light. 		
CF | 		
CF | Lucky Strike Lobby 		
CF | Dark stained oak paneling with well-polished brass knobs and rails 		
CF | attempt to give this smoky room a dignity it doesn't deserve. Rich 		
CF | detailing aside, this is the doorstep to depravity, and the less time 		
CF | you spend here, the better. For those who think otherwise, there is a 		
CF | plush red sofa against the far wall, positioned directly under a life 		
CF | sized painting of Ulysses S. Grant. To the south is an oak door 		
CF | leading outside. To the north is a glass door leading to the main 		
CF | room. 		
CF | 		
CF | Where Simon had been standing just the day before, a new boy is 		
CF | stationed. You swallow hard, knowing that you are entirely to blame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Lucky Strike Lobby N Score: 9 		
CF ] * Moves: 142 		
CF ] S 		
CF | 		
CF | > X ME 		
CF | 		
CF | You struggle with your emotions, hoping you appear calmer on the 		
CF | outside than you feel on the inside. 		
CF | 		
CF | You are carrying nothing. You are wearing a pair of shoes, a pair of 		
CF | stockings and a dress. 		
CF | 		
CF | > 		Jacqueline says, "Press F for Simon."
		MoyTravis says, "F"
		DavidW asks, "okay, not in drag today. I suppose we ask new guy to fetch uncle?"
		Knight_Otu says, "That may be an option."
		Krumar says, "Or fetch Jonathan."
		DavidW says, "Or Elmer or whoever"
		Krumar says, "Uncle is broke now, I don't know what he would be doing here."
		Jacqueline says, "Besides, he's dead."
		DavidW asks, "Uncle is dead?"
		Krumar asks, "Who's dead?"
		Jacqueline says, "In my fanfic, Amelia has already murdered her uncle."
		DavidW says, "oh"
		Krumar says, "I though that might be where you were going ;-)"
		Jacqueline says, "But sigh, yeah, in this game he's still alive."
		Jacqueline smiles at Krumar.
		DavidW says, "In my fanfic, everyone has sandwiches with a honey mustard sauce."
Jacqueline says (to ClubFloyd), "Ask doorman to fetch Uncle so we can check him into a Gambling Addiction clinic" 		
CF ] Lucky Strike Lobby N Score: 9 		
CF ] * Moves: 143 		
CF ] S 		
CF | 		
CF | > ASK DOORMAN TO FETCH UNCLE SO WE CAN CHECK HIM INTO A GAMBLING 		
CF | ADDICTION CLINIC 		
CF | 		
CF | [ Try "TALK TO doorman", abbreviated "T doorman", or just plain "T" if 		
CF | no one else is around. ] 		
CF | 		
CF | > 		Jacqueline says (to DW), "That's pleasant"
		Krumar says, "hahaha"
		Krumar says, "I guess that is all we can do."
		DavidW says, "spill the T"
Jacqueline says (to ClubFloyd), "t doorman" 		
CF ] Lucky Strike Lobby N Score: 9 		
CF ] * Moves: 144 		
CF ] S 		
CF | 		
CF | > T DOORMAN 		
CF | 		
CF | The doorman holds up his hand, stopping you before you even begin. 		
CF | "The gentleman is waiting for you inside." 		
CF | 		
CF | > 		Jacqueline says, "The gentleman? Jonathan is no gentleman."
		DavidW asks, "oh. We can enter now?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 145 		
CF ] S 		
CF | 		
CF | > N 		
CF | 		
CF | The young man stands aside, making no effort to hide his amusement at 		
CF | your plight. You raise your head a little higher and stride into the 		
CF | main room. 		
CF | 		
CF | Lucky Strike 		
CF | More dark stained oak, more brass, more paneling; this room is just a 		
CF | continuation of the lobby, only dimmer and smokier. Dozens of round 		
CF | tables fill most of the interior, with a long bar along one side. 		
CF | Various paintings of bucking horses and slaughtered buffalo fill the 		
CF | few bits of wall space not covered with antlers and bullhorns. To the 		
CF | south is a glass door leading to the lobby. To the north, barely 		
CF | visible through the smoke, is a paneled door to the back alley. 		
CF | 		
CF | The main room is empty, with the exception of Jonathan Rollings 		
CF | sitting at the very same table where he sat just the day before. 		
CF | Taking a deep breath, you let it out slowly, then force yourself to 		
CF | approach the table. 		
CF | 		
CF | "Hello, Jonathan." 		
CF | 		
CF | On the table you see a game of solitaire, the deed to your factory, 		
CF | and your uncle's IOU. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "t Jonathan" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 146 		
CF ] S 		
CF | 		
CF | > T JONATHAN 		
CF | 		
CF | You clear your throat, still uncertain how best to handle the 		
CF | situation. 		
CF | 		
CF | "Did you bring my money?" Jonathan asks, without looking up from the 		
CF | cards. 		
CF | 		
CF | > 		DavidW says, "That solitaire game..."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 147 		
CF ] S 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yes," you lie. 		
CF | 		
CF | Jonathan looks up sharply, then laughs. "You're bluffing. But I 		
CF | suppose I might do the same in your position." He turns his attention 		
CF | back to the cards, flipping a few more onto the rows, overlooking 		
CF | several obvious plays in the process. 		
CF | 		
CF | > 		Jacqueline asks, "What about the solitaire game?"
		Krumar says, "I think Jonathan cheated at card with your uncle."
		Knight_Otu says, "Likely."
		DavidW says, "I don't know. It's a weird detail."
		Jade says, "ok"
		Jacqueline says, "It's likely that he cheated, yes."
		DavidW says, "Examine the cards. Maybe that is true."
		Krumar says, "Yea, he might not be thinking to hard about cards with $165000 that he's waiting for."
		MoyTravis says, "Maybe? I mean. Our uncle doesn't seem super on top of it."
		Jacqueline says, "Uncle is an addict, but he was quite certaina about his hand"
Jacqueline says (to ClubFloyd), "x cards" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 148 		
CF ] S 		
CF | 		
CF | > X CARDS 		
CF | 		
CF | It appears that Jonathan is losing... badly. 		
CF | 		
CF | > 		MoyTravis says, "Eeeeeeeeeeeeeeeh that's what a lot of people say"
		Jacqueline says, "Fair, but plot."
Jacqueline says (to ClubFloyd), "play cards" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 148 		
CF ] S 		
CF | 		
CF | > PLAY CARDS 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		Krumar says, "I think we should play in for the money.... Yep, thanks."
		MoyTravis says, "Sure. I'm just saying. From personal experience "but my hand was so good" does not indicate actual gambling, like, skill."
Jacqueline says (to ClubFloyd), "look up jonathan's sleeves" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 148 		
CF ] S 		
CF | 		
CF | > LOOK UP JONATHAN'S SLEEVES 		
CF | 		
CF | What do you want to look up in? 		
CF | 		
CF | > 		MoyTravis says, "But, genre-wise, yeah, he probably cheated."
		Jacqueline asks, "Hrm. How to get to there, plotwise?"
		Krumar says, "Keep talking to him."
		Knight_Otu asks, "GAMBLE?"
		DavidW asks, "take cards?"
		Krumar says, "Flip table"
		Knight_Otu says, "Rage quit"
Jacqueline says (to ClubFloyd), "take cards" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 149 		
CF ] S 		
CF | 		
CF | > TAKE CARDS 		
CF | 		
CF | As your hand approaches the cards, a low growl from Jonathan makes you 		
CF | think better of it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "flip table" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 149 		
CF ] S 		
CF | 		
CF | > FLIP TABLE 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask jonathan about cards" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 150 		
CF ] S 		
CF | 		
CF | > ASK JONATHAN ABOUT CARDS 		
CF | 		
CF | [ Try "TALK TO Jonathan Rollings", abbreviated "T Jonathan Rollings", 		
CF | or just plain "T" if no one else is around. ] 		
CF | 		
CF | > 		Jacqueline says, "no ask/tell"
Jacqueline says (to ClubFloyd), "say J'ACCUSE!" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 151 		
CF ] S 		
CF | 		
CF | > SAY J'ACCUSE! 		
CF | 		
CF | [ Try "TALK TO Jonathan Rollings", abbreviated "T Jonathan Rollings", 		
CF | or just plain "T" if no one else is around. ] 		
CF | 		
CF | > 		DavidW says, "The initial assessment of railroading seems more accurate now."
Knight_Otu says (to ClubFloyd), "search cards" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 152 		
CF ] S 		
CF | 		
CF | > SEARCH CARDS 		
CF | 		
CF | As your hand approaches the cards, a low growl from Jonathan makes you 		
CF | think better of it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "slap jonathan" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 152 		
CF ] S 		
CF | 		
CF | > SLAP JONATHAN 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "attack jonathan" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 153 		
CF ] S 		
CF | 		
CF | > ATTACK JONATHAN 		
CF | 		
CF | You frown as unseemly thoughts flit through your head. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kiss jonathan" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 154 		
CF ] S 		
CF | 		
CF | > KISS JONATHAN 		
CF | 		
CF | You blanch at the thought. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 155 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "I have been mulling this over all night, Jonathan, and I'm sure we 		
CF | can work something out..." 		
CF | 		
CF | "Then you will marry me?" he asks, toying with the edge of the next 		
CF | card. 		
CF | 		
CF | Jonathan drums his fingers impatiently. 		
CF | 		
CF | > 		Jacqueline looks at everyone else.
		Knight_Otu says, "I'd rather not."
		Krumar says, "Same"
		DavidW says, "This feels like an endgame situation, and I think we lose with yes or no."
		Jacqueline says, "Agree."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf18" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 155 		
CF ] S 		
CF | Ok. 		
CF | 		
CF | > 		MoyTravis says, "Murder."
Jacqueline says (to ClubFloyd), "no" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 156 		
CF ] S 		
CF | 		
CF | > NO 		
CF | 		
CF | As you shake your head no, a stack of money is tossed onto the table 		
CF | from behind you. 		
CF | 		
CF | "I'll be taking those," Ethan says, retrieving the deed and IOU from 		
CF | the center of the table. 		
CF | 		
CF | "Whoa, there," Rollings growls, sweeping the cards from the table and 		
CF | stuffing them into his jacket. "Not so fast." He quickly thumbs 		
CF | through the stack of bills. "This is only a pittance." 		
CF | 		
CF | > 		Jacqueline says, "YAY"
		MoyTravis says, "or, uh"
		MoyTravis asks, "highwayman?"
		Krumar exclaims, "Hurray!"
		Jacqueline says, "Apparently"
		Knight_Otu says, "Ethan."
		Knight_Otu asks, "Jon-Ethan?"
		DavidW says, "cards vanishes"
		Jacqueline says, "'sweeping the cards from the table and stuffing them into his jacket' because he is a cheater and the cards are sus"
		MoyTravis says, "This is extremely, like, Telenovela."
		Krumar says, "Haha, yea it is."
		Krumar says, "talk to Ethan"
		DavidW says, "I suppose talk to someone"
Jacqueline says (to ClubFloyd), "t Ethan" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 157 		
CF ] S 		
CF | 		
CF | > T ETHAN 		
CF | 		
CF | As you start to speak, Ethan elbows you in the back, snapping your jaw 		
CF | closed. 		
CF | 		
CF | Ethan leans over, whispering something into Jonathan's ear that causes 		
CF | the younger man's eyes to widen, then narrow to slits as he thumbs 		
CF | through the bills again. 		
CF | 		
CF | "My mistake, Demingshire," Jonathan snarls, shooting you an 		
CF | ill-tempered look as he snatches the money from the table and heads 		
CF | out the back door, slamming it shut behind him. 		
CF | 		
CF | > 		Jacqueline asks, "?"
		DavidW says, "yeah, Ethan is also sus"
		MoyTravis says, "Just press the Go Forward button."
		Knight_Otu says, "Ethan told Jon that he know J cheated, I guess."
		Jacqueline says, "Yeah"
		Krumar says, "That would be my guess."
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 158 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "I... I don't know what to say," you gasp. "Thank you, sir, I don't 		
CF | know how I can ever repay your kindness!" 		
CF | 		
CF | "As it so happens, I do," Ethan replies. "Though we'll have to hurry 		
CF | to make the train." He carefully avoids your gaze as he tucks the deed 		
CF | and IOU into his pocket. 		
CF | 		
CF | > 		Jacqueline says, "See, that's not great, but we're at least attracted to Ethan"
		DavidW says, "I hope the INSIDE of the train and not TOPSIDE."
		Knight_Otu asks, "Whom we only barely interacted... thrice?"
		Knight_Otu says, "*interacted with"
		Jade says, "that dont make u rich"
		Jacqueline asks, "Just keep taking us on the IF Train that gets us to the In-Game Train?"
		DavidW asks, "Also, is Ethan planning to rob the train?"
		Jacqueline says, "I hope so. We need the moolah"
		DavidW asks, "Where's he get this cash?"
		Knight_Otu says, "I think the implication is that he is actually super-rich."
		Krumar says, "That's what I've been going with."
		Knight_Otu says, "The super-interesting party everyone at the ball was eager to see."
		MoyTravis says, "Maybe he's slandered our good name, completely destroying our reputation, thereby creating so much scandal that Jonathan consideres us un-marriageable, and we must flee via train to the countryside."
		MoyTravis says, "We'll come back in a couple of years when it's all died down."
		DavidW says, "If there is a wedding, I insist we invite the investors."
Jacqueline says (to ClubFloyd), "T" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 159 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "The train?" 		
CF | 		
CF | "To New York. It departs at 5 o'clock this afternoon, and we still 		
CF | have much to do." 		
CF | 		
CF | "New York?" You furrow your brow. "I'm not going to New York." 		
CF | 		
CF | "Why of course you are, my dear. I can't very well go without my 		
CF | wife." 		
CF | 		
CF | > 		Krumar says, "Uncle can't come though."
Jacqueline says (to ClubFloyd), "T" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 160 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "I'm quite certain I would recall if I were your wife." 		
CF | 		
CF | "And therein lies the reason for the rush." He pulls out a marriage 		
CF | license from his pocket. "Now, what is your mother's maiden name?" 		
CF | 		
CF | "You can't be serious." Your eyes grow wide. "You expect me to marry 		
CF | you?" 		
CF | 		
CF | "Most ladies seem to be thrilled at the thought of marrying an earl," 		
CF | he replies dryly. 		
CF | 		
CF | > 		Knight_Otu says, "Uncle? Who's Uncle? Never heard of 'im."
		MoyTravis asks, "How do we even know this guy?"
		Krumar says, "He picked us up one time when we were walking."
		Krumar says, "That has made him the nicest person we have encountered in this game."
		Knight_Otu says, "HE's been stalking us I think."
		Jacqueline says, "It was a different time."
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 161 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "Most ladies aren't blackmailed into marriage." 		
CF | 		
CF | His jaw tightens, and he folds the license back up, returning it to 		
CF | his pocket. "I'm sorry you see it that way, Amelia. I thought you 		
CF | understood the implications of my paying off the debt." 		
CF | 		
CF | You stare at him blankly. 		
CF | 		
CF | He sighs. "Rich earls do not need to go half way round the world 		
CF | seeking marriage," he says gently. "There is no shortage of eligible 		
CF | ladies in England, only eligible rich ones." 		
CF | 		
CF | > 		Jacqueline asks, "Yeah... so why are you hear, Ethan?"
		DavidW says, "We're rich when we marry."
		Jacqueline says, "True"
		Jacqueline asks, "But why is he here instead of making some marriage with a Lady and, like, uniting a couple of counties in England?"
		Knight_Otu says, "Also to secure a source of income."
		Jacqueline says, "Maybe none of them are hott like us."
		Jacqueline says (to KO), "Oh. Or that."
		MoyTravis exclaims, "Press button!"
		Jacqueline says, "There is no button."
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 162 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | "But the money..." 		
CF | 		
CF | "It is on loan from Mr. Johnson, secured with the prospect of our 		
CF | marriage and the freeing up of your inheritance to pay it back. 		
CF | However, I will not force the issue. I'm certain Jonathan would be 		
CF | more than happy to have his hands on the deed again. Should I return 		
CF | it to him?" 		
CF | 		
CF | > 		Jacqueline says, "OH"
		Jacqueline says, "See, I know this is kinda skeezy but I'm kinda for it."
		Krumar says, "Now I'm confused, I thought he had money."
		Jacqueline says, "No. He's apparently a broke Earl"
		DavidW says, "I prefer Ethan over Jonathan, but I still prefer Simon."
		Krumar says, "If it comes down to getting married so we can have our money, I vote for marrying Simon."
		Knight_Otu says, "Maybe he's in a similar boat as we re."
		Jacqueline says (to DW), "Simon... Simon was never... never mind."
		Jacqueline says (to Krumar), "Simon... Simon was never... never mind."
		DavidW says, "Simon isn't rich or titled, but we did like him."
		Jacqueline says, "Yeah"
		Jacqueline says, "I guess"
		Jacqueline says, "But I don't think we LIKED liked him."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf19" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 162 		
CF ] S 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 163 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | You stare at Ethan, unsure if to answer yes or no. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "no" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 164 		
CF ] S 		
CF | 		
CF | > NO 		
CF | 		
CF | You shake your head no. 		
CF | 		
CF | "This is not how I had planned it, Amelia. I had hoped..." He leaves 		
CF | the thought unfinished, instead reaching into his coat and pulling out 		
CF | a small box. He stares at it for a moment, then sets it down on the 		
CF | table. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x box" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 165 		
CF ] S 		
CF | 		
CF | > X BOX 		
CF | 		
CF | It is a small, silk covered box, faded and worn around the corners. 		
CF | The box is closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open box" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 166 		
CF ] S 		
CF | 		
CF | > OPEN BOX 		
CF | 		
CF | You open the box, revealing a ring. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x ring" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 167 		
CF ] S 		
CF | 		
CF | > X RING 		
CF | 		
CF | A shining band of gold. 		
CF | 		
CF | > 		MoyTravis says, "'least he didn't try to blackmail us."
Jacqueline says (to ClubFloyd), "t" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 168 		
CF ] S 		
CF | 		
CF | > T 		
CF | 		
CF | You stare silently at the ring, a thousand questions running through 		
CF | your mind and unable to voice a single one. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wear ring" 		
CF ] Lucky Strike N Score: 9 		
CF ] * Moves: 168 		
CF ] S 		
CF | 		
CF | > WEAR RING 		
CF | 		
CF | (first taking the ring) 		
CF | You slip the ring on your finger. 		
CF | 		
CF | "It was my mother's," Ethan says, giving you a rare smile. "I'll send 		
CF | a coach to your house in...." he checks his pocket watch, "...two 		
CF | hours. Pack only what you need, the rest can be shipped later." 		
CF | 		
CF | He starts to leave, then stops. "I'll make you a good husband, Amelia. 		
CF | I promise." He kisses you on the cheek, then strides from the room. 		
CF | 		
CF | 		
CF | *** *** *** 		DavidW says, "ack"
		Jacqueline says (to DW), "I saved."
		Jacqueline says, "But I suspect this is the good ending."
Jacqueline says (to ClubFloyd), "press space" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 169 		
CF ] Down 		
CF | 		
CF | Empty Bedroom 		
CF | Some of your earliest memories are of this room, of tea parties on the 		
CF | dressing table, playing house on the floor, and lying on the bed, 		
CF | staring at the walls, imagining what your future would hold. Strange 		
CF | how in all that time, during all those childhood fantasies, you never 		
CF | really considered living anywhere else but here. 		
CF | 		
CF | You smooth the wrinkles from the quilt that covers your bed, then pass 		
CF | your eyes across the dressing table, now woefully bare. Downstairs, 		
CF | you hear the men loading trunks onto the coach, and the team's 		
CF | restless jingling of their traces. It will be time to leave soon. 		
CF | 		
CF | You can see a dressing table (on which is a purse) here. 		
CF | 		
CF | > 		Knight_Otu says, "The blackmailer, or the stalker. Such good options for us."
		Jacqueline says (to KO), "Welcome to being a woman in a particular time."
		Knight_Otu says, "Yeah."
Jacqueline says (to ClubFloyd), "take purse" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 170 		
CF ] Down 		
CF | 		
CF | > TAKE PURSE 		
CF | 		
CF | You take the purse off of the dressing table. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x purse" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 171 		
CF ] Down 		
CF | 		
CF | > X PURSE 		
CF | 		
CF | The purse is a delicate thing, made out of white satin and embellished 		
CF | with satin ribbon flowers. A shimmering gold cord with a small tassel 		
CF | is used to draw it closed. The purse is closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open purse" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 172 		
CF ] Down 		
CF | 		
CF | > OPEN PURSE 		
CF | 		
CF | You loosen the shimmering gold cord, opening the purse. The purse is 		
CF | empty. 		
CF | 		
CF | > 		MoyTravis asks, "x me?"
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 173 		
CF ] Down 		
CF | 		
CF | > X ME 		
CF | 		
CF | You keep your mind as blank as possible, hoping to keep the tears at 		
CF | bay. 		
CF | 		
CF | You are carrying a purse. You are wearing a ring, a pair of shoes, a 		
CF | pair of stockings and a silk dress. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x ring" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 174 		
CF ] Down 		
CF | 		
CF | > X RING 		
CF | 		
CF | A shining band of gold. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Outside House Score: 9 		
CF ] W * Moves: 175 		
CF ] 		
CF | 		
CF | > D 		
CF | 		
CF | You give one last, long look around the room, then turn away, hurrying 		
CF | down the stairs and out the front door before you change your mind. 		
CF | 		
CF | Outside House 		
CF | You avoid looking at your house, knowing to do so would only make you 		
CF | cry. Instead, you focus on the white picket fence and the morning 		
CF | glories that twine about it. If only you could twine as tightly and 		
CF | hold fast in this spot forever. 		
CF | 		
CF | The horses snort impatiently, as does the driver standing ready near 		
CF | the coach. 		
CF | 		
CF | > 		Jade says, ";e"
		DavidW asks, "was an empty purse all we had to take?"
		Jacqueline says, "They packed our stuff on the coach."
		MoyTravis says, "We got movers."
		Jacqueline says, "But yeah, that was the only object."
		Jade says, "; there was a room at east"
		DavidW says, "I wonder why the emphasis on the cord."
		Jacqueline says, "Oh, true"
		Krumar says, "Yea, there was an east room."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Empty Bedroom Score: 9 		
CF ] * E Moves: 174 		
CF ] Down 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Empty Bedroom 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Outside House Score: 9 		
CF ] W * Moves: 175 		
CF ] 		
CF | 		
CF | > E 		
CF | 		
CF | You give one last, long look around the room, then turn away, hurrying 		
CF | down the stairs and out the front door before you change your mind. 		
CF | 		
CF | Outside House 		
CF | You avoid looking at your house, knowing to do so would only make you 		
CF | cry. Instead, you focus on the white picket fence and the morning 		
CF | glories that twine about it. If only you could twine as tightly and 		
CF | hold fast in this spot forever. 		
CF | 		
CF | The horses snort impatiently, as does the driver standing ready near 		
CF | the coach. 		
CF | 		
CF | The driver spits off toward fence, wiping a thin trail of spittle from 		
CF | his chin on the back of his hand. 		
CF | 		
CF | > 		Jacqueline says, "It's the same."
		Krumar says, "ok"
Jacqueline says (to ClubFloyd), "shake hands with driver" 		
CF ] Outside House Score: 9 		
CF ] W * Moves: 175 		
CF ] 		
CF | 		
CF | > SHAKE HANDS WITH DRIVER 		
CF | 		
CF | You mutter something incomprehensible. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get in coach" 		
CF ] Coach Score: 9 		
CF ] * Moves: 176 		
CF ] 		
CF | 		
CF | > GET IN COACH 		
CF | 		
CF | "Where to, miss?" asks the coachman, helping you up into the coach. 		
CF | 		
CF | "The train station." 		
CF | 		
CF | Coach 		
CF | It is a typical coach-for-hire, with drapeless windows, cracked 		
CF | leather seats, and a thick layer of dust over all. You cough once, 		
CF | then cover your nose with your hand, trying hard not to think about 		
CF | the origins of the odors that assault your senses. 		
CF | 		
CF | The driver starts the team down the dusty road, taking you away from 		
CF | the only place you have ever called home. 		
CF | 		
CF | > 		Jade says, "ok"
Jacqueline says (to ClubFloyd), "z" 		
CF ] Coach Score: 9 		
CF ] * Moves: 177 		
CF ] 		
CF | 		
CF | > Z 		
CF | 		
CF | You pause for a moment of silent reflection. 		
CF | 		
CF | > 		DavidW asks, "The coach isn't going to arrive at the station, is it?"
		Jacqueline asks, "What do you mean?"
		Jacqueline asks, "Gonna get robbed?"
		DavidW asks, "Maybe?"
		Jacqueline asks, "Gonna get intercepted by Jonathan?"
Jacqueline says (to ClubFloyd), "look out window" 		
CF ] Coach Score: 9 		
CF ] * Moves: 178 		
CF ] 		
CF | 		
CF | > LOOK OUT WINDOW 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] Coach Score: 9 		
CF ] * Moves: 179 		
CF ] 		
CF | 		
CF | > Z 		
CF | 		
CF | You pause for a moment of silent reflection. 		
CF | 		
CF | > 		Jacqueline says, "I'm not sure plot is advancing."
		DavidW says, "Or Ethan's twin, Naehe."
		DavidW says, "er Nathe"
Jacqueline says (to ClubFloyd), "cry" 		
CF ] Coach Score: 9 		
CF ] * Moves: 180 		
CF ] 		
CF | 		
CF | > CRY 		
CF | 		
CF | You sigh, wishing you were one of those women who could cry on demand, 		
CF | knowing you are not. 		
CF | 		
CF | > 		Krumar asks, "Talk to the driver?"
		DavidW says, "talk, I suppose"
Jacqueline says (to ClubFloyd), "t" 		
CF ] Coach Score: 9 		
CF ] * Moves: 180 		
CF ] 		
CF | 		
CF | > T 		
CF | 		
CF | "Driver, wait!" you call out the window. "I've changed my mind..." 		
CF | 		
CF | *** *** *** 		Jacqueline exclaims, "!"
		Jacqueline exclaims, "!!"
		Jacqueline exclaims, "!!!!!!!!!!"
		Knight_Otu says, "Uh."
		Jacqueline says, "I kinda don't like Amelia."
		Jade says, "oops"
Jacqueline says (to ClubFloyd), "press green" 		
CF ] Coach Score: 10 		
CF ] * Moves: 180 		
CF ] 		
CF | You stretch out on the boulder near the stream, glad to have left the 		
CF | noise and rush of the picnic behind, if only for a moment. A gust of 		
CF | wind rushes by, sending a graying lock of hair across your eyes. You 		
CF | impatiently tuck it back into your bun, then open up your silk purse 		
CF | and pull out a yellowed newspaper clipping. 		
CF | 		
CF | March 23, 1881 		
CF | Ethan Langton, 6th Earl of Demingshire, was killed last week when he 		
CF | fell from his horse while hunting. As the Earl never married, and died 		
CF | without issue, the title will pass to his younger brother Desmond. 		
CF | 		
CF | "Miss Amelia," comes a child's voice from down the path. One of your 		
CF | students, no doubt, sent to seek you out. Moments later, six-year old 		
CF | Rebecca comes running up. 		
CF | 		
CF | "Miss Amelia, Miss Amelia, the auction is about to start!" 		
CF | 		
CF | You smile down at the girl, smoothing her tousled curls. "Then we must 		
CF | hurry, mustn't we?" Tucking the article back into your purse for 		
CF | another year, you take the girl by the hand and head back to the 		
CF | picnic. 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | In that game you scored 10 out of a possible 14, in 180 turns. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, see the CREDITS, give 		
CF | the FULL score for that game, see some suggestions for AMUSING things 		
CF | to do or QUIT? 		
CF | 		
CF | > 		Jacqueline says, "OH"
		Jacqueline says, "Wait"
		Knight_Otu says, "Okay."
		Jacqueline asks, "Help?"
		Jacqueline says, "Like, what happened? Sorry. Not tracking."
		DavidW says, "AMUSING and CREDITS please."
		Krumar says, "Amusing"
		Jade says, "amusing"
		MoyTravis says, "I don't..."
		MoyTravis says, "Huh."
		DavidW says, "He didn't marry. She didn't marry. She never got the factory back. She became a teacher."
		Jacqueline says, "But she still thought about him."
		Jade says, "yep a teache..."
		MoyTravis says, "What? This game is so disjointed."
		DavidW says, "I suspect there's more than two endings."
		Jade asks, "and... what about your train robbery?"
		MoyTravis says, "I mean, yeah, there's probably some variations."
		MoyTravis says, "I, that was...a joke? Nobody was robbing any trains."
		Jade says, "perhaps we could read reiews at ifdb a little"
		Jade says, "o see if there is more endings"
		Jacqueline says, "Oh, I'm sure there's more endings."
DavidW says (to ClubFloyd), "amusing" 		
CF ] Coach Score: 10 		
CF ] * Moves: 180 		
CF ] 		
CF | 		
CF | > AMUSING 		
CF | 		
CF | 		
CF | Endings: 		
CF | * There are over a dozen different endings. 		
CF | * Many of them give you one point. 		
CF | * Only one ending gives you two points. 		
CF | * One ending is a straight lead-in to my first game: 		
CF | The Cove: ftp://ftp.gmd.de/if-archive/games/zcode/Cove.z5 		
CF | 		
CF | Did you: 		
CF | * find a way to keep Simon from being fired? 		
CF | * find both ways out of the back alley? 		
CF | * find an item that refers to Zork 1? 		
CF | * try both YES and NO when you are asked a question? 		
CF | * try XYZZY (PLOVER or PLUGH)? 		
CF | * try the above and get something other than the generic reply? 		
CF | 		
CF | Are you a hopelessly stumped point fanatic? 		
CF | * email me (mfischer5@aol.com) your FULL SCORE, and I'll try to 		
CF | help. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, see the CREDITS, give 		
CF | the FULL score for that game, see some suggestions for AMUSING things 		
CF | to do or QUIT? 		
CF | 		
CF | > 		Krumar says, "Lets see the AMUSING things."
		DavidW says, "over a dozen endings."
		Krumar says, "Over a dozen endgings."
		Jacqueline says, "I am done with driving, but am down to watch people explore this stuff."
		Krumar asks, "So we did get the Zork reference right?"
		Knight_Otu says, "According to one review, the game is a bt fussy about commands."
		DavidW says, "I kinda want to lie down and then eat sandwiches."
		Jade says, "from the baet"
		DavidW says, "I wonder how we don't get Simon fired."
		Jade says, "Basket"
		Jacqueline says (to DW), "I am curious about that one, yeah."
		Jacqueline says, "But I'm also down with us just poking at this next week, given that we're at 2.5 hours"
		DavidW says, "We must talk to him repeatedly to fetch uncle, maybe."
		Knight_Otu says, "Quote - "Another glaring problem: when Ethan first asks you to dance, you must type >HIGHWAYMAN, YES. Typing >DANCE WITH HIGHWAYMAN won't work.""
		Jacqueline says, "Let's call it for today."
DavidW says (to ClubFloyd), "credits" 		
CF ] Coach Score: 10 		
CF ] * Moves: 180 		
CF ] 		
CF | 		
CF | > CREDITS 		
CF | 		
CF | Game Playing Hints: 		
CF | Almost all nouns in the text should be fair game for examining (X), 		
CF | with the other senses (LISTEN, TOUCH, TASTE, SMELL) supplied when I 		
CF | thought it was appropriate. Though the number of takeable objects has 		
CF | been kept to a minimum, there are a few so feel free to try it. 		
CF | 		
CF | To speak with a character (called non-player characters or NPCs), you 		
CF | should use "TALK TO , "T ", or plain old "T" if no other 		
CF | characters are around. Neither "ASK", "TELL", nor "NPC, " will 		
CF | work in this game. If an NPC asks you a question, you can simply type 		
CF | "YES" or "NO" (or ignore the NPC entirely). 		
CF | 		
CF | You also might want to re-examine NPCs as conversations develop, as 		
CF | well examine your own character (X SELF) at various times throughout 		
CF | the game. 		
CF | 		
CF | AMUSING is provided for all winning endings, so you might want to 		
CF | check that out as well (especially since one of the endings is quite a 		
CF | bit different from the rest). 		
CF | 		
CF | Help is available in some parts of the game (type HELP), though make 		
CF | sure you really want it as there is no chance to decline. You can also 		
CF | email me for hints or a walkthru. 		
CF | 		
CF | Acknowledgements: 		
CF | I want to thank all those who have given help to me in the past; 		
CF | Andrew Plotkin, Gareth Rees, Marnie Parker, Magnus Olsen, Adam Cadre 		
CF | (for flags.h), Graham Nelson (for Inform, the language this is written 		
CF | in), Irene Callaci (for the Compass Rose)... I wish I had kept better 		
CF | records so I could list you all. 		
CF | 		
CF | A very special thank you to Irene Callaci, who, once again, offered 		
CF | her infinite wisdom, patience, and incredibly sympathetic ear as I 		
CF | rolled from one panic state to another trying to get this done in 		
CF | time. Thanks! 		
CF | 		
CF | Many thanks to David Tai, Jeremy Silver, Ruth Salway, and Irene (yet 		
CF | again), who agreed to subject themselves to a beta version of this 		
CF | game, while Lelah Conrad, Anneli Meeder, Michael Kinyon, and Vincent 		
CF | Lynch, and Joonas Pihlaja were post-competition Parrot Scrapers 		
CF | extrordinare - all dutifully (gleefully?) reported my grammatical 		
CF | blunders, persistent failures to (once again) correctly use Mr. 		
CF | Apostrophe, repetitious code, plot holes, RAM errors 		
CF | (Read-Author's-Mind) and the like. If I could put your name in lights 		
CF | I would! You're the best! And speaking of the best, I can't forget my 		
CF | hubby, who (once again) gracefully accepted being a computer widower 		
CF | most of the time, and wisely dragged me away from the keyboard the 		
CF | rest of the time. 		
CF | 		
CF | Finally, I should note that as this is my second (released) game, I 		
CF | would dearly love to hear any thoughts/questions/opinions/suggestions 		
CF | you might have. My email address is list below, or you can post to 		
CF | rec.arts.int-fiction or rec.games.int-fiction (the former for 		
CF | programming issues, the later for game play or help). 		
CF | 		
CF | "Second?" you ask. What? You haven't heard of my first game? Check it 		
CF | out. You just might see something you recognize: 		
CF | 		
CF | ftp://ftp.gmd.de/if-archive/games/z-code/Cove.z5 		
CF | 		
CF | Legal Stuff: 		
CF | Masquerade is copyright (c) 2000 by Kathleen M. Fischer. It 		
CF | may be freely copied, distributed, and played provided no profit is 		
CF | involved and provided it is not modified in any way. Permission is 		
CF | granted to Stephen Granade to include Masquerade on the 6th 		
CF | Annual Interactive Fiction Competition CD. 		
CF | 		
CF | Kathleen M. Fischer (mfischer5@aol.com), September 2000 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, see the CREDITS, give 		
CF | the FULL score for that game, see some suggestions for AMUSING things 		
CF | to do or QUIT? 		
CF | 		
CF | > 		Krumar says, "That sounds good to me."
		Jacqueline says, "If, next week, we want to poke at this more, we can."
		Jacqueline says, "Lot of old names from the past there."
		DavidW says, "I'll probably want a different game next week, but I'll go along with the rest of you."
		Jacqueline says, "Well, that's a conversation for future us... see how we're feeling."
		Jade says, "me too."
		MoyTravis exclaims, "Thanks, that was interesting!"
		Jacqueline says, "Thanks for the suggestion. Interesting plot, just felt a little



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ClubFloyd Transcript:
Weird City Interloper by C.E.J. Pacian
As played on ifMUD on February 20, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Weird City Interloper written by C.E.J. Pacian. Weird City Interloper was released in 2014 and was nominated for a Best NPCs Xyzzy. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		MoyTravis says, "Nifty. Anyways, Weird City Interloper seems fun. It's apparently eight years old."
		Jacqueline says, "I'm down for whatever as long as it's not about sad stuff, particularly death."
		DavidW says, "It doesn't sound fun to me, but I really like the author, and it's a game I've never played at all, and it's highly rated on IFDB."
		Jacqueline says, "Yeah, Pacian is generally quite good."
		Jade says, "it is a high rated game about conversations"
		Pinkunz says, "I wonder how old we could go and still find unfloyded games."
		DavidW says, "I think we're just exploring a city verbally."
		DavidW says, "I've already uploaded it so we can start whenever."
		Jade says, "Pull up your hood, lower your gaze and enter the city of Zendon. If you can gather enough information, you may just be able to change the course of history."
		Jacqueline says (to Pinkunz), "Well, we're at 14+ years now, but people keep making games. :)"
		DavidW asks, "ClubFloyd is 14+?"
		Jacqueline says (to DW), "Load us up."
		Jacqueline says (to DW), "Yep. Sept 2007."
		Jade says, "I hope for much time"
DavidW says (to ClubFloyd), "load sleepmask weirdcityinterloper" 		
CF ] [Orz the City Gate Barnacle] 3/26 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | (Type words from the phrases in square brackets at the ">". Press 		
CF | return at an empty ">" for a list of phrases you've learned. Type 		
CF | OPTIONS at the ">" for special commands.) 		
CF | 		
CF | 		
CF | Orz the City Gate Barnacle 		
CF | You there! Hooded stranger! Yes, I can talk. Expect us to waste good 		
CF | firegas raising this portcullis for you, eh? What's your business? 		
CF | [Trade] or [worship]? 		
CF | 		
CF | > 		Jacqueline says, "Hm."
		Pinkunz asks, "Watchtower?"
		DavidW says, "oh, does this have a Grandma Bethlinda's Remarkable Egg interface? Dang."
		Jade says, "say an option"
		Jacqueline says, "I'm good with whichever answer."
DavidW says (to ClubFloyd), "trade" 		
CF ] [Orz the City Gate Barnacle] 4/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | What's that? A letter of introduction to [Archnecrobishop Tir]? Well, 		
CF | I suppose no-one cares what the leader of a dead religion spends his 		
CF | coin on. I'll let you through. [Farewell]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "archnecrobishop tir" 		
CF ] [Orz the City Gate Barnacle] 4/26 		
CF | 		
CF | > ARCHNECROBISHOP TIR 		
CF | 		
CF | He's never passed through here, but he used to get a lot of visitors. 		
CF | You're the first in a long time, mind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 5/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Pssst! The rat queen sent me. She knows who you are. She knows what 		
CF | you want. And she's on your side. 		
CF | 		
CF | Me? I've been scraping a life on these streets all my life. Born, 		
CF | plopped straight out onto the cobbles and left to be raised by the 		
CF | rats. No pocket can't be picked by these fingers; no rumours what can 		
CF | escape these ears; no citizen this nose can't sniff out. 		
CF | 		
CF | You say a name, I'll lead you right to 'em. 		
CF | 		
CF | > 		Jacqueline asks, "ArchNECRObishop, eh?"
		Jacqueline asks, "Hm. So instead of a map, should we be noting names?"
		DavidW says, "yeah, we might be visiting a zombie."
		Pinkunz says, "Makes "dead religion" a double entendre."
DavidW says (to ClubFloyd), "archnecrobishop tir" 		
CF ] [Archnecrobishop Tir] 10/26 		
CF | 		
CF | > ARCHNECROBISHOP TIR 		
CF | 		
CF | That crusty old fogey? You'll find him moping in his crumbling spire, 		
CF | poring over the cobwebbed leftovers of dead and exiled deities. Follow 		
CF | me. 		
CF | 		
CF | Archnecrobishop Tir 		
CF | Oh, child! It is you! After all these years, you return to [Zendon] an 		
CF | adult. 		
CF | 		
CF | And not a moment too soon. This city suffers under the crushing rule 		
CF | of [Nodroth] and its [puppetguard]. The favoured classes have grown 		
CF | depraved and cruel. And the ordinary men and women must choose to 		
CF | either poison themselves slaving in the [stenchworks] or languish in 		
CF | the [underslums]. 		
CF | 		
CF | > 		DavidW says, "This is an interesting setup. The nodes are people, not places."
		Knight_Otu says, "Interesting."
		MoyTravis says, "Gosh I hope they have a auto-rolex or diary or something."
		Pinkunz says, "I haven't seen it before."
		DavidW says, "So, anthrography instead of geography."
		Jacqueline says, "Yeah, me neither."
		MoyTravis says, "This is, like, uh, Twine. But, in parser."
		Jade says, "yes, it is original"
		MoyTravis says, "Hyperlinked peopleses."
DavidW says (to Moy), "Except we could've typed in any name to rat girl." 		DavidW asks, "If we restarted and said Nodroth's name...?"
		MoyTravis says, "Yeah, fair."
		MoyTravis says, "I mean try it."
		Jade says, "try"
DavidW says (to ClubFloyd), "zendon" 		
CF ] [Archnecrobishop Tir] 10/26 		
CF | 		
CF | > ZENDON 		
CF | 		
CF | This was a great city, once. And perhaps it can be great again, if the 		
CF | right elements are restored. 		
CF | 		
CF | > 		Jade says, "try undo"
		MoyTravis says, "You probably get the best ending by playing through, learning, then going back to the start and saying the Exact Set of things to get to the end that is impossible to derive a priori."
		DavidW says, "no, there's time for that game later. We're still in 1st play."
		DavidW says, "There might even be a reset in-game like in Hadean Lands."
DavidW says (to ClubFloyd), ">" 		
CF ] [Archnecrobishop Tir] 10/26 		
CF | 		
CF | > > 		
CF | 		
CF | Forgive me, but such matters are beyond one who dwells in this lonely 		
CF | tower. 		
CF | 		
CF | > 		
DavidW presses the yellow enter button. 		
CF ] [Archnecrobishop Tir] 10/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [puppetguard], 		
CF | [stenchworks], [underslums] and [Zendon].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Archnecrobishop Tir] 10/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | There are no men or women in those suits of armour. They are animated 		
CF | by the unholy will of [Nodroth]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Archnecrobishop Tir] 12/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Summoned from some dark superplane of existence to topple the city's 		
CF | [ex gods], subjugate its peoples and create a new and unjust order led 		
CF | by [High Slimepriest Salyndo]. 		
CF | 		
CF | > 		Knight_Otu says, "This is an ex-god."
		DavidW says, "Imagine having 'slimepriest' on your resume."
		Knight_Otu says, "Shuffled off their immortal coil."
		Jacqueline says, "Belatedly, there's the rolodex."
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Archnecrobishop Tir] 12/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | They may have been bickering, contradictory and impossible, but better 		
CF | that than this single unswerving and terrible unity. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "High Slimepriest Salyndo" 		
CF ] [Archnecrobishop Tir] 13/26 		
CF | 		
CF | > HIGH SLIMEPRIEST SALYNDO 		
CF | 		
CF | He leads this new and immoral society with an iron fist in the name of 		
CF | [Nodroth]. Those few [heretics] who openly oppose him are swiftly 		
CF | crushed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | I've always been quite the opposite of an iconoclast, but perhaps 		
CF | that's what you need right now. If you can find [Zook Spiralhouse], 		
CF | she's always known people from all walks of life. 		
CF | 		
CF | > 		
DavidW presses the yellow enter button. 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [High 		
CF | Slimepriest Salyndo] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [puppetguard], 		
CF | [stenchworks], [underslums], [ex gods], [Zendon] and [heretics].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | When the wind is unfavourable, the odour reaches me even here. What 		
CF | toil produces such foul vapours, I do not know. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "underworks" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > UNDERWORKS 		
CF | 		
CF | Forgive me, but such matters are beyond one who dwells in this lonely 		
CF | tower. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "underslums" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > UNDERSLUMS 		
CF | 		
CF | Those who cannot or will not risk the [stenchworks] are left to starve 		
CF | or thieve in those shanty catacombs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "trade" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | My trade is [worship]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "worship" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | I worship the [ex gods] through proper and exact mourning. Our prayers 		
CF | can no longer reach them; their favour can no longer fall on our 		
CF | actions; their laws are left unjudged. We honour them by correctly 		
CF | lamenting their absence. 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [High 		
CF | Slimepriest Salyndo] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [puppetguard], 		
CF | [stenchworks], [underslums], [ex gods], [Zendon] and [heretics].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | They say few live their whole lives in [Zendon] without meeting Zook 		
CF | Spiralhouse once. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | Are you really quite sure you should be mixing with such company? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "orz" 		
CF ] [Archnecrobishop Tir] 14/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | Such riffraff watching over the gates. Though I suppose they can 		
CF | hardly prise it off. 		
CF | 		
CF | > 		Knight_Otu says, "Tir seems judgmental."
		DavidW says, "I think we've exhausted known topics with him."
		DavidW asks, "Shall we find Zook?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 14/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | She may move slowly, but Zook's never in quite the place you left her. 		
CF | I can follow her trail readily enough though, never you worry. 		
CF | 		
CF | Zook Spiralhouse 		
CF | Now, I'd heard a hooded stranger had come to the city, and here you 		
CF | are! No, don't bother looking around for me. You see, this is more 		
CF | than just my inn - it's also my shell. I've been growing it since 		
CF | before the last of the [Ironkings] was melted down for scrap. 		
CF | 		
CF | A true labour of love, this place is, and visitors come from all over 		
CF | the land to share a drink inside me, or spend the night in one of my 		
CF | inner chambers. I can't move very well, you surely realise, so I let 		
CF | the world come to me. 		
CF | 		
CF | > 		Jade says, "It seems�"
		Pinkunz says, "The power just went out here."
		Knight_Otu says, "Oh dear."
		DavidW asks, "Is Zook a snail, then?"
		Knight_Otu says (to David), "Yeah."
		Pinkunz says, "Erm, please excuse me."
		DavidW says, "This is reminding me of another of Pacian's games, Dead Like Ants."
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | All of us then were drawn to their power. And terrified of it. 		
CF | 		
CF | > 		
DavidW presses the yellow enter button. 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [High 		
CF | Slimepriest Salyndo] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon] and 		
CF | [heretics].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | I've seen enough gods rise and fall in my time to know that today's 		
CF | Almighties are tomorrow's [ex gods]. 		
CF | 		
CF | > 		
Pinkunz Well, Roger Wilco, you've found one more way to snatch humiliation from the jaws of heroism. Another senseless tragedy. You can help prevent this. Vote yes on Lobotomies for Adventure Game Designers. Thank you for playing��Space Quest II, Roger Wilco. You've been most entertaining. 		Jade says, "if this lists keep growing..."
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | Every shell, no matter how big and ancient, has its beginning and its 		
CF | end. And that's true of everything else as well. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Zook Spiralhouse] 15/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | [High Slimepriest Salyndo] had a great idea - well, great and terrible 		
CF | - when he put the people to work in the [stenchworks]. They're too 		
CF | tired and sick to keep defiance in their hearts. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "I suspect it will keep growing."
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | Those poor bastards down there. Some of them die young - before they 		
CF | even meet me! Things would only be worse for them if [Jolo Lurk] 		
CF | wasn't foreman, though, [ex gods] bless him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Always a busy night when he pays my shell a visit with his 		
CF | stenchbrothers and sisters. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "salyndo" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > SALYNDO 		
CF | 		
CF | He used to visit me back before all this [Nodroth] business. The kind 		
CF | of fellow I always had to keep half a photoreceptor on. Very 		
CF | untrustworthy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | I can't say they've never raided my shell, but you're safer from them 		
CF | in me than in most other public houses. 		
CF | 		
CF | > 		Knight_Otu says, "A weird world this game is painting"
		DavidW says, "underslums"
DavidW says (to ClubFloyd), "underslums" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > UNDERSLUMS 		
CF | 		
CF | Damn shame I won't fit down there. Plenty of interesting folks I'd 		
CF | love to meet. 		
CF | 		
CF | > 		Jade asks, "16/26?"
DavidW says (to ClubFloyd), "score" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > SCORE 		
CF | 		
CF | Don't really get your gist, stranger. 		
CF | 		
CF | > 		Knight_Otu asks, "Topics, I guess?"
		DavidW says, "oh, maybe"
		DavidW says, "I keep forgetting the names of everything, though."
		MoyTravis says, "Well that's what for the listing's for."
DavidW says (to ClubFloyd), "trade" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | For a few coins one can enjoy the hospitality of my shell and the 		
CF | taste of my milk. 		
CF | 		
CF | > 		DavidW asks, "gosh. real snail milk and not the ersatz stuff?"
		Knight_Otu says, "I'm not sure I want snail milk."
DavidW says (to ClubFloyd), "worship" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | It's not in my nature, I'm afraid. Not to say that I consider myself 		
CF | above it, quite the opposite: I'm more the day-to-day, mundane sort. 		
CF | 		
CF | > 		Jacqueline thinks about Mark Hamill drinking that blue stuff.
		DavidW says, "I'm having trouble being systematic with this."
DavidW says (to ClubFloyd), "tir" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | I haven't seen old Tir in many a year. From what I hear he's mellowed 		
CF | a fair bit from the young tearaway I knew. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | She rarely comes inside my shell, but I feed her scraps from time to 		
CF | time. 		
CF | 		
CF | > 		DavidW asks, "Shall we visit this Jolo?"
		Jade says, "keep going and we will see..."
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Zook Spiralhouse] 16/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Always a busy night when he pays my shell a visit with his 		
CF | stenchbrothers and sisters. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 16/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Jolo Lurk] 17/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | He'll be in the [stenchworks]. That part is easy. But we won't find 		
CF | him behind a desk, or shouting orders from the catwalks. No, he'll be 		
CF | right in the bowels with the workers, pulling them out as they're 		
CF | overcome by the fumes. 		
CF | 		
CF | Jolo Lurk 		
CF | You. I've been expecting you to turn up for years. Didn't think you'd 		
CF | turn up in this place, though. Wear this filter mask while you're down 		
CF | here. Shallow breaths only. 		
CF | 		
CF | Of course I know who you are. It's common knowledge they never found 		
CF | the heir to the [smokelord]. Now you want me to help you reclaim your 		
CF | birthright. But [Zendon] has had nothing but absolute rulers since the 		
CF | [Ironkings]. Some have been great leaders, but many have been tyrants. 		
CF | 		
CF | This city isn't a family heirloom. It's home for a teeming multitude 		
CF | of living, breathing people. And I have no interest in helping you 		
CF | rule them. 		
CF | 		
CF | > 		Knight_Otu says, "Fair."
		DavidW asks, "gosh. We're an exiled royal, then?"
		Knight_Otu says, "Sounds like it."
DavidW says (to ClubFloyd), "smokelord" 		
CF ] [Jolo Lurk] 17/26 		
CF | 		
CF | > SMOKELORD 		
CF | 		
CF | I've told you: I'm not interested in helping you install the next line 		
CF | of autocrats. 		
CF | 		
CF | [Farewell]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Jolo Lurk] 17/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | I've told you: I'm not interested in helping you install the next line 		
CF | of autocrats. 		
CF | 		
CF | [Farewell]. 		
CF | 		
CF | > 		DavidW says, "hmmm."
DavidW says (to ClubFloyd), "tir" 		
CF ] [Jolo Lurk] 17/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | I've told you: I'm not interested in helping you install the next line 		
CF | of autocrats. 		
CF | 		
CF | [Farewell]. 		
CF | 		
CF | > 		Knight_Otu says, "He's not very keen on us."
		MoyTravis says, "Yeah I mean that seems fair."
		Knight_Otu says, "Yeah."
		DavidW says, "yeah, we need to change something first before he'll chat."
		DavidW says, "He did give a new topic: smokelords"
		DavidW asks, "I guess ask Tir or snailly?"
		Jade says, "the lost princess"
		DavidW says, "I've forgotten the snail's name."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 17/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		Knight_Otu says, "Zook"
DavidW says (to ClubFloyd), "tir" 		
CF ] [Archnecrobishop Tir] 17/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Archnecrobishop Tir 		
CF | It is good to see you, child. I hope your just works are proceeding 		
CF | apace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smokelords" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > SMOKELORDS 		
CF | 		
CF | I never approved of your father taking [Isa of the Mist] as his 		
CF | concubine, but it was through that union that you were born, our best 		
CF | hope of restoring the rightful order of things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | My opinion of your mother has softened considerably. It seems the city 		
CF | was a much brighter place when she was alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mist" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > MIST 		
CF | 		
CF | My opinion of your mother has softened considerably. It seems the city 		
CF | was a much brighter place when she was alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "father" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > FATHER 		
CF | 		
CF | I never approved of your father taking [Isa of the Mist] as his 		
CF | concubine, but it was through that union that you were born, our best 		
CF | hope of restoring the rightful order of things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | They raised us up from the days when humans were beasts and [ex gods] 		
CF | were gods, and they installed the rightful order of things, even as it 		
CF | dismantled them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | The enemy of your enemy is not always your friend. I don't imagine a 		
CF | rabble-rouser such as Jolo Lurk has much to offer our cause. 		
CF | 		
CF | > 		
DavidW presses the yellow enter button. 		
CF ] [Archnecrobishop Tir] 18/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [High Slimepriest Salyndo], [Isa of the Mist] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord] and [heretics].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		DavidW asks, "If Isa is dead, and we ask Lissa to take us to Isa...?"
		MoyTravis says, "Do it"
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
		Jade says, "18+10=28"
DavidW says (to ClubFloyd), "Isa" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | After the execution, I hear they wanted to scatter her ashes with the 		
CF | Smokelord's - only the body wouldn't burn. Someone took pity and 		
CF | returned it to her family. 		
CF | 		
CF | I'll give you a minute alone shall I, boss? 		
CF | 		
CF | Here Lies Isa of the Mist 		
CF | Lain to rest in the soil of the city she loved 		
CF | She leaves these unearthly remains 		
CF | To voyage to the netherplane 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "soil" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > SOIL 		
CF | 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remains" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > REMAINS 		
CF | 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | ... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xyzzy" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > XYZZY 		
CF | 		
CF | ... 		
CF | 		
CF | > 		DavidW says, "Isa isn't very chatty."
		MoyTravis asks, "Is . . . a special grave text or just "I don't understand that"?"
		Knight_Otu says, "I mean, she is dead."
		Jacqueline says, "I suspect I won't say as much when I'm dead, yeah."
		Knight_Otu says, "It's deathly silence."
		DavidW says, "I suppose, if we knew of a spell that raised the dead, we could say it here."
		Jacqueline says, "Oho"
DavidW says (to ClubFloyd), "help" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > HELP 		
CF | 		
CF | ... 		Jacqueline says, "True"
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		Jacqueline says, "I wonder if that's the puzzle. That'd be interesting."
DavidW says (to ClubFloyd), "help" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > HELP 		
CF | 		
CF | If you're out of ideas, I could send a messenger to the rat queen. 		
CF | She'll know what you should do next. Would you be okay with that, 		
CF | boss? 		
CF | 		
CF | > 		Knight_Otu says, "I'm curius about saying worship here."
		Jade says, "we can use GOODBYE"
		DavidW asks, "Do we want to involve the rat queen?"
		Knight_Otu says, "I think not yet."
DavidW says (to ClubFloyd), "isa" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | Here Lies Isa of the Mist 		
CF | Lain to rest in the soil of the city she loved 		
CF | She leaves these unearthly remains 		
CF | To voyage to the netherplane 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "worship" 		
CF ] [Isa of the Mist] 18/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | ... 		
CF | 		
CF | > 		Knight_Otu says, "Worth a shot."
		Knight_Otu says, "Thanks."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [High Slimepriest Salyndo], [Isa of the Mist] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord] and [heretics].) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "trade" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | Humans throw enough good stuff away in this city that I don't never 		
CF | need to work a day. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "humans" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > HUMANS 		
CF | 		
CF | Boss, you can't expect to get anywhere just spitting out the first 		
CF | things that come to mind. Focus on the important stuff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "worship" 		
CF ] [Lissa Ratdaughter] 18/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | Rats don't worship any higher beings. Just feed off their leftovers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Lissa Ratdaughter] 19/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | Them what founded this city, you mean? In the age of rags and stone 		
CF | and [lingomancy]? Them what made forges out of the lava pits 		
CF | primordial monsters used to cook human meat, and turned a dusty 		
CF | wasteland into a hive of industry? 		
CF | 		
CF | Well truth be told, I don't know that much about 'em. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Lissa Ratdaughter] 19/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | Rats rule the world without ever speaking a syllable, but I can see 		
CF | how the odd spellword might be useful, from time to time. 		
CF | 		
CF | > 		DavidW says, "SO. There ARE spells."
DavidW says (to ClubFloyd), "tir" 		
CF ] [Archnecrobishop Tir] 19/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Archnecrobishop Tir 		
CF | It is good to see you, child. I hope your just works are proceeding 		
CF | apace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Archnecrobishop Tir] 19/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | A remnant of an uncivilised age, preserved by those with no sense of 		
CF | which histories matter. 		
CF | 		
CF | > 		Knight_Otu says, "Tir *is* judgmental."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 19/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Zook Spiralhouse] 19/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | Zook Spiralhouse 		
CF | Greetings, friend. Take a seat and drink of my milk. For you, it's on 		
CF | the house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Zook Spiralhouse] 20/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | A half-forgotten art these days. [Xarthine the Shadowsmith] was the 		
CF | last practitioner to pay me a visit. Learned a few things that night, 		
CF | I'll tell you! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Zook Spiralhouse] 20/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Oh, for the most part she frequents far more esoteric establishments 		
CF | than my shell. The kind of places where they inhale rarefied air 		
CF | instead of drinking ale; or places that straddle the divide between 		
CF | planes, where you can share a pint with demons and ghosts; and places 		
CF | where the regulars are pickled when they die and brought out for 		
CF | conversation like wine of a particular vintage. 		
CF | 		
CF | You know, trendy bars and such. 		
CF | 		
CF | > 		Jacqueline says, "Brought out for conversation..."
		DavidW says, "I wish to meet this Xarthine."
		Knight_Otu blinks.
		Knight_Otu asks, "Let's not get pickled when we do, shall we?"
		DavidW says, "if only we knew what sort of critter we were."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 20/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "Xarthine" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Rich and poor, every human throws away rubbish - and so almost every 		
CF | street in [Zendon] is the domain of the rat queen. This street, 		
CF | though... what they throw away crackles with cold sparks. It breathes 		
CF | impossibly and whispers secrets. It disappears in a flash and 		
CF | reappears a span to the right. And you certainly don't want to try and 		
CF | eat it. 		
CF | 		
CF | So this street, she leaves to the humans. 		
CF | 		
CF | Xarthine the Shadowsmith 		
CF | Welcome, stranger. Don't worry, we get plenty of secretive sorts in 		
CF | here. Still, try and steal anything and my meat golems there will 		
CF | pound you into dust. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | I have the equipment to evaporate a person into mist going half price 		
CF | if you're interested. 		
CF | 		
CF | Condensing back is a little trickier, sadly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | Yeah, see this is why lingomancy will never die out. Always someone 		
CF | interested in learning. Even someone as clearly ill-suited as 		
CF | yourself. 		
CF | 		
CF | Look, I'll teach you a simple spell to speak to the dead at a 		
CF | discount, as long as you promise not to take it any further. You think 		
CF | you can talk a stone to pieces or fly on a carpet of words, but you'll 		
CF | just be puking up your own lungs as you try to follow an accidentally 		
CF | reflexive domination command. 		
CF | 		
CF | Yeah, that's fine. Plenty of customers here have paid with far 		
CF | stranger coins. Now say after me: 		
CF | 		
CF | [Xi yelandi zoc zocen yi] 		
CF | 		
CF | > 		DavidW asks, "Does everyone see what I see?"
		DavidW says, "X Y Z Z Y"
		Jacqueline says, "hee"
		Knight_Otu says, "Oh hoh."
		Jade says, "yes, cool"
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | Excellent. You've got the hang of it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | A pretty boring pub, even if the location is unique. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | I have, for sale, the genuine left forefinger of an ironking. You 		
CF | will, of course, have to provide your own means of carting it home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "trade" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | If you can't find what you want in my shop, well, it's probably boring 		
CF | or not forbidden or both. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tir" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | You see old Tir, you tell him that special medicine he ordered is in, 		
CF | and it smells pretty funky. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | I'll be the first to admit that things need to change in this city, 		
CF | but I don't think stirring up resentment in the [underslums] is the 		
CF | way to go about it. 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Isa of the 		
CF | Mist] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord], [heretics] and [lingomancy].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | I don't get any trouble from that lot here. Everything is above board. 		
CF | And what's below board is very well hidden there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | Out back are some memorials, necro-sacraments and reliquaries. Not so 		
CF | much demand for any of it lately, so I'll do you a good deal. 		
CF | 		
CF | > 		PhilGoetz says, "Hi, all."
DavidW says (to ClubFloyd), "zendon" 		
CF ] [Xarthine the Shadowsmith] 20/26 		
CF | 		
CF | > ZENDON 		
CF | 		
CF | A whole city, teeming with life and unlife of every kind - and no 		
CF | other shop like mine with rare items and rarer bargains. 		
CF | 		
CF | > 		
PhilGoetz has arrived. 		Knight_Otu says, "Hey."
		DavidW says, "hi Phil"
		DavidW asks, "We have a way to talk to Isa now. Shall we see what our dead mother has to say?"
		Jade says, "hi phil"
		Knight_Otu says, "Sure, let's visit her."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 20/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | Here Lies Isa of the Mist 		
CF | Lain to rest in the soil of the city she loved 		
CF | She leaves these unearthly remains 		
CF | To voyage to the netherplane 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | ... 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Are you okay, boss? It got dark all of a sudden. And the wind's 		
CF | picking up. Maybe we should find somewhere more sheltered for now. 		
CF | 		
CF | Is that- Do you hear something? 		
DavidW pushes the green 'space' button. 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | 		
CF | ??? 		
CF | M... My.... My child... 		
DavidW pushes the green 'space' button. 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | 		
CF | Lissa Ratdaughter 		
CF | It's- That's a- 		
CF | 		
CF | Mother said this city was haunted, but I never- 		
CF | 		
CF | Boss, you seem to know what you're doing. Come find me when you're 		
CF | finished, 'cause I'm not sticking around for this. 		
DavidW pushes the green 'space' button. 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | 		
CF | Isa of the Mist 		
CF | My child. How you have grown. And such interesting friends you have 		
CF | made. 		
CF | 		
CF | It pleases me so... to see you again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | My family feared them at first, and their fire. But they were 		
CF | benevolent, in their own destructive, uncaring way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "mist" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > MIST 		
CF | 		
CF | I was not born as you were. I condensed from a cloud, and even then I 		
CF | was still insubstantial. This city, with all its sights and peoples 		
CF | and stories, inspired me to solidify completely. To experience life as 		
CF | you do: briefly and painfully and sprinkled with strange joys. 		
CF | 		
CF | > 		DavidW says, "oh, so like a mist fairy"
		DavidW says, "or the daughter of the rainbow"
		Jacqueline says, "hm"
DavidW says (to ClubFloyd), "zendon" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > ZENDON 		
CF | 		
CF | Far from home. Strange and alien. Yet still this city accepted me; 		
CF | loved me; became my home; hanged me beside its most powerful leaders. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | The dead gods are open to me again, now, even if they're lost and 		
CF | forlorn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "Nodroth" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Strange and terrible powers stalk between the worlds. With their 		
CF | merest whim they can change the fortunes of a whole metropolis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Isa of the Mist] 20/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | Never of interest to me... before now. 		
CF | 		
CF | > 		Knight_Otu asks, "So we were born of smoke and mist... what does that make us? Smog?"
DavidW says (to ClubFloyd), "smokelords" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > SMOKELORDS 		
CF | 		
CF | Speaking to you from beyond life, I cannot lie about your father. 		
CF | 		
CF | The last smokelord cared deeply for me, in his own way, but he had 		
CF | little interest in my newfound physical form. Your father - your 		
CF | real father was an [ethernaut] on leave in the city. By the 		
CF | time I realised I carried his child, he was beyond the fifth moon. 		
CF | 		
CF | The smokelord knew, of course, but it saved him from a duty he did not 		
CF | care to perform. And bestowed on you a heritage I wrongly expected to 		
CF | be beneficial. 		
CF | 		
CF | > 		Jacqueline says (to KO), "heh"
		MoyTravis says, "Maybe we're a toxic cloud."
		Jacqueline says, "huh"
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | Our time together was brief, but they were some of the happiest days 		
CF | of my life. 		
CF | 		
CF | > 		Jacqueline says, "So we aren't the heir, but people think we are.""
		MoyTravis says, "Well that's a relief."
DavidW says (to ClubFloyd), "worship" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | All the good gods are dead. Only [Nodroth] remains. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Strange and terrible powers stalk between the worlds. With their 		
CF | merest whim they can change the fortunes of a whole metropolis. 		
CF | 		
CF | > 		Roger says, "more air than heir"
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | The sensation of their empty hands closing around me is vivid still. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | I can remember... music. Something tastes strong and alcoholic. 		
CF | Laughter. My face contorted by a smile. 		
CF | 		
CF | These sensations are alien to me now - the memories preserved behind 		
CF | glass. 		
CF | 		
CF | > 		
DavidW presses the yellow enter button. 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Isa of the 		
CF | Mist] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord], [heretics], [lingomancy] and [ethernaut].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Always there are dabblers in the forbidden and arcane. They are the 		
CF | unwelcome lights that still lead the way. 		
CF | 		
CF | She brought us together again, did she not? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "salyndo" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > SALYNDO 		
CF | 		
CF | I should feel no hatred now. And yet a dim flame smoulders for that 		
CF | man. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | Such divisions rely on an unwise certainty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tir" 		
CF ] [Isa of the Mist] 21/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Gods don't need the feeble attention of mortals - least of all when 		
CF | they're dead. 		
CF | 		
CF | > 		DavidW asks, "I suppose we should take the 'ethernaut' topic somewhere, but to whom?"
		Knight_Otu asks, "Jolo?"
		DavidW says, "I don't think Jolo would help, even if he knew we weren't a true smokelord."
		DavidW says, "but I suppose it's a try."
		Knight_Otu says, "He might be more willing to talk, at least."
		DavidW says, "I worry that we might not be able to talk to mom again if we leave, but I dunno."
		PhilGoetz asks, "so... what's the name of this IF?"
		Jacqueline asks, "I'm guessing we can raise her again, don't you think?"
		DavidW says, "Weird City Interloper"
		DavidW says (to Jacqueline), "I'm not sure. Xarf said not to overuse it."
		Jacqueline says, "hm, true"
		Knight_Otu says, "I understood it as "Don't try to learn other spells.""
		Jade says, "yes"
		DavidW says, "She also might stay raised for hours."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf20" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] [Isa of the Mist] 21/26 		
CF | (You shall remember this moment.) 		
CF | 		
CF | > 		Jacqueline says, "Man, that seems cruel. Raise her, talk for a few minutes, then leave and there she is, just sitting there, waiting to die again."
		DavidW says, "I don't have any crossword puzzle books to give her."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 21/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Oh, that spooked me very thoroughly, that did! Where to now? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		Jacqueline says (to DW), "heh"
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Jolo Lurk 		
CF | You again. Don't get me wrong, I don't wish you ill, but I have no 		
CF | interest in helping you inherit the absolute throne of the 		
CF | [smokelord]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | Then you have no claim to power? I suppose that makes me like you a 		
CF | bit better. 		
CF | 		
CF | Course, maybe you don't think there's proof of it, so you can get away 		
CF | with telling me and then taking power later. But that'd be 		
CF | underestimating the wiliness of those who've been toiling in this 		
CF | mechanical hell all these years and survived. My brothers and sisters 		
CF | will worm out the truth, believe you me. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smokelords" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > SMOKELORDS 		
CF | 		
CF | It's not that I think he was a bad man - or no worse than most of us, 		
CF | anyway - just that I don't think any one person should have such 		
CF | absolute authority. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | I've never exactly hobnobbed with the city's upper crust. I'd expect 		
CF | you know your own mother far better than I would. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | She's a good friend to the [stenchworks], even if we can't afford to 		
CF | patronise her shell too often. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | None of us know what it actually does, except that it's dangerous work 		
CF | to maintain. And strange as anything I've ever known. Those who 		
CF | breathe too deep say they hear voices coming from the pipes. 		
CF | 		
CF | > 		DavidW says, "interesting"
		Jacqueline says, "spooky"
DavidW says (to ClubFloyd), "tir" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Useless. If he wasn't, he wouldn't still be alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | I don't really have much of a chance to mingle with purveyors of 		
CF | obscure mystical merchandise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | Someone else raised by one of the city's great powers, with no claim 		
CF | to inherit her mother's throne. You two are a lot alike. 		
CF | 		
CF | > 		Jacqueline says, "Jolo's a real charmer"
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Isa of the 		
CF | Mist] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord], [heretics], [lingomancy] and [ethernaut].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "salyndo" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > SALYNDO 		
CF | 		
CF | I hate his guts, as do the rest of the stenchworkers, but he'd be 		
CF | nothing without [Nodroth] and its [puppetguard]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Jolo Lurk] 21/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | I don't know or care about Nodroth, except that it is truly the god of 		
CF | the privileged and powerful. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | The latest lot to seize power always want everyone to believe that all 		
CF | the ex gods are dead or exiled, but it's never quite true. 		
CF | 		
CF | The old river gods may have been twisted beyond understanding by water 		
CF | pollution, but they're still there, as any flatboatman can tell you. 		
CF | The ghosts of several mechanical gods still linger in the basements of 		
CF | what were once the altars of the [Ironkings]. And the half-divine 		
CF | [Princess Arotha] hides in plain sight in the diplomatic quarter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "arotha" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > AROTHA 		
CF | 		
CF | She is far removed the likes of me. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "trade" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | We trade in the labour of keeping this place doing whatever terrible 		
CF | thing it is that it does. And I try to make sure as few of us get hurt 		
CF | as possible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "underslums" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > UNDERSLUMS 		
CF | 		
CF | That's where all of us in the [stenchworks] call home. Why else would 		
CF | we work here despite all the dangers? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | Any dissent, any agitation, any organisation even, and they crush it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "orz" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | [Zendon] needs a way to keep out the riff raff, right? Can't have too 		
CF | many of us. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zendon" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > ZENDON 		
CF | 		
CF | This is our home, for better or worse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Jolo Lurk] 22/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | I have a few practitioners in key roles. 		
CF | 		
CF | > 		DavidW says, "Well, we have a new name to follow."
		Knight_Otu says, "Indeed."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 22/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | This city likes its curiosities. And what's more curious than the 		
CF | daughter of an ex god? She holds court in the diplomatic quarter, 		
CF | selling supposedly divine wisdom to those with enough coin. I should 		
CF | probably wait outside... 		
CF | 		
CF | Princess Arotha 		
CF | Welcome. Please recline among the cushions if it helps. Most 		
CF | experience some discomfort on their first visit to my preservation 		
CF | dome, due to the machinery that allows my divine half to remain on 		
CF | this plane. 		
CF | 		
CF | Nausea is quite normal, as are religious ecstasy and a desire to 		
CF | worship me. If you absolutely must, you may kiss my feet and lower 		
CF | tentacles - but I honestly urge restraint. 		
CF | 		
CF | > 		Knight_Otu says, "Oh dear."
		Jacqueline says, "Okay then"
		DavidW says, "I love her already"
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | Some of their knowledge was distilled into the machinery that keeps me 		
CF | alive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "underslums" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > UNDERSLUMS 		
CF | 		
CF | All are welcome to visit me, whatever their station in life. As long 		
CF | as they can pay the fee, of course... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | Those who have plied the ether visit me only too rarely. Trapped in 		
CF | here, I always enjoy hearing of places far and alien. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | We corresponded occasionally, when she was alive. She was kind and 		
CF | genuine and utterly disinterested in currying the favour of a selfish 		
CF | half-god like me. I admired her so. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | My half-parent was a god, of course, slain in some obscure 		
CF | denominational schism, and thus now what you call an "ex god". It all 		
CF | sounds terribly impersonal when you put it like that. None of the pain 		
CF | and anguish of such unjust loss. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "worship" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > WORSHIP 		
CF | 		
CF | You may worship me from a respectful distance, if you so wish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "trade" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | I graciously allow mortals to spend time in my half-divine presence 		
CF | for a modest fee. You'll get your bill on the way out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | I know a few choice words, naturally, but such petty witchcraft is 		
CF | beneath me. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zendon" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > ZENDON 		
CF | 		
CF | I was born in this city, and it has ever been both my salvation and my 		
CF | bell jar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tir" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Harrumph. That old fool. At least he is mortal, and shall fade away in 		
CF | time, as mortals do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Many of my worshippers are quite scandalised by his actions. It makes 		
CF | me quite fond of him. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | I have heard many wonderful stories involving Zook. Many breathtaking 		
CF | adventures have curved through her spiralled shell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nordoth" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > NORDOTH 		
CF | 		
CF | Do not be alarmed, mortal. It is entirely normal to speak in tongues 		
CF | while within the influence of my preservation dome. 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Isa of the 		
CF | Mist], [Princess Arotha] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [Zendon], 		
CF | [smokelord], [heretics], [lingomancy] and [ethernaut].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | I can't express the sorrow I feel for Nodroth. A cosmic traveller of 		
CF | untold power, enslaved by the likes of [High Slimepriest Salyndo]. 		
CF | 		
CF | > 		Jade says, "try"
		DavidW says, "We never actually visited Salyndo or Nodroth."
DavidW says (to ClubFloyd), "Sallyndo" 		
CF ] [Princess Arotha] 22/26 		
CF | 		
CF | > SALLYNDO 		
CF | 		
CF | Do not be alarmed, mortal. It is entirely normal to speak in tongues 		
CF | while within the influence of my preservation dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "salyndo" 		
CF ] [Princess Arotha] 23/26 		
CF | 		
CF | > SALYNDO 		
CF | 		
CF | In a just world, he would be nothing more than a first rate 		
CF | narcissist. But in this world, his relentless self-belief 		
CF | allowed him to trap [Nodroth] in the [godharness]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Princess Arotha] 23/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | I do not know where it came from. Whether [High Slimepriest Salyndo] 		
CF | forged it himself, or paid some mad genius, or stole it, or who knows 		
CF | what. All I know is that it fulfils the simple hubris at the heart of 		
CF | much religious worship: to bend the will of the gods to that of 		
CF | mortals. 		
CF | 		
CF | > 		Knight_Otu says, "God harness, huh."
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Princess Arotha] 23/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | The rat queen is at it again, I presume. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Princess Arotha] 23/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | The product of the love between a god and a mortal. I am, in some 		
CF | senses, immortal. Yet without all these machines, my divine half would 		
CF | ascend to a higher plane, and, separated, both halves of me would die. 		
CF | 		
CF | > 		Jade says, "this Salindo will bring us problem"
		Knight_Otu says, "I wonder, are the stenchworks related o the godharness."
		DavidW asks, "maybe, but whose voices does Jolo hear?"
		Knight_Otu asks, "Nodroth's?"
		Knight_Otu asks, "Maybe?"
		DavidW asks, "I think maybe ask Xarthine about the harness before visiting Nodroth or Slimepriest?"
		Knight_Otu asks, "Maybe ask everyone about it?"
		DavidW says, "Tir, maybe, or Zook, but the others probably have never heard of such a thing."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Isa of the Mist] 23/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | Isa of the Mist 		
CF | My child. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe."
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Isa of the Mist] 23/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | I can no longer grow, change, forgive. My hatred smoulders as ever. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Xarthine the Shadowsmith] 23/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Xarthine the Shadowsmith 		
CF | Welcome back, stranger. While we chat, feel free to browse my wares - 		
CF | and perhaps even buy some of them... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Xarthine the Shadowsmith] 23/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | Such a thing is possible? I suppose a lot of the groundwork has 		
CF | already been laid, but you'd need a power supply beyond imagining. 		
CF | Even in a city this size, you wouldn't be able to hide it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Xarthine the Shadowsmith] 23/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | I am fully licensed for nose removal, if the smell ever gets too much. 		
CF | 		
CF | > 		Knight_Otu nods.
		DavidW says, "okay, so the stenchworks powers the godharness."
		DavidW asks, "Tell Jolo?"
		Knight_Otu says, "Worth a try."
		DavidW says, "The puppetguard won't like it."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | Don't worry, boss, I'm well skilled at giving them the slip by now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Jolo Lurk] 23/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Jolo Lurk 		
CF | If it isn't my favourite not-member of the ruling classes. Although, 		
CF | how exactly you intend to help me and my brothers and sisters, I still 		
CF | have no idea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Jolo Lurk] 23/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | Surprising, but it makes no difference to me. Whether [Nodroth] causes 		
CF | all this suffering of its own volition or not, it still causes it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Jolo Lurk] 23/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | None of us know what it actually does, except that it's dangerous work 		
CF | to maintain. And strange as anything I've ever known. Those who 		
CF | breathe too deep say they hear voices coming from the pipes. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we might need proof that the works power the harness."
		DavidW says, "hm. He doesn't make the connection."
		DavidW asks, "Visit Nodroth himself?"
		Knight_Otu says, "Maybe Tir first."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tir" 		
CF ] [Archnecrobishop Tir] 23/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Archnecrobishop Tir 		
CF | It is good to see you, child. I hope your just works are proceeding 		
CF | apace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Archnecrobishop Tir] 23/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | And who made this spurious claim? Someone with little understanding of 		
CF | theophysiology, no doubt, otherwise they would know that such a thing 		
CF | is plainly impossible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Archnecrobishop Tir] 23/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | I would prefer not to talk of such blasphemies. 		
CF | 		
CF | > 		Knight_Otu says, "I guess I should have seen that coming."
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 23/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Now that's a tricky one. Everyone in [Zendon] knows where Nodroth is: 		
CF | the [hanging sanctum]. That part's easy. The tricky part is getting 		
CF | past this bloke. 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | Who go there? Why you hide face? Me think you bad. 		
CF | 		
CF | You not pass here. No one pass here. Me stop all. 		
CF | 		
CF | > 		Jacqueline says, "I'm not sure I love this technique of people-rather-than-rooms but the novelty of it is interesting."
		Knight_Otu says, "Hm"
Jacqueline says (to ClubFloyd), "hanging sanctum" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | Me big to be so high. If me fall me land hard. So me not look down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Nodroth is great god who all good and all strong. You should feel big 		
CF | shame that you want be bad at Nodroth. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lost pig" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > LOST PIG 		
CF | 		
CF | Me made to fight, not talk. So me not get what you say. 		
CF | 		
CF | > 		Knight_Otu says, "I think it might be better without the hub, but the hub seems necessary in this particular structure."
		Jacqueline says, "Yeah"
		Jade says, "it is complicated following all this for me"
		DavidW says, "Lissa is just our taxi driver."
		Jacqueline says (to Jade), "It's very complex and fast, yes."
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | He seem weak, but he with [Nodroth], so me know is great and good. 		
CF | 		
CF | > 		PhilGoetz says, "well, it cuts down on time wasted going back and forth between places."
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | It not nice when you have big nose like me. 		
CF | 		
CF | > 		Jacqueline says (to Phil), "Very true"
		Jade says, "I will replay offline"
DavidW says (to ClubFloyd), "trade" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > TRADE 		
CF | 		
CF | Me made to fight. Me fight for what is right. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | They make things from steel long time in past. Why make from steel 		
CF | when can use flesh and make knight like me? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | Her house big, but me still not fit in it, so me sleep here. 		
CF | 		
CF | > 		PhilGoetz says, "and it eliminates object puzzles, so you end up with a game very focused on figuring out a story."
		PhilGoetz says, "Reminds me of Activision's "Portal", and a couple of other games where you're given a big database, and all you do is look up one entry after another until you figure out what happened."
		DavidW asks, "Perhaps ask other NPCs about the hanging garden?"
		PhilGoetz says, "The characters have more character than databases do, so that's nice."
		DavidW says, "er sanctum"
		Knight_Otu says, "Yeah."
		Jade says, "it seem a parserd twine game for me. I do not like visual novels. too many text to read an translate that brings ne to an inconsciencious sleep stae"
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "orz" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | No, no, this way. I know a shortcut back to the gates. 		
CF | 		
CF | Orz the City Gate Barnacle 		
CF | Not so many come visit me, stranger, as want to get through these 		
CF | gates quick as they can. 		
CF | 		
CF | I suppose that means it's nice to see you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | I've spent time airborne and rooted in my life, but I don't understand 		
CF | why you'd want to try and be rooted in the air. Very strange ideas you 		
CF | lot have. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | They say my kind sometimes take root to the hulls of ether vessels. 		
CF | Sounds like altogether too whimsical a life for me. 		
CF | 		
CF | > 		PhilGoetz asks, "Jade, what's a parserd twine game?"
DavidW says (to ClubFloyd), "ironworks" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > IRONWORKS 		
CF | 		
CF | That's not a topic that interests me, stranger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | Long before my time. This city was all built when I floated here on 		
CF | the breeze. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | She didn't need to pass through any gate when she came here. And after 		
CF | she made this city her home, she never left. 		
CF | 		
CF | > 		Jade says, "this kind of game, parser based, choice options"
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | She's never been through these gates, but she has come round to gawp 		
CF | at me from the shadows since she was wee, bless her. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | Now there's a conundrum I ponder from time to time. See ole Zook'd 		
CF | never fit through these gates. So how did she get into the city? 		
CF | 		
CF | Did she pass through as a small child, before my time, then grow big 		
CF | once she was inside? Did she slither right over the walls, out of my 		
CF | sight? Or has she been here the whole time, and they just built the 		
CF | city around her? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | He came to see me not long ago, wanted me to join some strike or some 		
CF | such. I told him: "Never you mind me, Jolo, I grow here and eat who 		
CF | I'm told to. It's a fine life, and nothing that happens on the other 		
CF | side of these gates will change it." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | That's the city's latest god, right? Gods being gods, it didn't pass 		
CF | through this gate to get in, so I can't really claim much knowledge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | My kind don't have much of a shared culture, and you lot keep changing 		
CF | yours, so I don't really hold to any gods myself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | Now, I remember a young girl called Arotha passed out these gates for 		
CF | a day trip - long, long ago. She was laughing and playing and running 		
CF | rings around her mother. Energetic and curious and delightful. Not 		
CF | sure if that sounds like who you mean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | I've heard of it, and smelled it when the wind blows the wrong way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | So they made a way to turn a god into a barnacle? Let me know if they 		
CF | ever figure out the reverse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | Well I do remember a young fellow called Salyndo passing through. But 		
CF | from his demeanour he couldn't possibly have been the same person as 		
CF | that pious, puritanical High Slimepriest. 		
CF | 		
CF | > 		
DavidW pushes the green 'space' button. 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Slab Knight 		
CF | Grok Steelthew], [Isa of the Mist], [Princess Arotha] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [hanging 		
CF | sanctum], [Zendon], [smokelord], [heretics], [lingomancy], 		
CF | [godharness] and [ethernaut].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		MoyTravis says, "It's impossible for me to read the slimepriest's name as anything other than "Slaynado""
DavidW says (to ClubFloyd), "grok" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | I thought the city was being invaded when he turned up, but it was the 		
CF | powers that be who wanted him here. He could barely string a sentence 		
CF | together, and had to stoop down to get through the gates. Never seen 		
CF | the like in all my years. 		
CF | 		
CF | > 		MoyTravis says, "I keep having to mentally correct myself."
		Jacqueline says, "heh"
		Knight_Otu asks, "Is a slaynado anything like a sharknado?"
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Orz the City Gate Barnacle] 25/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | She leaves the city every so often, that one. Comes back with her 		
CF | cloak stuffed with all manner of strange smelling stuff. Not like I 		
CF | can search her, though, so I just let her through. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "isa" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | Isa of the Mist 		
CF | My child. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | There was no such place in the city when I lived. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "orz" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | Territory. Borders. Gates. These were strange enough concepts to me 		
CF | when I lived. In death they seem as substantial as the memory of a 		
CF | dream. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | Her privilege pulls her apart. Her selfishness is a fragile eggshell. 		
CF | Her disdain is a shield against the grief of immortality. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "rat queen" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > RAT QUEEN 		
CF | 		
CF | I'm sorry my child, but there is much of life I can no longer grasp. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lissa" 		
CF ] [Isa of the Mist] 25/26 		
CF | 		
CF | > LISSA 		
CF | 		
CF | Don't judge people by their circumstances or their parents. We are all 		
CF | souls inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | Zook Spiralhouse 		
CF | Greetings, friend. Take a seat and drink of my milk. For you, it's on 		
CF | the house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | Always nice when a celestial crew turn up in my shell. A chore to 		
CF | clean up afterwards, admittedly, but the stories they can tell! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | He did call 'round here, hoping there'd be strangers with "quests" and 		
CF | the like. Unfortunately he couldn't fit through my entrance. Just 		
CF | peered in and frightened my regulars with his booming voice. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | A floating part of the city! Well I can never crawl up there, can I? 		
CF | Not that there's any customers to be found within besides [Nodroth] 		
CF | and that big vat-grown fellow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | A half-forgotten art these days. [Xarthine the Shadowsmith] was the 		
CF | last practitioner to pay me a visit. Learned a few things that night, 		
CF | I'll tell you! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Xarthine the Shadowsmith 		
CF | Welcome back, stranger. While we chat, feel free to browse my wares - 		
CF | and perhaps even buy some of them... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wares" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > WARES 		
CF | 		
CF | I'm not sure what you mean, but if I can sell it to you, I will. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | One day I'll be able to sell you the equipment to float your own home 		
CF | in the sky. But... that day is not today. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | Such a thing is possible? I suppose a lot of the groundwork has 		
CF | already been laid, but you'd need a power supply beyond imagining. 		
CF | Even in a city this size, you wouldn't be able to hide it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | I don't have any slab knight seeds in stock, but I can order them in 		
CF | if you want. The flesh vats and life injectors you'd need are 		
CF | somewhere out back. 		
CF | 		
CF | > 		DavidW says, "hmmm"
		PhilGoetz says, "oh, wait, I found it with google."
		DavidW says, "I think maybe we have to visit the Slimepriest, except that feels dangerous."
		Jacqueline asks (of Phil), "Found what?"
		PhilGoetz says, "ignore that; sorry, I typed it a long time ago & forgot it was there waiting to be sent."
		Jacqueline says, "Oh! Ah. :)"
		PhilGoetz says, "found out what a twine game is."
		Jacqueline says, "Ah. Okay."
		DavidW says, "twinery.org iirc"
		Jacqueline says, "Yeah, I wish there were a way for Floyd to do Twine, or at least the non-multimedia Twines. Sadly, no."
		DavidW says, "Someday"
		Knight_Otu says, "I guess we can save before visiting the priest."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf21" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | (You shall remember this moment.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | You want to put me to the test then, boss? Yeah, I can get you close 		
CF | to the big man himself - and I'm not just talking about one of his 		
CF | Oozday sermons. We'd crash one of the parties where he drops his pious 		
CF | act and hobnobs with decadent toffs. 		
CF | 		
CF | You couldn't go dressed like that, though. You'd have to show your 		
CF | face. And if you hide it with good reason, you won't want to hang 		
CF | around for too long. So are you sure you want to do this? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "no" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > NO 		
CF | 		
CF | Probably the right move boss. Just lemme know who you want to see 		
CF | instead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Jolo Lurk 		
CF | If it isn't my favourite not-member of the ruling classes. Although, 		
CF | how exactly you intend to help me and my brothers and sisters, I still 		
CF | have no idea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | Never was sure why the [hanging sanctum] isn't just guarded by more 		
CF | [puppetguard]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | I did wonder if keeping that afloat might be the purpose of the 		
CF | [stenchworks], but my best engineers assure me even that gaudy palace 		
CF | wouldn't require as much energy to float as we put out. 		
CF | 		
CF | > 		Knight_Otu says, "There we have more evidence for the harness being powered by this place. Not sure that's what we need though."
		DavidW asks, "I'm trying to remember if anyone we know is near dead people. Tir, maybe?"
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | Any dissent, any agitation, any organisation even, and they crush it. 		
CF | 		
CF | > 		Knight_Otu says, "Not sure. It would seem this city is teeming with death, though."
DavidW says (to ClubFloyd), "look" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > LOOK 		
CF | 		
CF | I'm a man of few words, and that's not one that interests me. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tir" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > TIR 		
CF | 		
CF | Archnecrobishop Tir 		
CF | It is good to see you, child. I hope your just works are proceeding 		
CF | apace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | Do not utter such blasphemies in my presence! The dead must stay dead! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "orz" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | Such riffraff watching over the gates. Though I suppose they can 		
CF | hardly prise it off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | A soulless hunk of man-made muscle. Think of it more as a solid wall 		
CF | that bars your path than a foe to match wits with. 		
CF | 		
CF | > 		Knight_Otu says, "I suppose we can ask him how much he hates the sanctum and the knight."
DavidW says (to ClubFloyd), "sanctum" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > SANCTUM 		
CF | 		
CF | I suppose it's an appropriate monument to a living god, but it still 		
CF | strikes me as a little gauche. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | The enemy of your enemy is not always your friend. I don't imagine a 		
CF | rabble-rouser such as Jolo Lurk has much to offer our cause. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "puppetguard" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > PUPPETGUARD 		
CF | 		
CF | There are no men or women in those suits of armour. They are animated 		
CF | by the unholy will of [Nodroth]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Summoned from some dark superplane of existence to topple the city's 		
CF | [ex gods], subjugate its peoples and create a new and unjust order led 		
CF | by [High Slimepriest Salyndo]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Archnecrobishop Tir] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | I would prefer not to talk of such blasphemies. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | Princess Arotha 		
CF | Welcome once again, visitor, to my preservation dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | A slab knight, you say? I hear their tiny minds are easily fixated on 		
CF | gods and the like. But such a person would never fit in my 		
CF | preservation dome. I shall have to ensure he is discouraged from ever 		
CF | coming here... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | It has quite an ethereal beauty for a prison. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | You hide face, but me know it still you. You not pass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ex gods" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > EX GODS 		
CF | 		
CF | If god not strong, god get beat and be ex god. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | Nodroth is great god who all good and all strong. You should feel big 		
CF | shame that you want be bad at Nodroth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | What? Me not get. Man in sky? Ah, me know. You mean sun or moon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | Princess? Me not heard of her. Me shall find out some time if she need 		
CF | be saved. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | He seem weak, but he with [Nodroth], so me know is great and good. 		
CF | 		
CF | > 		DavidW asks, "Maybe we do need to see the rat queen?"
DavidW says (to ClubFloyd), "help" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > HELP 		
CF | 		
CF | Me made to fight, not talk. So me not get what you say. 		
CF | 		
CF | > 		Knight_Otu says, "My impression is that we wouldn't see her, Lissa just relays her words."
		Jade asks, "we know all we need?"
		DavidW says, "Also, I think the rat queen would just be the game's in-game help system."
		Knight_Otu says, "That, too."
		DavidW says, "We're at 25/26 so we seem to be one topic short."
		Knight_Otu says (to Jade), "We are missing one topic. We have a pretty good grasp at what seems to be going on though."
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | Dry blood on my sword move! That big strange. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks, "Try it on the princess?"
		Knight_Otu says, "We could."
		DavidW asks, "or with Jolo?"
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Jolo Lurk 		
CF | If it isn't my favourite not-member of the ruling classes. Although, 		
CF | how exactly you intend to help me and my brothers and sisters, I still 		
CF | have no idea. 		
CF | 		
CF | > 		Jacqueline asks, "Can you just say XYZZY or do you have to type all that out?"
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | Strange... All the dials just spiked briefly... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | Princess Arotha 		
CF | Welcome once again, visitor, to my preservation dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | How quaint and useless. Couldn't you have spoken some entertaining 		
CF | images or talked the cushions into a dance? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "options" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > OPTIONS 		
CF | 		
CF | (Special commands: OUTPUT will change the way topics are highlighted. 		
CF | SAVE your place and RESTORE it later. UNDO mistakes. CREDITS lists the 		
CF | people who made this game possible.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "credits" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > CREDITS 		
CF | 		
CF | (Weird City Interloper 		
CF | An interactive tale of strange conspiracy by C.E.J. Pacian 		
CF | Release 1 / Serial number 140613 / Inform 7 build 6G60 (I6/v6.32 lib 		
CF | 6/12N) 		
CF | Special thanks to George Oliver, Emily Boegheim and Konstantinos 		
CF | "Gnome" Dimopoulos for beta testing.) 		
CF | 		
CF | > 		DavidW asks, "So which person/topic have I missed?"
		DavidW says, "We can still visit the rat queen."
Knight_Otu presses the yellow enter button. 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | (People you've learned of: [Orz the City Gate Barnacle], [Lissa 		
CF | Ratdaughter], [Archnecrobishop Tir], [Zook Spiralhouse], [Jolo Lurk], 		
CF | [Xarthine the Shadowsmith], [High Slimepriest Salyndo], [Slab Knight 		
CF | Grok Steelthew], [Isa of the Mist], [Princess Arotha] and [Nodroth].) 		
CF | 		
CF | (Some topics of interest: [trade], [worship], [Ironkings], 		
CF | [puppetguard], [stenchworks], [underslums], [ex gods], [hanging 		
CF | sanctum], [Zendon], [smokelord], [heretics], [lingomancy], 		
CF | [godharness] and [ethernaut].) 		
CF | 		
CF | (You have also learned the lingomantic phrase [xi yelandi zoc zocen 		
CF | yi].) 		
CF | 		
CF | (Or say [farewell] to return to Lissa Ratdaughter.) 		
CF | 		
CF | > 		Jade says, "uf, I dont know"
		Jade says, "try help"
		DavidW says, "I haven't used the heretics topic everywhere."
		Knight_Otu asks, "Have we talked with lissa about all topics?"
		DavidW says, "Perhaps not."
DavidW says (to ClubFloyd), "quite" 		
CF ] [Princess Arotha] 25/26 		
CF | 		
CF | > QUITE 		
CF | 		
CF | Do not be alarmed, mortal. It is entirely normal to speak in tongues 		
CF | while within the influence of my preservation dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | I don't associate well enough with humans to know too many, but if 		
CF | you're looking to meet people from any walk of life, [Zook 		
CF | Spiralhouse] has probably met them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ethernaut" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > ETHERNAUT 		
CF | 		
CF | I can find you almost anyone in the city, boss, but beyond the vault 		
CF | of the sky? They say there aren't even rats up there. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | Even there, there's rats. You can tell cos every so often one falls 		
CF | off and splats on the courtyard below. Rest their soul. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lingomancy" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > LINGOMANCY 		
CF | 		
CF | Rats rule the world without ever speaking a syllable, but I can see 		
CF | how the odd spellword might be useful, from time to time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "heretics" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > HERETICS 		
CF | 		
CF | I don't associate well enough with humans to know too many, but if 		
CF | you're looking to meet people from any walk of life, [Zook 		
CF | Spiralhouse] has probably met them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | Can't say I don't get a sense of satisfaction at the idea of those at 		
CF | the top getting a taste of their own medicine. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | Zook Spiralhouse 		
CF | Greetings, friend. Take a seat and drink of my milk. For you, it's on 		
CF | the house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hanging sanctum" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > HANGING SANCTUM 		
CF | 		
CF | A floating part of the city! Well I can never crawl up there, can I? 		
CF | Not that there's any customers to be found within besides [Nodroth] 		
CF | and that big vat-grown fellow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | He used to visit me back before all this [Nodroth] business. The kind 		
CF | of fellow I always had to keep half a photoreceptor on. Very 		
CF | untrustworthy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xi yelandi zoc zocen yi" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > XI YELANDI ZOC ZOCEN YI 		
CF | 		
CF | Any dead in my shell get shit right out, stranger, so you're out of 		
CF | luck here. 		
CF | 		
CF | > 		Krumar says, "Oh my"
DavidW says (to ClubFloyd), "orz" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > ORZ 		
CF | 		
CF | He's never visited me, for entirely understandable reasons. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | For all my years, I've seen humans strive to shackle the almighty to 		
CF | their petty and jealous desires. It was always just a matter of time 		
CF | before you only bloody went and did it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Zook Spiralhouse] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | I did once crawl through the diplomatic quarter, on account of I heard 		
CF | she wanted to see me from her bubble. I couldn't see her, though. 		
CF | Shame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | You hide face, but me know it still you. You not pass. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "me" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > ME 		
CF | 		
CF | Me made to fight, not talk. So me not get what you say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ironkings" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > IRONKINGS 		
CF | 		
CF | They make things from steel long time in past. Why make from steel 		
CF | when can use flesh and make knight like me? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "grok" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | Great man grow me in big jar, teach me to fight for great and good. 		
CF | Then great man die, so me go find more great and good to fight for. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Slab Knight Grok Steelthew] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | What? No! It all make sense now! Me have been tricked! Me feel great 		
CF | sad now... 		
CF | 		
CF | You help [Nodroth], me not stop you now. Me let you pass. But me stay 		
CF | here, keep protect [Nodroth] from bad. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | Oh, and just lemme know if you need [help]. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | You think you can just stroll up to a deity and strike up a 		
CF | conversation like nobody's business? It'd be like a rat expecting to 		
CF | chat with a human instead of getting stomped on. A human not raised by 		
CF | rats, obviously. 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | You go in there, you brave. Me look in just a bit and me feel big 		
CF | fear. Me not know a god be so big and strange. How have so many bits 		
CF | and each bit be lots of things at same time? It make head hurt. 		
DavidW pushes the green 'space' button. 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | Nodroth 		
CF | friend 		
CF | 		
CF | help please 		
CF | 		
CF | friend 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nodroth" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > NODROTH 		
CF | 		
CF | i am 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "godharness" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > GODHARNESS 		
CF | 		
CF | find it 		
CF | 		
CF | say these words 		
CF | 		
CF | [pi lonzo unagno ge huk] 		
CF | 		
CF | > 		Knight_Otu says, "Plugh."
		DavidW says, "P L U G H"
		MoyTravis says, "uh, interesting, did this happen the last time"
		Jacqueline says, "nice"
		Knight_Otu says, "I think we never asked him about the godharness."
		Jade says, "odd indeed, but cool"
		DavidW asks, "so, if we say that in the stenchworks, the godharness stops working?"
		Knight_Otu says, "Possibly."
		DavidW asks, "Or ask Xarthine about PLUGH first?"
DavidW says (to ClubFloyd), "isa" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > ISA 		
CF | 		
CF | she lingers 		
CF | 		
CF | for you 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stenchworks" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > STENCHWORKS 		
CF | 		
CF | something is 		
CF | 		
CF | there 		
CF | 		
CF | i know it 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slimepriest" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > SLIMEPRIEST 		
CF | 		
CF | my captor 		
CF | 		
CF | my tormentor 		
CF | 		
CF | slave to his own tiny mind 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | a man 		
CF | 		
CF | in a shell 		
CF | 		
CF | of principles 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "zook" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > ZOOK 		
CF | 		
CF | even she 		
CF | 		
CF | is mortal 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "princess" 		
CF ] [Nodroth] 25/26 		
CF | 		
CF | > PRINCESS 		
CF | 		
CF | polar opposites 		
CF | 		
CF | held together 		
CF | 		
CF | in one 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "xarthine" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > XARTHINE 		
CF | 		
CF | Xarthine the Shadowsmith 		
CF | Welcome back, stranger. While we chat, feel free to browse my wares - 		
CF | and perhaps even buy some of them... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pi lonzo unagno ge huk" 		
CF ] [Xarthine the Shadowsmith] 25/26 		
CF | 		
CF | > PI LONZO UNAGNO GE HUK 		
CF | 		
CF | (Nodroth 		
CF | dangerous words 		
CF | 		
CF | speak them only in the right place) 		
CF | 		
CF | Xarthine the Shadowsmith 		
CF | I'm not sure what you mean, but if I can sell it to you, I will. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "farewell" 		
CF ] [Lissa Ratdaughter] 25/26 		
CF | 		
CF | > FAREWELL 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Who are we going to see next, boss? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jolo" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > JOLO 		
CF | 		
CF | Jolo Lurk 		
CF | If it isn't my favourite not-member of the ruling classes. Although, 		
CF | how exactly you intend to help me and my brothers and sisters, I still 		
CF | have no idea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pi lonzo unagno ge huk" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > PI LONZO UNAGNO GE HUK 		
CF | 		
CF | What were those words, stranger? Lingomancy? It feels like someone 		
CF | walked over my grave... 		
CF | 		
CF | No, wait, it feels like... Oh, bloody hell! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Stenchlass 		
CF | Jolo, every dial is in the red! The pipes are buckling and the vents 		
CF | are at capacity! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Lissa Ratdaughter 		
CF | You figured it out, boss! It's the stenchworks. The stenchworks 		
CF | are the godharness. 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Jolo Lurk 		
CF | These readings are like nothing I've seen... Evacuate the stenchworks! 		
CF | Get everyone to safety! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Vice Chief Miasman 		
CF | It's no safer outside! The hanging sanctum is falling out of the sky! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Boss... what do we do? Boss? 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Nodroth 		
CF | thank you 		
CF | 		
CF | look after your world 		
CF | 		
CF | i shall not return 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | High Slimepriest Salyndo 		
CF | No! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | No! Stay away! I control you! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | Noooooooo! 		
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | Lissa Ratdaughter 		
CF | Holy... 		
CF | 		
CF | I've never seen a god before... it looks bloody weird! Guess it went 		
CF | somewhere when it faded away like that. Well, good riddance and good 		
CF | luck to it. 		
CF | 		
CF | Don't think you need that hood anymore, boss. The puppetguard are 		
CF | lying useless in the streets and, yeah, you saw what happened to the 		
CF | High Slimepriest. 		
CF | 		
CF | So, this is goodbye. The rat queen needs me elsewhere. Always 		
CF | something important happening in Zendon. If you stick around, you'll 		
CF | find that out soon enough. 		
CF | 		
CF | And I hope you will stick around. If you do, I'll find you 		
CF | some other day. If you don't, then I guess we'll only meet in our 		
CF | dreams. 		
CF | 		
CF | Either way, your life is your own from here on, friend. 		MoyTravis says, "gg"
DavidW pushes the green 'space' button. 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | 		
CF | 		
CF | *** Farewell *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, view the CREDITS or hear from GROK? 		
CF | > 		DavidW asks, "Looks like I missed a topic but didn't need it?"
		Jade says, "25/26..."
		MoyTravis says, "Seems so."
		Jacqueline says, "llp"
		Jacqueline says, "heh"
		Knight_Otu says, "Last Lousy Topic"
		Jacqueline says, "hee"
		DavidW says, "heh"
		Jacqueline says, "That was very interesting."
		MoyTravis exclaims, "I liked it!"
		DavidW says, "It was very different."
		DavidW says, "I did enjoy the writing a lot."
		Knight_Otu says, "It sure was a weird city, and we sure were a weird interloper."
		Knight_Otu says, "An interesting world that this game painted."
		Knight_Otu says, "Very glad we played it."
		DavidW says, "yeah, me too"
		PhilGoetz says, "yeah, some nice writing."
		Krumar asks, "Are we going to hear from Grok?"
		Jade says, "It wass different but cool"
		Jacqueline says, "Thanks, all. And thanks for all the driving, DW."
		MoyTravis exclaims, "Well, thanks for driving!"
		MoyTravis says, "That was fun! I'm'a log now, cya'll later."
		DavidW says, "thanks everyone"
Knight_Otu says (to ClubFloyd), "grok" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | When thing fall from sky, me think me dead. But Nodroth catch me and 		
CF | say nice thing to me. Me think me leave this place now. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, view the CREDITS or hear from GROK? 		
CF | > 		MoyTravis says, "wait no hear from grok"
		MoyTravis says, "what does grok have to say"
		DavidW says, "I missed that GROK had a last line."
		DavidW says, "cool"
Knight_Otu says (to ClubFloyd), "grok" 		
CF ] [Jolo Lurk] 25/26 		
CF | 		
CF | > GROK 		
CF | 		
CF | 		
CF | Slab Knight Grok Steelthew 		
CF | When thing fall from sky, me think me dead. But Nodroth catch me and 		
CF | say nice thing to me. Me think me leave this place now. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, view the CREDITS or hear from GROK? 		
CF | > 		MoyTravis says, "Oh, that WAS hearing from grok. huh."
		MoyTravis says, "Okay, thanks! I'm gonna actually log now."
		DavidW says, "bye all"
		Knight_Otu says, "Just the one line, but nice to know he was saved by his god."
DavidW focuses on his crystal and fades away into a silver haze in the light. 		Jade says, "bye, GG"
		Krumar says, "Good bye all"
Krumar goes home. 		PhilGoetz exclaims, "bye!"
		Jade says, "have a nice week"
		Jacqueline exclaims, "Bye!"
		Knight_Otu exclaims, "Good night everyone!"



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ClubFloyd Transcript:
The Blue Lettuce by Caleb Wilson
As played on ifMUD on February 27, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Blue Lettuce written by Caleb Wilson. The Blue Lettuce was released in 2021 as part of the Text Adventure Literacy Jam. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask bluelettuce" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You are a groundhog who lives in a wizard's garden. 		
CF | 		
CF | There are lots of tasty magical plants to eat here. But today, the 		
CF | tastiest plant of all, the blue lettuce, is finally ripe: you can 		
CF | smell it on the wind! 		
CF | 		
CF | Today, you will find the blue lettuce and eat it. 		
CF | 		
CF | 		
CF | Press a key to continue... 		
DavidW pushes the green 'space' button. 		
CF ] Your Burrow 		
CF | 		
CF | The Blue Lettuce 		
CF | A Tutorial Adventure by Caleb Wilson 		
CF | Release 1 / Serial number 210404 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | If you get lost, type HELP at the > and press enter! 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. Type UP at the > to try climbing 		
CF | up it. 		
CF | 		
CF | A mint plant has rolled right over the top of the tunnel. Type X 		
CF | MINT at the > to examine the mint more closely. 		
CF | 		
CF | A penny lies here. Type TAKE PENNY at the > to pick it up. 		
CF | 		
CF | > 		Pinkunz says, "If Blue Lettuce is already loaded, I vote 2, otherwise 1."
Pinkunz has arrived. 		Jacqueline says, "Yeah, think we're doing it."
DavidW says (to ClubFloyd), "x penny" 		
CF ] Your Burrow 		
CF | > 		
CF | > X PENNY 		
CF | 		
CF | It's very shiny. You have heard that people drop pennies like this in 		
CF | water to make wishes come true. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x mint" 		
CF ] Your Burrow 		
CF | > 		
CF | > X MINT 		
CF | 		
CF | This big plant is a tumble mint, which rolls around the wizard's 		
CF | garden getting in the way. It looks tasty. 		
CF | 		
CF | Type EAT MINT to eat it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take penny" 		
CF ] Your Burrow 		
CF | > 		
CF | > TAKE PENNY 		
CF | 		
CF | Taken. 		
CF | 		
CF | If you want to get rid of it, you can DROP PENNY. To remember what 		
CF | you're carrying, type I. 		
CF | 		
CF | > 		Jacqueline says, "Oops, I'll let you drive... breakfast is here."
Pinkunz says (to ClubFloyd), "look" 		
CF ] Your Burrow 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. Type UP at the > to try climbing 		
CF | up it. 		
CF | 		
CF | A mint plant has rolled right over the top of the tunnel. Type X 		
CF | MINT at the > to examine the mint more closely. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
DavidW has left. 		
DavidW has arrived. 		DavidW says, "sorry, lost my connection"
		Pinkunz says, "No worries."
		Pinkunz says, "Push mint?/"
DavidW says (to ClubFloyd), "x penny" 		
CF ] Your Burrow 		
CF | > 		
CF | > X PENNY 		
CF | 		
CF | It's very shiny. You have heard that people drop pennies like this in 		
CF | water to make wishes come true. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take penny" 		
CF ] Your Burrow 		
CF | > 		
CF | > TAKE PENNY 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push mint" 		
CF ] Your Burrow 		
CF | > 		
CF | > PUSH MINT 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat mint" 		
CF ] Your Burrow 		
CF | > 		
CF | > EAT MINT 		
CF | 		
CF | Chomp, chomp, you gobble down the tumble mint. It's delicious and your 		
CF | mouth feels fresh. 		
CF | 		
CF | Now where were we? Type LOOK to look around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Your Burrow 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. Type UP at the > to try climbing 		
CF | up it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Hillside 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the tunnel and emerge into the sunlight. 		
CF | 		
CF | Groundhogs like to examine everything! Type X and then the name of 		
CF | all the things you see here to learn more about them. 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. Type NORTH to follow it. 		
CF | 		
CF | A tunnel leads down to your burrow. Since you typed UP to get 		
CF | here, if you want to go back to your burrow, type DOWN. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x canal" 		
CF ] Hillside 		
CF | > 		
CF | > X CANAL 		
CF | 		
CF | The water is still and deep. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sun" 		
CF ] Hillside 		
CF | > 		
CF | > X SUN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "x path" 		
CF ] Hillside 		
CF | > 		
CF | > X PATH 		
CF | 		
CF | This small path was formed by you going to and from your burrow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hill" 		
CF ] Hillside 		
CF | > 		
CF | > X HILL 		
CF | 		
CF | The hillside is a pleasant place, but there is no blue lettuce here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Hillside 		
CF | > 		
CF | > X ME 		
CF | 		
CF | One day a magical potion dripped on your head. It made your fur glow 		
CF | and it made you very smart. 		
CF | 		
CF | > 		Pinkunz says, "I'll let you drive."
DavidW says (to ClubFloyd), "l" 		
CF ] Hillside 		
CF | > 		
CF | > L 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. Type NORTH to follow it. 		
CF | 		
CF | A tunnel leads down to your burrow. Since you typed UP to get 		
CF | here, if you want to go back to your burrow, type DOWN. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | Remember to LOOK if you forget where you are, and to X everything. 		
CF | You can even type X ME to look at yourself. 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A tall pole stands near the dock. A gourd is balanced on the top of 		
CF | the pole, high above your head. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pole" 		
CF ] Dock 		
CF | > 		
CF | > X POLE 		
CF | 		
CF | A tall and thin wooden pole. It looks wobbly. 		
CF | 		
CF | Sometimes you can move things. Type PUSH POLE to see if you can 		
CF | knock the gourd down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push pole" 		
CF ] Dock 		
CF | > 		
CF | > PUSH POLE 		
CF | 		
CF | The pole wobbles. 		
CF | 		
CF | The bell gourd falls to the ground with a loud jingle. 		
CF | 		
CF | Something heard the jingling! A lily as large as a boat floats toward 		
CF | you down the canal and stops at the dock. 		
CF | 		
CF | Type LOOK to see what has changed in this room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Dock 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A gourd lies on the ground beside the pole. Now you can reach the 		
CF | gourd. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gourd" 		
CF ] Dock 		
CF | > 		
CF | > X GOURD 		
CF | 		
CF | The gourd is a knobby vegetable shaped like a jingle bell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Dock 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ring it" 		
CF ] Dock 		
CF | > 		
CF | > RING IT 		
CF | 		
CF | You shake the gourd like bell: jingle-jingle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x illy" 		
CF ] Dock 		
CF | > 		
CF | > X ILLY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lily" 		
CF ] Dock 		
CF | > 		
CF | > X LILY 		
CF | 		
CF | A huge pink flower floats in the water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Dock 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dock" 		
CF ] Dock 		
CF | > 		
CF | > X DOCK 		
CF | 		
CF | The dock sticks out over the water to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter lily" 		
CF ] Dock 		
CF | > 		
CF | > ENTER LILY 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Canal 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		DavidW says, "I bet a lily IS something you enter!"
		Pinkunz says, "Lily wouldn't appreciate that."
		DavidW asks, "If the lettuce is north, shouldn't we ignore the lily?"
		DavidW asks (of Pinkunz), "You want to gild her instead?"
		Pinkunz says, "I keep an open mind."
		Knight_Otu asks, "What if the lettuce is behind a lock, nd the key is the other direction?"
DavidW says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | You hop off the lily and scramble up the bank to the north. 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		DavidW asks, "A squash dragon?"
DavidW says (to ClubFloyd), "x dragon" 		
CF ] Field 		
CF | > 		
CF | > X DRAGON 		
CF | 		
CF | The squash dragon is striped green and orange and covered with bumps. 		
CF | It's deep asleep, curled up like a gigantic cat, blocking the path to 		
CF | the north. 		
CF | 		
CF | > 		Pinkunz says, "That's a dragon-sized lock right there."
		Knight_Otu says, "Is a dragon a lock? It's more lkely than you'd think."
DavidW says (to ClubFloyd), "eat dragon" 		
CF ] Field 		
CF | > 		
CF | > EAT DRAGON 		
CF | 		
CF | You nibble the tip of the sleeping squash dragon's tail. It tastes 		
CF | delicious, but dangerous. 		
CF | 		
CF | > 		Jacqueline says, "hee"
		Pinkunz says, "Cute."
DavidW says (to ClubFloyd), "jump over dragon" 		
CF ] Field 		
CF | > 		
CF | > JUMP OVER DRAGON 		
CF | 		
CF | Type just one or two words at a time. 		
CF | 		
CF | > 		Knight_Otu says, "This sure is a magical garden."
DavidW says (to ClubFloyd), "jump" 		
CF ] Field 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | Groundhogs don't like to jump except in emergencies. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tickle dragon" 		
CF ] Field 		
CF | > 		
CF | > TICKLE DRAGON 		
CF | 		
CF | The dragon twitches but doesn't wake up. Maybe you could make a loud 		
CF | noise to startle it awake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ring gourd" 		
CF ] Field 		
CF | > 		
CF | > RING GOURD 		
CF | 		
CF | You shake the gourd like bell: jingle-jingle. 		
CF | 		
CF | The squash dragon snorts in its sleep but doesn't wake up. It looks 		
CF | like the jingling of the gourd isn't loud enough for it to notice. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yell" 		
CF ] Field 		
CF | > 		
CF | > YELL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cry" 		
CF ] Field 		
CF | > 		
CF | > CRY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "okay, maybe a noisemakeer is on the other side of the river."
		Pinkunz says, "If the game prompts you to explore every direction, I suspect the solution to the dragon is elsewhere."
		DavidW says, "Probably a baby."
DavidW says (to ClubFloyd), "s" 		
CF ] Canal 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter lily" 		
CF ] Canal 		
CF | > 		
CF | > ENTER LILY 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Near Roots 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vines" 		
CF ] Near Roots 		
CF | > 		
CF | > X VINES 		
CF | 		
CF | The vines look sturdy, and you think you could easily go up them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Trunk 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | A bright red trumpet flower dangles here from a curly stem. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take trumpet" 		
CF ] Trunk 		
CF | > 		
CF | > TAKE TRUMPET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Trunk 		
CF | > 		
CF | > X IT 		
CF | 		
CF | It's shaped just like a trumpet. Maybe you could even blow it to make 		
CF | a loud noise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow it" 		
CF ] Trunk 		
CF | > 		
CF | > BLOW IT 		
CF | 		
CF | You blow the flower like a trumpet: FWEEEEEEE-FWAAAAAAA! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Top of the Vines 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Top of the Vines 		
CF | High above the wizard's garden on a tangle of vines the sun is warm 		
CF | but the breeze is strong. 		
CF | 		
CF | A berry bobs high over your head on a thorny stem. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > X BERRY 		
CF | 		
CF | It's a pink sky berry. It looks delicious. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > TAKE BERRY 		
CF | 		
CF | The berry is out of reach on its thorny stem. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shake vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > SHAKE VINE 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > PUSH VINE 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > CLIMB VINE 		
CF | 		
CF | The vines don't go any higher. The berry dangles out of reach above 		
CF | you on a thorny stem. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Top of the Vines 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a trumpet flower 		
CF | a bell gourd 		
CF | a penny 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit berry with trumpet" 		
CF ] Top of the Vines 		
CF | > 		
CF | > HIT BERRY WITH TRUMPET 		
CF | 		
CF | Type just one or two words at a time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > HIT BERRY 		
CF | 		
CF | The berry is out of reach on its thorny stem. 		
CF | 		
CF | > 		DavidW says, "hmph"
		Pinkunz says, "TALJ games had a 2-word parser restriction"
DavidW says (to ClubFloyd), "chew vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > CHEW VINE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > PLAY VINE 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		Pinkunz says, "Download vine."
		DavidW says, "yeah, Vine was discontinued."
DavidW says (to ClubFloyd), "download vine" 		
CF ] Top of the Vines 		
CF | > 		
CF | > DOWNLOAD VINE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Trunk 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Near Roots 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Canal 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play trumpet" 		
CF ] Field 		
CF | > 		
CF | > PLAY TRUMPET 		
CF | 		
CF | You blow the flower like a trumpet: FWEEEEEEE-FWAAAAAAA! 		
CF | 		
CF | The squash dragon snorts awake! It yawns and grumbles before rolling 		
CF | itself away through the bushes to find a quieter napping place. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. If you want to give something to the 		
CF | crane, type GIVE and whatever you want to hand over. 		
CF | 		
CF | The crane statue says, "Ticket, please." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crane" 		
CF ] Craneyard 		
CF | > 		
CF | > X CRANE 		
CF | 		
CF | The crane statue is made of metal and glass. While you examine it, it 		
CF | examines you back with shining eyes. 		
CF | 		
CF | > 		Pinkunz asks, "Penny or berry?"
		DavidW says, "I guess it's a crane game."
		DavidW says, "We don't have a berry"
		DavidW says, "And it wants a ticket."
DavidW says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | The crane statue leans down and blocks your way with its metal beak. 		
CF | "Sorry, you are not allowed to visit the lettuce without a ticket." 		
CF | 		
CF | > 		Pinkunz says, "I know that, I meant what do you think it would accept."
		DavidW says, "TICKET"
		Pinkunz says, "Nicer than Harrison Ford."
		Knight_Otu says, "We're probably buying the ticket with the penny."
		DavidW says, "I think we must explore elsewhere."
DavidW says (to ClubFloyd), "w" 		
CF ] Craneyard 		
CF | > 		
CF | > W 		
CF | 		
CF | From here, you can go north and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Field 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sign" 		
CF ] Hedges 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | The wizard put up this sign to let visitors to the garden know the 		
CF | rules. It reads: 		
CF | 		
CF | "TICKET REQUIRED TO VISIT LETTUCE 		
CF | DO NOT EAT ANYTHING 		
CF | DO NOT SWIM CANAL 		
CF | DO NOT CLIMB VINES." 		
CF | 		
CF | Of course, these rules only apply to the garden's human visitors, not 		
CF | to you! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fish" 		
CF ] Hedges 		
CF | > 		
CF | > X FISH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machine" 		
CF ] Hedges 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | The machine's silver scales glitter in the sunlight. You wonder what 		
CF | might happen if you pushed that button on its forehead. 		
CF | 		
CF | > 		Pinkunz asks, "If those rules only apply to humans, then why do you need a ticket?"
		DavidW says, "ooo."
		DavidW says, "You should tell the wizard that."
		Knight_Otu asks, "Because the crane is enchanted to require a ticket?"
		Pinkunz says, "Inconsistent wizards."
		DavidW says, "But you can only use two words at a time."
		Pinkunz says, "Rules bad."
DavidW says (to ClubFloyd), "x button" 		
CF ] Hedges 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | A silver button sticks out of the fish machine's forehead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Hedges 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | A green paper ticket comes out of the silver machine's mouth and falls 		
CF | onto the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ticket" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE TICKET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ticket" 		
CF ] Hedges 		
CF | > 		
CF | > X TICKET 		
CF | 		
CF | It's a slip of green paper that says "ADMIT ONE" on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Hedges 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | You don't want to go west, that's the way out of the garden. There are 		
CF | too many tasty plants here for you to want to leave! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. If you want to give something to the 		
CF | crane, type GIVE and whatever you want to hand over. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give ticket" 		
CF ] Craneyard 		
CF | > 		
CF | > GIVE TICKET 		
CF | 		
CF | The crane statue leans down and takes the ticket with its beak. 		
CF | "Welcome to the garden, visitor," says the statue, "please follow all 		
CF | the rules." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lettuce" 		
CF ] Greenhouse 		
CF | > 		
CF | > X LETTUCE 		
CF | 		
CF | The blue lettuce is the color of the sky on a summer day, just like 		
CF | this one. It looks impossibly tasty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x frame" 		
CF ] Greenhouse 		
CF | > 		
CF | > X FRAME 		
CF | 		
CF | The frame is like a box made of glass to protect the lettuce. It's 		
CF | closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open frame" 		
CF ] Greenhouse 		
CF | > 		
CF | > OPEN FRAME 		
CF | 		
CF | You open the glass frame. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take lettuce" 		
CF ] Greenhouse 		
CF | > 		
CF | > TAKE LETTUCE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jade has arrived. 		
DavidW says (to ClubFloyd), "eat lettuce" 		
CF | > 		
CF | > EAT LETTUCE 		
CF | 		
CF | You have been imagining this moment for so long! 		
CF | 		
CF | Press a key to continue... 		
DavidW pushes the green 'space' button. 		
CF ] Greenhouse 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Crunch, crunch, crunch, you gobble up the blue lettuce. 		
CF | 		
CF | And now the blue lettuce is gone... until it ripens again next year. 		
CF | 		
CF | 		
CF | 		
CF | *** You win! *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | (Are you still hungry? There are 8 tasty magical plants in the garden, 		
CF | and you tasted 3 of them this time. Play again by typing RESTART, and 		
CF | see if you can taste all 8! Type SCORE when you're playing see how 		
CF | many you've found.) 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | 		
CF | > 		
Pinkunz says, "Hi Jade." 		Jade says, "hello"
		Knight_Otu says, "Hey Jade."
		DavidW asks, "There were 8 edibles?"
		Jade says, "sorry, I am late"
		DavidW says, "We started late too."
		Pinkunz says, "Hi Jade. Haven't missed too much. We spent an hour doing the Netflix scroll."
		Jade asks, "what is the game?"
		Jacqueline says (to Jade), "Welcome! You... logged in just as they finished a game.'"
		DavidW says, "Blue Lettuce"
		Knight_Otu says, "I guess the jingle gourd, the vine, and r´the berry, at least."
		Pinkunz says, "The mint."
		Pinkunz says, "You never got the berry."
		DavidW asks, "Maybe the trumpet flower is edible?"
		DavidW says, "Don't know how to get the berry."
DavidW says (to ClubFloyd), "score" 		
CF ] Greenhouse 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | Please give one of the answers above. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | 		
CF | > 		Knight_Otu says, "Right, the trumpet flower."
		Pinkunz says, "Mint, trumpet, blue lettuce, (dragon)."
		Jade says, "ok, I have already played it"
		DavidW says, "oh, right, we did eat a bit of dragon."
		Knight_Otu says, "...Pinkunz I was trying to list the plants we didn't taste."
		DavidW asks (of Pinkunz), "do you want to restart and drive and do better?"
		DavidW says, "We never used the penny anywhere."
		Pinkunz says (to Knight_Otu), "My bad, misread that."
		Knight_Otu says, "No worries."
		Pinkunz says (to DW), "I can drive, no promise I'll do better, lol."
		DavidW says, "That sign suggested that swimming is possible."
		Knight_Otu says, "The penny is likely too small to stand on, so it doesn't help us get the berry."
		Knight_Otu asks, "I guess the lily might be edible?"
Pinkunz says (to ClubFloyd), "restart" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You are a groundhog who lives in a wizard's garden. 		
CF | 		
CF | There are lots of tasty magical plants to eat here. But today, the 		
CF | tastiest plant of all, the blue lettuce, is finally ripe: you can 		
CF | smell it on the wind! 		
CF | 		
CF | Today, you will find the blue lettuce and eat it. 		
CF | 		
CF | 		
CF | Press a key to continue... 		DavidW asks, "maybe?"
Pinkunz says (to ClubFloyd), "look" 		
CF ] Your Burrow 		
CF | 		
CF | The Blue Lettuce 		
CF | A Tutorial Adventure by Caleb Wilson 		
CF | Release 1 / Serial number 210404 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | If you get lost, type HELP at the > and press enter! 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. Type UP at the > to try climbing 		
CF | up it. 		
CF | 		
CF | A mint plant has rolled right over the top of the tunnel. Type X 		
CF | MINT at the > to examine the mint more closely. 		
CF | 		
CF | A penny lies here. Type TAKE PENNY at the > to pick it up. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Your Burrow 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | penny: Taken. 		
CF | 		
CF | If you want to get rid of it, you can DROP PENNY. To remember what 		
CF | you're carrying, type I. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat mint" 		
CF ] Your Burrow 		
CF | > 		
CF | > EAT MINT 		
CF | 		
CF | Chomp, chomp, you gobble down the tumble mint. It's delicious and your 		
CF | mouth feels fresh. 		
CF | 		
CF | Now where were we? Type LOOK to look around. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "up" 		
CF ] Hillside 		
CF | > 		
CF | > UP 		
CF | 		
CF | You climb up the tunnel and emerge into the sunlight. 		
CF | 		
CF | Groundhogs like to examine everything! Type X and then the name of 		
CF | all the things you see here to learn more about them. 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. Type NORTH to follow it. 		
CF | 		
CF | A tunnel leads down to your burrow. Since you typed UP to get 		
CF | here, if you want to go back to your burrow, type DOWN. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | Remember to LOOK if you forget where you are, and to X everything. 		
CF | You can even type X ME to look at yourself. 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A tall pole stands near the dock. A gourd is balanced on the top of 		
CF | the pole, high above your head. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push pole" 		
CF ] Dock 		
CF | > 		
CF | > PUSH POLE 		
CF | 		
CF | The pole wobbles. 		
CF | 		
CF | The bell gourd falls to the ground with a loud jingle. 		
CF | 		
CF | Something heard the jingling! A lily as large as a boat floats toward 		
CF | you down the canal and stops at the dock. 		
CF | 		
CF | Type LOOK to see what has changed in this room. 		
CF | 		
CF | > 		Knight_Otu says, "(And belatedly, we only get two-word commands at best, so no STAND ON X anyway.)"
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Dock 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | bell gourd: Taken. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat gourd" 		
CF ] Dock 		
CF | > 		
CF | > EAT GOURD 		
CF | 		
CF | Chomp, chomp, you gobble up the bell gourd. It tastes sweet. 		
CF | 		
CF | > 		Pinkunz says, "Two down."
Pinkunz says (to ClubFloyd), "look" 		
CF ] Dock 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Canal 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Near Roots 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		DavidW says, "oh, there's a bank north of here."
		DavidW says, "north of canal"
Pinkunz says (to ClubFloyd), "n" 		
CF ] Near Roots 		
CF | > 		
CF | > N 		
CF | 		
CF | From here, you can go west and up. 		
CF | 		
CF | > 		Knight_Otu asks, "That's were the dragon is, isn't it?"
		Pinkunz says, "I thought that was lettuce-ward"
Pinkunz says (to ClubFloyd), "up" 		
CF ] Trunk 		
CF | > 		
CF | > UP 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | A bright red trumpet flower dangles here from a curly stem. 		
CF | 		
CF | > 		DavidW says, "dragon was north of dock. Also never went east of the vines."
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Trunk 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | trumpet flower: Taken. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "up" 		
CF ] Top of the Vines 		
CF | > 		
CF | > UP 		
CF | 		
CF | 		
CF | Top of the Vines 		
CF | High above the wizard's garden on a tangle of vines the sun is warm 		
CF | but the breeze is strong. 		
CF | 		
CF | A berry bobs high over your head on a thorny stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Top of the Vines 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Top of the Vines 		
CF | High above the wizard's garden on a tangle of vines the sun is warm 		
CF | but the breeze is strong. 		
CF | 		
CF | A berry bobs high over your head on a thorny stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "i" 		
CF ] Top of the Vines 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a trumpet flower 		
CF | a penny 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "throw penny" 		
CF ] Top of the Vines 		
CF | > 		
CF | > THROW PENNY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Pinkunz says, "meh"
		DavidW asks, "maybe blow the berry?"
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Top of the Vines 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | penny: Taken. 		
CF | pink sky berry: The berry is out of reach on its thorny stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "blow berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > BLOW BERRY 		
CF | 		
CF | The berry is out of reach on its thorny stem. 		
CF | 		
CF | > 		Pinkunz asks, "Any ideas?"
		DavidW says, "The winds suggest jumping with a parachute."
		Knight_Otu asks, "EAT STEM, perhaps?"
Pinkunz says (to ClubFloyd), "eat stem" 		
CF ] Top of the Vines 		
CF | > 		
CF | > EAT STEM 		
CF | 		
CF | Ouch! It has thorns, and doesn't look tasty anyway. 		
CF | 		
CF | > 		DavidW says, "Also go east from the base of the vines"
		Pinkunz says, "At least it was implemented."
		DavidW says, "and north of the vines"
Pinkunz says (to ClubFloyd), "e" 		
CF ] Top of the Vines 		
CF | > 		
CF | > E 		
CF | 		
CF | From here, you can go down. 		
CF | 		
CF | > 		Pinkunz says, "Is it bad that I would have loved that to be implemented as a suicidal leap, lol."
DavidW says (to ClubFloyd), "jump" 		
CF ] Top of the Vines 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | The berry is still too high on its thorny stem. Maybe you could bring 		
CF | it closer to you somehow. 		
CF | 		
CF | > 		Pinkunz says, "Children's game, right."
		Pinkunz says, "If no one has any more ideas, I'm heading down."
DavidW says (to ClubFloyd), "suck berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > SUCK BERRY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "bend stem" 		
CF ] Top of the Vines 		
CF | > 		
CF | > BEND STEM 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Pinkunz says, "Berry wouldn't appreciate that."
DavidW says (to ClubFloyd), "lasso berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > LASSO BERRY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "Maybe I know Berry more than you."
		Jade says, "from my review at IDB:"
		Pinkunz says, "Fair."
Pinkunz says (to ClubFloyd), "down" 		
CF ] Trunk 		
CF | > 		
CF | > DOWN 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Trunk 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "down" 		
CF ] Near Roots 		
CF | > 		
CF | > DOWN 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Near Roots 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		DavidW says, "And you're the one who wants to eat lily."
		Pinkunz says, "I didn't hear any complaints."
		DavidW says, "Go east or north."
Pinkunz says (to ClubFloyd), "eat vines" 		
CF ] Near Roots 		
CF | > 		
CF | > EAT VINES 		
CF | 		
CF | You bite at the vines but they are tough and tasteless. 		
CF | 		
CF | > 		Jade says, "A beautiful, botanical horticultural game. Very interesting, educational short one. It's recomendable for any begginer or advanced adventurer so the game is very refreshing. It fits in "lunchtime" game so it's a short one"
Pinkunz says (to ClubFloyd), "n" 		
CF ] Near Roots 		
CF | > 		
CF | > N 		
CF | 		
CF | From here, you can go west and up. 		
CF | 		
CF | > 		DavidW asks, "west then north?"
		Pinkunz says (to DW), "Sure."
Pinkunz says (to ClubFloyd), "w" 		
CF ] Canal 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Canal 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | You hop off the lily and scramble up the bank to the north. 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat grass" 		
CF ] Field 		
CF | > 		
CF | > EAT GRASS 		
CF | 		
CF | You eat up a blade of grass. It tastes fine but not very interesting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "score" 		
CF ] Field 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 2 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		DavidW says, "you can eat the dragon"
		Pinkunz says, "Grass doesn't count."
		Pinkunz says, "True."
Pinkunz says (to ClubFloyd), "eat dragon" 		
CF ] Field 		
CF | > 		
CF | > EAT DRAGON 		
CF | 		
CF | You nibble the tip of the sleeping squash dragon's tail. It tastes 		
CF | delicious, but dangerous. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Field 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 3 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		Pinkunz exclaims, "Hah! Dragon DOES count!"
Pinkunz says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat hedges" 		
CF ] Hedges 		
CF | > 		
CF | > EAT HEDGES 		
CF | 		
CF | You gnaw at the hedge but your teeth don't even leave a mark. It must 		
CF | be magic (and not the tasty kind). 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Hedges 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 3 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		DavidW says, "I didn't investigate the hedges."
Pinkunz says (to ClubFloyd), "x hedges" 		
CF ] Hedges 		
CF | > 		
CF | > X HEDGES 		
CF | 		
CF | These box hedges have been thickened with magic until they are 		
CF | stronger than any stone wall. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "climb hedges" 		
CF ] Hedges 		
CF | > 		
CF | > CLIMB HEDGES 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		DavidW says, "hmph"
Pinkunz says (to ClubFloyd), "eat machine" 		
CF ] Hedges 		
CF | > 		
CF | > EAT MACHINE 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat sign" 		
CF ] Hedges 		
CF | > 		
CF | > EAT SIGN 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "dig" 		
CF ] Hedges 		
CF | > 		
CF | > DIG 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "No secret onions."
Pinkunz says (to ClubFloyd), "x sign" 		
CF ] Hedges 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | The wizard put up this sign to let visitors to the garden know the 		
CF | rules. It reads: 		
CF | 		
CF | "TICKET REQUIRED TO VISIT LETTUCE 		
CF | DO NOT EAT ANYTHING 		
CF | DO NOT SWIM CANAL 		
CF | DO NOT CLIMB VINES." 		
CF | 		
CF | Of course, these rules only apply to the garden's human visitors, not 		
CF | to you! 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take sign" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE SIGN 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take machine" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE MACHINE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push button" 		
CF ] Hedges 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | A green paper ticket comes out of the silver machine's mouth and falls 		
CF | onto the ground. 		
CF | 		
CF | > 		DavidW says, "yeah, we need to try to swim instead of using the lily."
Pinkunz says (to ClubFloyd), "take ticket" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE TICKET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Hedges 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		DavidW asks, "oh, is the easel takeable?"
		Pinkunz says, "I will, let me move the dragon first."
		DavidW asks, "Can we stand on the easel?"
		Pinkunz exclaims, "!"
Pinkunz says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take easel" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE EASEL 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		Pinkunz says, "Meh. Great idea though."
		DavidW says, "wah"
Knight_Otu says (to ClubFloyd), "eat easel" 		
CF ] Hedges 		
CF | > 		
CF | > EAT EASEL 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		Pinkunz says, "Was thinking the sign could knock the berry down."
		DavidW says, "I thought it was a good idea too until it FAILED."
		Pinkunz says, "f e"
Pinkunz says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "blow trumpet" 		
CF ] Field 		
CF | > 		
CF | > BLOW TRUMPET 		
CF | 		
CF | You blow the flower like a trumpet: FWEEEEEEE-FWAAAAAAA! 		
CF | 		
CF | The squash dragon snorts awake! It yawns and grumbles before rolling 		
CF | itself away through the bushes to find a quieter napping place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Field 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. If you want to give something to the 		
CF | crane, type GIVE and whatever you want to hand over. 		
CF | 		
CF | The crane statue says, "Ticket, please." 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Craneyard 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. If you want to give something to the 		
CF | crane, type GIVE and whatever you want to hand over. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat crane" 		
CF ] Craneyard 		
CF | > 		
CF | > EAT CRANE 		
CF | 		
CF | You bite the crane statue's foot, which tastes like metal. The statue 		
CF | clacks its beak and says, "Do not eat anything in the garden, visitor, 		
CF | it is against the rules!" 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Craneyard 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 3 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		Pinkunz says, "Crane doesn't count."
Pinkunz says (to ClubFloyd), "give ticket" 		
CF ] Craneyard 		
CF | > 		
CF | > GIVE TICKET 		
CF | 		
CF | The crane statue leans down and takes the ticket with its beak. 		
CF | "Welcome to the garden, visitor," says the statue, "please follow all 		
CF | the rules." 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Craneyard 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Greenhouse 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat frame" 		
CF ] Greenhouse 		
CF | > 		
CF | > EAT FRAME 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x soil" 		
CF ] Greenhouse 		
CF | > 		
CF | > X SOIL 		
CF | 		
CF | The soil is rich and dark. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat soil" 		
CF ] Greenhouse 		
CF | > 		
CF | > EAT SOIL 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Craneyard 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Field 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Canal 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "swim" 		
CF ] Canal 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | Groundhogs don't like to swim. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat lily" 		
CF ] Canal 		
CF | > 		
CF | > EAT LILY 		
CF | 		
CF | You nibble a piece of the lily. It's delicious, but too big for you to 		
CF | eat the whole thing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Canal 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 4 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		Pinkunz says, "Lily does like to be eaten."
Pinkunz says (to ClubFloyd), "look" 		
CF ] Canal 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		DavidW asks, "The path was north of the burrow, but can we go off path?"
Pinkunz says (to ClubFloyd), "w" 		
CF ] Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pole" 		
CF ] Dock 		
CF | > 		
CF | > TAKE POLE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | From here, you can go south and east. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Hillside 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. 		
CF | 		
CF | A tunnel leads down to your burrow. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "down" 		
CF ] Your Burrow 		
CF | > 		
CF | > DOWN 		
CF | 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "dig" 		
CF ] Your Burrow 		
CF | > 		
CF | > DIG 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "i" 		
CF ] Your Burrow 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a penny 		
CF | a trumpet flower 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "blow trumpet" 		
CF ] Your Burrow 		
CF | > 		
CF | > BLOW TRUMPET 		
CF | 		
CF | You blow the flower like a trumpet: FWEEEEEEE-FWAAAAAAA! 		
CF | 		
CF | > 		Pinkunz says, "The blue lettuce and the trumpet flower should both count, that gets us to 6"
		DavidW says, "Maybe you should try giving the penny to the crane."
		Pinkunz says, "The berry gets us to 7. We're missing one."
		DavidW says, "I know. I am concerned."
		Pinkunz says (to DW), "Okay."
Pinkunz says (to ClubFloyd), "up" 		
CF ] Hillside 		
CF | > 		
CF | > UP 		
CF | 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. 		
CF | 		
CF | A tunnel leads down to your burrow. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Hillside 		
CF | > 		
CF | > E 		
CF | 		
CF | From here, you can go north and down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | From here, you can go south and east. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Canal 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Canal 		
CF | > 		
CF | > S 		
CF | 		
CF | From here, you can go north, east, and west. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "give penny" 		
CF ] Craneyard 		
CF | > 		
CF | > GIVE PENNY 		
CF | 		
CF | The crane statue leans down and takes the penny with its beak. "Thank 		
CF | you," says the statue, "this is mine now." 		
CF | 		
CF | > 		DavidW says, "yikes"
		Pinkunz asks, "Erm, what did that do?"
Pinkunz says (to ClubFloyd), "look" 		
CF ] Craneyard 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		DavidW says, "lose our penny"
		Knight_Otu says, "NOthing, I think."
Pinkunz says (to ClubFloyd), "x crane" 		
CF ] Craneyard 		
CF | > 		
CF | > X CRANE 		
CF | 		
CF | The crane statue is made of metal and glass. While you examine it, it 		
CF | examines you back with shining eyes. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Craneyard 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		Pinkunz asks, "Did we try to eat the penny?"
DavidW says (to ClubFloyd), "x eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > X EYES 		
CF | 		
CF | The crane statue's eyes shine like tiny lamps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > TAKE EYES 		
CF | 		
CF | The crane clacks its beak at you and says, "Please do not do that to 		
CF | my eyes." 		
CF | 		
CF | > 		Pinkunz says, "I'll take surprising implementations for 200, Alex."
DavidW says (to ClubFloyd), "eat eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > EAT EYES 		
CF | 		
CF | The crane clacks its beak at you and says, "Please do not do that to 		
CF | my eyes." 		
CF | 		
CF | > 		Knight_Otu says, "Nice touch."
DavidW says (to ClubFloyd), "x beak" 		
CF ] Craneyard 		
CF | > 		
CF | > X BEAK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Kinda sore about the penny."
		DavidW says, "yeah"
Pinkunz says (to ClubFloyd), "kill crane" 		
CF ] Craneyard 		
CF | > 		
CF | > KILL CRANE 		
CF | 		
CF | The crane statue moves out of your way, saying, "That is not allowed 		
CF | in the garden, visitor!" 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "climb crane" 		
CF ] Craneyard 		
CF | > 		
CF | > CLIMB CRANE 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		DavidW says, "Wasn't on the sign!"
		Pinkunz says, "Bad Rules"
Pinkunz says (to ClubFloyd), "look" 		
CF ] Craneyard 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Craneyard 		
CF | > 		
CF | > W 		
CF | 		
CF | From here, you can go north and south. 		
CF | 		
CF | > 		DavidW says, "you need a magic marker to edit the sign."
		Pinkunz asks, "Any ideas? Penny or berry related?"
		Pinkunz asks, "Did we try climbing the pole?"
		DavidW asks, "Did you try taking the sign from the easel?"
		DavidW asks, "Climb the pole?"
		Pinkunz says (to DW), "Yeah."
Pinkunz says (to ClubFloyd), "s" 		
CF ] Field 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		DavidW asks, "Dive?"
Pinkunz says (to ClubFloyd), "s" 		
CF ] Canal 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "dive" 		
CF ] Canal 		
CF | > 		
CF | > DIVE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat dock" 		
CF ] Dock 		
CF | > 		
CF | > EAT DOCK 		
CF | 		
CF | That's plainly inedible. 		
CF | 		
CF | > 		DavidW says, "search soil"
		Pinkunz says, "hmmm..."
Pinkunz says (to ClubFloyd), "climb pole" 		
CF ] Dock 		
CF | > 		
CF | > CLIMB POLE 		
CF | 		
CF | The pole is too thin and slippery for you to climb. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push pole" 		
CF ] Dock 		
CF | > 		
CF | > PUSH POLE 		
CF | 		
CF | The pole wobbles. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push harder" 		
CF ] Dock 		
CF | > 		
CF | > PUSH HARDER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "pull pole" 		
CF ] Dock 		
CF | > 		
CF | > PULL POLE 		
CF | 		
CF | The pole wobbles. 		
CF | 		
CF | > 		DavidW says, "Harder wouldn't like to be pushed."
		Pinkunz says, "Harder is Hardly my concern."
Pinkunz says (to ClubFloyd), "look" 		
CF ] Dock 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A huge lily shaped like a boat floats in the canal by the dock. 		
CF | Type EAST to ride the lily eastward along the canal. 		
CF | 		
CF | A tall pole stands near the dock. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "drink water" 		
CF ] Dock 		
CF | > 		
CF | > DRINK WATER 		
CF | 		
CF | You take a sip of water. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Dock 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 4 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		DavidW asks, "Did we try PULL VINE at the berry?"
		Pinkunz says, "going to search soil unless anyone has any ideas."
		Pinkunz says, "nope."
Pinkunz says (to ClubFloyd), "e" 		
CF ] Canal 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Near Roots 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "pull vine" 		
CF ] Near Roots 		
CF | > 		
CF | > PULL VINE 		
CF | 		
CF | It is fixed in place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "u" 		
CF ] Trunk 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "u" 		
CF ] Top of the Vines 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Top of the Vines 		
CF | High above the wizard's garden on a tangle of vines the sun is warm 		
CF | but the breeze is strong. 		
CF | 		
CF | A berry bobs high over your head on a thorny stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "pull stem" 		
CF ] Top of the Vines 		
CF | > 		
CF | > PULL STEM 		
CF | 		
CF | You carefully pull the stem down and the berry comes within reach. 		
CF | 		
CF | > 		DavidW says, "a-HA"
		Pinkunz exclaims, "Yay!"
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Top of the Vines 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | pink sky berry: Taken. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Well done!"
		DavidW says, "yasssss"
		Pinkunz asks, "Eat berry, or should be give that to that cursed bird as well?"
		DavidW says, "eat it"
		Knight_Otu exclaims, "Eat it!"
Pinkunz says (to ClubFloyd), "eat berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > EAT BERRY 		
CF | 		
CF | Chomp, you eat the pink sky berry in one bite. It tastes like the most 		
CF | delicious dessert you've ever had. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Top of the Vines 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 5 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		DavidW says, "That penny is probably related to the missing plant, though."
		Pinkunz says, "I have an idea."
Pinkunz says (to ClubFloyd), "d" 		
CF ] Trunk 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "d" 		
CF ] Near Roots 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Canal 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "blow trumpet" 		
CF ] Craneyard 		
CF | > 		
CF | > BLOW TRUMPET 		
CF | 		
CF | The crane statue notices the trumpet flower and says, "That trumpet 		
CF | flower is not yours, visitor!" It takes the flower with its metal 		
CF | beak. 		
CF | 		
CF | > 		Knight_Otu exclaims, "NOO!"
		Pinkunz exclaims, "@@!(@!*!"
		DavidW says, "Crane is clearly the villian here."
Pinkunz says (to ClubFloyd), "x crane" 		
CF ] Craneyard 		
CF | > 		
CF | > X CRANE 		
CF | 		
CF | The crane statue is made of metal and glass. While you examine it, it 		
CF | examines you back with shining eyes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > BREAK EYES 		
CF | 		
CF | The crane clacks its beak at you and says, "Please do not do that to 		
CF | my eyes." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kick eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > KICK EYES 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Pinkunz says, "I suspect I put the game in an unwinnable state in regards to full points."
DavidW says (to ClubFloyd), "extinquish eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > EXTINQUISH EYES 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "catch crane" 		
CF ] Craneyard 		
CF | > 		
CF | > CATCH CRANE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow eyes" 		
CF ] Craneyard 		
CF | > 		
CF | > BLOW EYES 		
CF | 		
CF | The crane clacks its beak at you and says, "Please do not do that to 		
CF | my eyes." 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "i" 		
CF ] Craneyard 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "search soil" 		
CF ] Craneyard 		
CF | > 		
CF | > SEARCH SOIL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, we're definitely still winnable."
		Pinkunz says, "True, but that wasn't the point of the replay."
		Knight_Otu says, "Full points, though, yes."
		DavidW says, "the soil is north from here"
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		DavidW says, "Try pushing the fish machine buttone again"
Pinkunz says (to ClubFloyd), "search soil" 		
CF ] Greenhouse 		
CF | > 		
CF | > SEARCH SOIL 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Craneyard 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Field 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push button" 		
CF ] Hedges 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The button clicks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | You don't want to go west, that's the way out of the garden. There are 		
CF | too many tasty plants here for you to want to leave! 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push button" 		
CF ] Hedges 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The button clicks. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take machine" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE MACHINE 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		Knight_Otu says, "(Sorry, didn't re,)"
Pinkunz says (to ClubFloyd), "break machine" 		
CF ] Hedges 		
CF | > 		
CF | > BREAK MACHINE 		
CF | 		
CF | The garden is a peaceful place. You don't need to attack anything 		
CF | around here. 		
CF | 		
CF | > 		Pinkunz says, "No worries."
		Knight_Otu says, "member that exit."
		Pinkunz says, "Tell the crane that."
		Pinkunz says, "I have him on assualt and robbery."
		Pinkunz asks, "Any penny related ideas?"
		Knight_Otu says, "Not really."
		DavidW says, "throw it in canal then wish."
		Knight_Otu says, "Unless there's aWISH command."
DavidW says (to ClubFloyd), "wish" 		
CF ] Hedges 		
CF | > 		
CF | > WISH 		
CF | 		
CF | You make a wish that you'll soon be enjoying the taste of blue 		
CF | lettuce. 		
CF | 		
CF | > 		Jade says, "lol, I dont remember adeadend"
Pinkunz says (to ClubFloyd), "xyzzy" 		
CF ] Hedges 		
CF | > 		
CF | > XYZZY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "Heh. I didn't expect WISH to be implemented."
		DavidW says, "The penny description mentioned throwing it into a well and wishing."
		Knight_Otu says, "It did, but as a human thing, I believe."
		DavidW says, "For all I know, the wizard could be a bunny rabbit."
		Jade says, "if there is a coin and a well... then I would drop the coin inside intuitively"
		DavidW says, "but no well to be found."
		Pinkunz says, "Alright."
Pinkunz says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "open greenhouse" 		
CF ] Greenhouse 		
CF | > 		
CF | > OPEN GREENHOUSE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW sings no well, no well, no well, no well.
Pinkunz says (to ClubFloyd), "open frame" 		
CF ] Greenhouse 		
CF | > 		
CF | > OPEN FRAME 		
CF | 		
CF | You open the glass frame. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat lettuce" 		
CF | > 		
CF | > EAT LETTUCE 		
CF | 		
CF | You have been imagining this moment for so long! 		
CF | 		
CF | Press a key to continue... 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Crunch, crunch, crunch, you gobble up the blue lettuce. 		
CF | 		
CF | And now the blue lettuce is gone... until it ripens again next year. 		
CF | 		
CF | 		
CF | 		
CF | *** You win! *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | (Are you still hungry? There are 8 tasty magical plants in the garden, 		
CF | and you tasted 6 of them this time. Play again by typing RESTART, and 		
CF | see if you can taste all 8! Type SCORE when you're playing see how 		
CF | many you've found.) 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "restart" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You are a groundhog who lives in a wizard's garden. 		
CF | 		
CF | There are lots of tasty magical plants to eat here. But today, the 		
CF | tastiest plant of all, the blue lettuce, is finally ripe: you can 		
CF | smell it on the wind! 		
CF | 		
CF | Today, you will find the blue lettuce and eat it. 		
CF | 		
CF | 		
CF | Press a key to continue... 		Pinkunz says, "We're going to put the penny in the canal."
Pinkunz says (to ClubFloyd), "n" 		
CF ] Your Burrow 		
CF | 		
CF | The Blue Lettuce 		
CF | A Tutorial Adventure by Caleb Wilson 		
CF | Release 1 / Serial number 210404 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | If you get lost, type HELP at the > and press enter! 		
CF | 		
CF | Your Burrow 		
CF | It's cozy but there's no blue lettuce here. 		
CF | 		
CF | A tunnel leads up to the surface. Type UP at the > to try climbing 		
CF | up it. 		
CF | 		
CF | A mint plant has rolled right over the top of the tunnel. Type X 		
CF | MINT at the > to examine the mint more closely. 		
CF | 		
CF | A penny lies here. Type TAKE PENNY at the > to pick it up. 		
CF | 		
CF | > 		DavidW says, "or wish right away"
Pinkunz says (to ClubFloyd), "wish" 		
CF ] Your Burrow 		
CF | > 		
CF | > WISH 		
CF | 		
CF | You make a wish that you'll soon be enjoying the taste of blue 		
CF | lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take penny" 		
CF ] Your Burrow 		
CF | > 		
CF | > TAKE PENNY 		
CF | 		
CF | Taken. 		
CF | 		
CF | If you want to get rid of it, you can DROP PENNY. To remember what 		
CF | you're carrying, type I. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "wish" 		
CF ] Your Burrow 		
CF | > 		
CF | > WISH 		
CF | 		
CF | You make a wish that you'll soon be enjoying the taste of blue 		
CF | lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat mint" 		
CF ] Your Burrow 		
CF | > 		
CF | > EAT MINT 		
CF | 		
CF | Chomp, chomp, you gobble down the tumble mint. It's delicious and your 		
CF | mouth feels fresh. 		
CF | 		
CF | Now where were we? Type LOOK to look around. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "up" 		
CF ] Hillside 		
CF | > 		
CF | > UP 		
CF | 		
CF | You climb up the tunnel and emerge into the sunlight. 		
CF | 		
CF | Groundhogs like to examine everything! Type X and then the name of 		
CF | all the things you see here to learn more about them. 		
CF | 		
CF | Hillside 		
CF | This sunny hillside overlooks a canal. 		
CF | 		
CF | A path runs north toward the water. Type NORTH to follow it. 		
CF | 		
CF | A tunnel leads down to your burrow. Since you typed UP to get 		
CF | here, if you want to go back to your burrow, type DOWN. 		
CF | 		
CF | > 		Jade says, "I dont remember any of the game"
		Pinkunz says, "No worries."
		Pinkunz says, "This was the only Inform game in TALJ that year."
		Pinkunz asks, "Floyd can't handle Adventuron, right?"
		Jacqueline says, "no"
		Pinkunz says, "Thought so."
Pinkunz says (to ClubFloyd), "n" 		
CF ] Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | Remember to LOOK if you forget where you are, and to X everything. 		
CF | You can even type X ME to look at yourself. 		
CF | 		
CF | Dock 		
CF | A canal stretches away to the east past a wooden dock. 		
CF | 		
CF | A path runs south toward the hillside where your burrow is. 		
CF | 		
CF | A tall pole stands near the dock. A gourd is balanced on the top of 		
CF | the pole, high above your head. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push pole" 		
CF ] Dock 		
CF | > 		
CF | > PUSH POLE 		
CF | 		
CF | The pole wobbles. 		
CF | 		
CF | The bell gourd falls to the ground with a loud jingle. 		
CF | 		
CF | Something heard the jingling! A lily as large as a boat floats toward 		
CF | you down the canal and stops at the dock. 		
CF | 		
CF | Type LOOK to see what has changed in this room. 		
CF | 		
CF | > 		DavidW says, "I wish we could play Adventuron games here."
Pinkunz says (to ClubFloyd), "eat gourd" 		
CF ] Dock 		
CF | > 		
CF | > EAT GOURD 		
CF | 		
CF | Chomp, chomp, you gobble up the bell gourd. It tastes sweet. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Canal 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "e" 		
CF ] Near Roots 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "u" 		
CF ] Trunk 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | A bright red trumpet flower dangles here from a curly stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Trunk 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | trumpet flower: Taken. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "u" 		
CF ] Top of the Vines 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Top of the Vines 		
CF | High above the wizard's garden on a tangle of vines the sun is warm 		
CF | but the breeze is strong. 		
CF | 		
CF | A berry bobs high over your head on a thorny stem. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "pull stem" 		
CF ] Top of the Vines 		
CF | > 		
CF | > PULL STEM 		
CF | 		
CF | You carefully pull the stem down and the berry comes within reach. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "take all" 		
CF ] Top of the Vines 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | pink sky berry: Taken. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat berry" 		
CF ] Top of the Vines 		
CF | > 		
CF | > EAT BERRY 		
CF | 		
CF | Chomp, you eat the pink sky berry in one bite. It tastes like the most 		
CF | delicious dessert you've ever had. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "d" 		
CF ] Trunk 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Trunk 		
CF | You have climbed partway up a trunk made of tangled green vines. From 		
CF | here you can either climb further up or go back down. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "d" 		
CF ] Near Roots 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Near Roots 		
CF | The lily floats quietly in deep water beside a mass of roots. The 		
CF | canal runs back to the west. 		
CF | 		
CF | A trunk of braided vines climbs up into the air. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat roots" 		
CF ] Near Roots 		
CF | > 		
CF | > EAT ROOTS 		
CF | 		
CF | You chew on the roots, but they taste fishy and bad. 		
CF | 		
CF | > 		Pinkunz says, "Alright, hold onto your buts."
Pinkunz says (to ClubFloyd), "throw penny" 		
CF ] Near Roots 		
CF | > 		
CF | > THROW PENNY 		
CF | 		
CF | You drop the penny into the water and it sinks out of sight. 		
CF | 		
CF | A lotus bloom floats to the surface in its place. 		
CF | 		
CF | > 		Pinkunz exclaims, "!"
		Knight_Otu exclaims, "!"
		DavidW says, "ooooo"
Pinkunz says (to ClubFloyd), "eat lotus" 		
CF ] Near Roots 		
CF | > 		
CF | > EAT LOTUS 		
CF | 		
CF | Crunch, crunch, you eat up the lotus blossom. It tastes delicious! 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Near Roots 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 4 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		Pinkunz exclaims, "Yay!"
		Pinkunz says, "Alright, let's make this official"
Pinkunz says (to ClubFloyd), "e" 		
CF ] Near Roots 		
CF | > 		
CF | > E 		
CF | 		
CF | From here, you can go west and up. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Near Roots 		
CF | > 		
CF | > N 		
CF | 		
CF | From here, you can go west and up. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Canal 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | You hop off the lily and scramble up the bank to the north. 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "w" 		
CF ] Hedges 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Hedges 		
CF | Tall hedges rise all around you, with openings to the west and east. 		
CF | 		
CF | A silver machine shaped like a fish sticks out of the ground. There is 		
CF | a large button on its forehead. 		
CF | 		
CF | A wooden sign stands here on an easel. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "push button" 		
CF ] Hedges 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | A green paper ticket comes out of the silver machine's mouth and falls 		
CF | onto the ground. 		
CF | 		
CF | > 		DavidW says, "don't forget to eat the dragon"
Pinkunz says (to ClubFloyd), "take ticket" 		
CF ] Hedges 		
CF | > 		
CF | > TAKE TICKET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Pinkunz says, "Good reminder."
Pinkunz says (to ClubFloyd), "x ticket" 		
CF ] Hedges 		
CF | > 		
CF | > X TICKET 		
CF | 		
CF | It's a slip of green paper that says "ADMIT ONE" on it. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "x sign" 		
CF ] Hedges 		
CF | > 		
CF | > X SIGN 		
CF | 		
CF | The wizard put up this sign to let visitors to the garden know the 		
CF | rules. It reads: 		
CF | 		
CF | "TICKET REQUIRED TO VISIT LETTUCE 		
CF | DO NOT EAT ANYTHING 		
CF | DO NOT SWIM CANAL 		
CF | DO NOT CLIMB VINES." 		
CF | 		
CF | Of course, these rules only apply to the garden's human visitors, not 		
CF | to you! 		
CF | 		
CF | > 		Knight_Otu says, "And the lily."
Pinkunz says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | A sleeping squash dragon entirely blocks the path to the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | The squash dragon is blocking the way to the north. Maybe there's some 		
CF | way you can make it wake up and leave. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat dragon" 		
CF ] Field 		
CF | > 		
CF | > EAT DRAGON 		
CF | 		
CF | You nibble the tip of the sleeping squash dragon's tail. It tastes 		
CF | delicious, but dangerous. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "kill dragon" 		
CF ] Field 		
CF | > 		
CF | > KILL DRAGON 		
CF | 		
CF | You poke at the dragon with your paw. It does not notice. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "blow trumpet" 		
CF ] Field 		
CF | > 		
CF | > BLOW TRUMPET 		
CF | 		
CF | You blow the flower like a trumpet: FWEEEEEEE-FWAAAAAAA! 		
CF | 		
CF | The squash dragon snorts awake! It yawns and grumbles before rolling 		
CF | itself away through the bushes to find a quieter napping place. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF ] Field 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat grass" 		
CF ] Field 		
CF | > 		
CF | > EAT GRASS 		
CF | 		
CF | You eat up a blade of grass. It tastes fine but not very interesting. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. If you want to give something to the 		
CF | crane, type GIVE and whatever you want to hand over. 		
CF | 		
CF | The crane statue says, "Ticket, please." 		
CF | 		
CF | > 		Jade says, "; first actions to try are forbidden ones"
Pinkunz says (to ClubFloyd), "give ticket" 		
CF ] Craneyard 		
CF | > 		
CF | > GIVE TICKET 		
CF | 		
CF | The crane statue leans down and takes the ticket with its beak. 		
CF | "Welcome to the garden, visitor," says the statue, "please follow all 		
CF | the rules." 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "i" 		
CF ] Craneyard 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a trumpet flower 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat trumpet flower" 		
CF ] Craneyard 		
CF | > 		
CF | > EAT TRUMPET FLOWER 		
CF | 		
CF | Type just one or two words at a time. 		
CF | 		
CF | > 		DavidW asks, "eat the trumpet?"
Pinkunz says (to ClubFloyd), "eat trumpet" 		
CF ] Craneyard 		
CF | > 		
CF | > EAT TRUMPET 		
CF | 		
CF | You nibble the edge of the trumpet flower but it seems like it might 		
CF | be useful, so you don't eat the whole thing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Craneyard 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 6 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		DavidW asks, "did you eat the lily?"
		Pinkunz exclaims, "Nope!"
Pinkunz says (to ClubFloyd), "s" 		
CF ] Field 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Canal 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Canal 		
CF | You are floating in the water on a lily shaped like a boat. 		
CF | 		
CF | The canal stretches to the east, and there is a dock to the west. 		
CF | 		
CF | A grassy bank is to the north. Somewhere in that direction you can 		
CF | smell the delicious blue lettuce! Make sure to try going every 		
CF | direction the game mentions! Here, that's NORTH, EAST, and WEST. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat lily" 		
CF ] Canal 		
CF | > 		
CF | > EAT LILY 		
CF | 		
CF | You nibble a piece of the lily. It's delicious, but too big for you to 		
CF | eat the whole thing. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "score" 		
CF ] Canal 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have tried 7 out of 8 tasty magical plants in the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "eat trumpet" 		
CF ] Canal 		
CF | > 		
CF | > EAT TRUMPET 		
CF | 		
CF | You already tasted it. 		
CF | 		
CF | > 		Knight_Otu says, "There we go."
		Pinkunz asks, "Just the lettuce, right?"
Pinkunz says (to ClubFloyd), "n" 		
CF ] Field 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Field 		
CF | The sun shines on thick grass. 		
CF | 		
CF | A pathway heads west, the canal is south, and from the north drifts 		
CF | your favorite smell: that of blue lettuce. 		
CF | 		
CF | > 		DavidW says, "hooray. Yes"
		Knight_Otu says, "Yeah."
Pinkunz says (to ClubFloyd), "n" 		
CF ] Craneyard 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Craneyard 		
CF | A path runs north and south from this small grassy yard. 		
CF | 		
CF | A statue of a crane, brought to life by the wizard's magic, guards 		
CF | this part of the garden. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "n" 		
CF ] Greenhouse 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Greenhouse 		
CF | The air itself tastes delicious here and your stomach rumbles. A path 		
CF | runs south. 		
CF | 		
CF | A glass frame stands on the dark soil. 		
CF | 		
CF | A beautiful bunch of blue lettuce grows inside the frame. 		
CF | 		
CF | > 		Pinkunz says, "Screw you, crane."
Pinkunz says (to ClubFloyd), "open fram" 		
CF ] Greenhouse 		
CF | > 		
CF | > OPEN FRAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Guh."
Pinkunz says (to ClubFloyd), "open frame" 		
CF ] Greenhouse 		
CF | > 		
CF | > OPEN FRAME 		
CF | 		
CF | You open the glass frame. 		
CF | 		
CF | > 		DavidW says, "Let us eat lettuce."
Pinkunz says (to ClubFloyd), "eat lettuce" 		
CF | > 		
CF | > EAT LETTUCE 		
CF | 		
CF | You have been imagining this moment for so long! 		
CF | 		
CF | Press a key to continue... 		
Pinkunz says (to ClubFloyd), "s" 		
CF ] Greenhouse 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Crunch, crunch, crunch, you gobble up the blue lettuce. 		
CF | 		
CF | And now the blue lettuce is gone... until it ripens again next year. 		
CF | 		
CF | 		
CF | 		
CF | *** You win! *** 		
CF | 		
CF | 		
CF | Congratulations, you found all 8 tasty magical plants in the garden! 		
CF | Thanks for playing. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | 		
CF | > 		Jacqueline says (to DW), "I see what you did there."
		Jacqueline says, "Nice. Well done."
		Pinkunz exclaims, "Yay!"
		Knight_Otu says, "Cute short game."
		Pinkunz says, "Alright, I'm done."
		DavidW says, "Hooray. We are happy animals."
		Pinkunz says, "I'd stay and chat, but gotta go."
		Jade says, "yes, a good one"
		Pinkunz exclaims, "Thanks, folks!"
		DavidW says, "And just the right length for the time we had."
		DavidW says, "thanks all"
		Jade says, "thank you"
		DavidW says, "Now I just need to finish this pineapple radler and rest before dinner."
		Jacqueline exclaims, "Take care, all!"
		DavidW says, "bye Jacqueline"
		Jade says, "you too"
		DavidW says, "bye all"
		Knight_Otu says, "Yeah, stay safe in this even crazier world, everyone."
		Jade says, "byee all"
		Knight_Otu exclaims, "Good night!"



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ClubFloyd Transcript:
Djinn on the Rocks by Joshua Wilson
As played on ifMUD on March 6, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Djinn on the Rocks written by Joshua Wilson. Djinn on the Rocks was released as part of PunyJam #1, in which it took second place. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask djinnontherocks" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | 		
CF | You have a problem and his name is James Merl III. All the junk on 		
CF | all the jagged shores of all the seas in all the world, and he walked 		
CF | up to yours. Just your luck, he knew at once that this was no 		
CF | ordinary green glass bottle - that it must be a... 		
CF | 		
CF | Djinn on the Rocks 		
CF | A PunyJam #1 game by Joshua Wilson 		
CF | ...and many helpful testers. To list them, type CREDITS 		
CF | Release 2 / Serial number 210519 / Inform v6.34 PunyInform v2.2 		
CF | 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | A note has been fixed to the wall with a knife. 		
CF | 		
CF | The pub lies beyond the closed door to the east. 		
CF | 		
CF | > 		Knight_Otu says, "I suspect djinni is the Djinni Chronicles."
		Roger says, "/probably/ we should create another book object that lists unfloydable games"
		DavidW says (to Roger), "mm, yes"
		Pinkunz asks (of DW), "Oh, did you just load that?"
		Roger asks (of DavidW), "you good to drive Djinn on Rocks, or shall I start us off?"
		Jade says, "year 2000"
		DavidW says, "Anyway, I know this game inside and out, so I can't drive."
		DavidW says (to Pinkunz), "yes"
Roger says (to floyd), "x me" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X ME 		
CF | 		
CF | You tend to shapeshift at random. Right now, you are a giant deck of 		
CF | fifty-two crisp plastic coated playing cards with two arms and two 		
CF | legs. 		
CF | 		
CF | > 		
Roger says (to floyd), "i" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying a conch shell. 		
CF | 		
CF | > 		
Roger says (to floyd), "x shell" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X SHELL 		
CF | 		
CF | The conch shell is shaped like a lumpy rugby ball with bright, 		
CF | iridescent ridges shimmering along the length of its generous 		
CF | aperture. 		
CF | 		
CF | > 		
Roger says (to floyd), "listen to shell" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > LISTEN TO SHELL 		
CF | 		
CF | You hear the relaxing sound of ocean waves. And snoring. Loud, 		
CF | obnoxious snoring. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Knight_Otu says, "Well hat's a weird start."
		Jade says, "strange description"
		Roger says, "yes"
Roger says (to floyd), "shake shell" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > SHAKE SHELL 		
CF | 		
CF | You teach the conch shell the meaning of 'overkill.' 		
CF | 		
CF | You hear a startled *snort* and a stalked eyed crustacean pops its 		
CF | head out of the shell, sleepily looks you up and down, and then 		
CF | returns to the inner recesses of the shell. 		
CF | 		
CF | A hurried little voice echoes out. 		
CF | 		
CF | 'Sorry to sleep on the job, boss! I just got so bored, you see - you 		
CF | forgot about me again. Djinns like yourself get foggy when kept in 		
CF | the bottle for too long. Not to worry, it happens all the time. We 		
CF | have a protocol for it - I'll fetch the list - be right back!' 		
CF | 		
CF | The shell emits some faint rummaging sounds. 		
CF | 		
CF | [Press a key to continue listening.] 		
Roger pushes the green 'space' button. 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | The tiny voice continues. 'Step one - reintroductions! Every Djinn 		
CF | has a familiar, and I'm yours. Enzo's the name! But you can call me 		
CF | Enz. We're best buddies! When you remember I exist, that is.' 		
CF | 		
CF | [Press a key to continue listening.] 		Jade says, "there is a CF transcript at ifdb"
Roger pushes the green 'space' button. 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | Enzo continues to read from its list. 'Step two - your magic powers! 		
CF | A Djinn of your persuasion has three powers: SWAP, CURSE, and 		
CF | APPRAISE. For details, just ASK ENZ ABOUT any one of those 		
CF | abilities.' 		
CF | 		
CF | [Press a key to continue listening.] 		Roger says, "someone other than me should keep notes on this"
Roger pushes the green 'space' button. 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | Enzo sounds concerned as he proceeds. 'Step three - current events! 		
CF | You are bound to the service of one James Merl III until either you 		
CF | grant his wish, or you get someone else to take your place in the 		
CF | bottle and seal it. Until then, you remain tethered to your bottle, 		
CF | and you cannot venture very far from James either.' 		
CF | 		
CF | [Press a key to continue listening.] 		
Roger pushes the green 'space' button. 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | Enzo cheerfully concludes the presentation. 'That is that! Any 		
CF | questions? Let your conch Enz be your guide! Such topics as APPRAISE, 		
CF | CURSE, SWAP, KARMA, and FREEDOM come to mind...' 		
CF | 		
CF | [The score has just gone up by 2 points.] 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > L 		
CF | 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | A note has been fixed to the wall with a knife. 		
CF | 		
CF | The pub lies beyond the closed door to the east. 		
CF | 		
CF | > 		
Roger says (to floyd), "x appliances" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X APPLIANCES 		
CF | 		
CF | You can't see the cleaning appliances very well from here. Being 		
CF | squeezed into a magic Djinn-eating bottle yields very few convenient 		
CF | viewing angles. 		
CF | 		
CF | > 		
Roger says (to floyd), "x bottle" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | Viewed from the inside, the bottle itself is completely invisible 		
CF | apart from the cork sealing it shut. It's great for miming being 		
CF | trapped in an imaginary and invisible cylinder! And also for 		
CF | practicing being actually trapped in an actual cylinder. Because 		
CF | that's what you are. 		
CF | 		
CF | > 		Pinkunz says (to Jade), "I don't see one. I'm looking at the "Djinn on the Rocks" listing for ifdb.org right now."
Roger says (to floyd), "x cork" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X CORK 		
CF | 		
CF | The cork is only pushed halfway into the bottle. You would thank your 		
CF | gods for your owner's poor attention to detail, but they're the ones 		
CF | who turned you into a Djinn in the first place. Ungrateful 		
CF | all-powerful beings! You all still refuse to speak to one another. 		
CF | 		
CF | > 		
Roger says (to floyd), "push cork" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > PUSH CORK 		
CF | 		
CF | You successfully dislodge the cork with a satifying *POP*! 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Knight_Otu says, "CF has played the Djinni Chronicles, but not this one."
		Roger says, "barely an inconvenience"
Roger says (to floyd), "out" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > OUT 		
CF | 		
CF | First, you'd have to leave the intricate glass bottle. 		
CF | 		
CF | > 		
Roger says (to floyd), "leave bottle" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > LEAVE BOTTLE 		
CF | 		
CF | You leave the intricate glass bottle. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > L 		
CF | 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | A note has been fixed to the wall with a knife. 		
CF | 		
CF | The pub lies beyond the closed door to the east. 		
CF | 		
CF | You can also see a cork and an intricate glass bottle (which is empty) 		
CF | here. 		
CF | 		
CF | > 		
Roger says (to floyd), "x fabric" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > X FABRIC 		
CF | 		
CF | A stingy allotment of moth-eaten sailcloth. It was recently liberated 		
CF | by the moth-eating cat, which sadly then slept too close to the 		
CF | cat-eating enchanted bottle. 		
CF | 		
CF | > 		Jade says, "ok, that is another game"
Roger says (to floyd), "take sailcloth" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > TAKE SAILCLOTH 		
CF | 		
CF | Sorry, I don't understand what "sailcloth" means. 		
CF | 		
CF | > 		
Roger says (to floyd), "take fabric" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > TAKE FABRIC 		
CF | 		
CF | Being allergic to both moths and cats, you keep your distance from the 		
CF | pile of fabric. 		
CF | 		
CF | > 		Knight_Otu exclaims, "NO, NOT THE KITTY!"
Roger says (to floyd), "search fabric" 		
CF ] Broom Closet Karma: 0 		
CF | 		
CF | > SEARCH FABRIC 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Roger says (to floyd), "x note" 		
CF ] 		
CF ] 		
CF ] 		
CF ] If you can read this, you have escaped 		
CF ] from your bottle again. I hope this 		
CF ] means you are ready to finally grant 		
CF ] my wish and make me rich. If no, then 		
CF ] GET BACK IN THAT BOTTLE OR SO HELP ME 		
CF ] I WILL CARVE A SEAL OF SOLOMON SO FAR 		
CF ] UP YOUR COLON THAT YOU'LL BE COUGHING 		
CF ] ANCIENT WISDOM FOR A WEEK! 		
CF ] 		
CF ] - your pal James Merl III 		
CF ] 		
CF ] 		
CF ] [press a key to continue] 		
CF ] 		
CF | 		
CF | > X NOTE 		
Roger pushes the green 'space' button. 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | A note has been fixed to the wall with a knife. 		
CF | 		
CF | The pub lies beyond the closed door to the east. 		
CF | 		
CF | You can also see a cork and an intricate glass bottle (which is empty) 		
CF | here. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "x knife" 		
CF | > 		
CF | > X KNIFE 		
CF | 		
CF | Considering that it is buried in the wall, all you can see is the 		
CF | handle. It's pretty nice. Think you can handle all that handle? 		
CF | 		
CF | > 		
Roger says (to floyd), "take note" 		
CF | > 		
CF | > TAKE NOTE 		
CF | 		
CF | The knife rips a long hole in the note as you pull the note from the 		
CF | wall. 		
CF | 		
CF | > 		
Roger says (to floyd), "take knife" 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "take cork" 		
CF | > 		
CF | > TAKE CORK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "take bottle" 		
CF | > 		
CF | > TAKE BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | The pub lies beyond the closed door to the east. 		
CF | 		
CF | > 		
Roger says (to floyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | Your owner has covered this door with occult runes, but he copied them 		
CF | from the wrong book. Instead of keeping you subdued in your prison, 		
CF | these symbols will guarantee vibrant virility to any three-toed sloth 		
CF | fortunate enough to cross the threshold. 		
CF | 		
CF | > 		Jacqueline says, "James Merl III sounds like a real nice guy"
Roger says (to floyd), "ask enzo about james" 		
CF | > 		
CF | > ASK ENZO ABOUT JAMES 		
CF | 		
CF | 'Full-time tavern keeper, part-time occult hobbyist. Not particularly 		
CF | skilled at either, methinks.' 		
CF | 		
CF | > 		
Roger says (to floyd), "ask enzo about wish" 		
CF | > 		
CF | > ASK ENZO ABOUT WISH 		
CF | 		
CF | 'I seem to recall him screaming "MAKE ME RICH!" quite furiously when 		
CF | last you two discussed wishes. So original.' 		
CF | 		
CF | > 		
Roger says (to floyd), "open door" 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the broom closet door. 		
CF | 		
CF | > 		
Roger says (to floyd), "out" 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Broom Closet 		
CF | You're in the rather dirty broom closet of The Red Anchor. Various 		
CF | cleaning appliances line the walls. There's a pile of fabric in a 		
CF | corner. 		
CF | 		
CF | You can see the pub through the door opening to the east. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. A cast iron 		
CF | red herring hangs above it. 		
CF | 		
CF | James Merl III scowls at you from behind the bar. 		
CF | 		
CF | 'Did you not read the note?' roars James Merl III. 'Get back in that 		
CF | bottle unless you are finally going to grant me my wish!' 		
CF | 		
CF | > 		Knight_Otu says, "A cast iron red herring..."
		Jacqueline says, "A cast iron red-- yeah"
		DavidW says, "Don't forget to APPRAISE things."
Roger says (to floyd), "x herring" 		
CF | > 		
CF | > X HERRING 		
CF | 		
CF | Its tail is shaped like an anchor and it is covered in rich, red rust. 		
CF | It seems like a useless and gaudy piece of trash. But something, 		
CF | possibly this very sentence, tells you it could be very important. 		
CF | 		
CF | > 		Jade says, "cool"
Roger says (to floyd), "appraise herring" 		
CF | > 		
CF | > APPRAISE HERRING 		
CF | 		
CF | Studying the cast iron red herring carefully, you conclude that it is 		
CF | small, dense, and made mostly of metal. 		
CF | 		
CF | > 		
Roger says (to floyd), "appraise knife" 		
CF | > 		
CF | > APPRAISE KNIFE 		
CF | 		
CF | Studying the knife carefully, you conclude that it is small, dense, 		
CF | and made mostly of metal. 		
CF | 		
CF | > 		
Roger says (to floyd), "swap knife and herring" 		
CF | > 		
CF | > SWAP KNIFE AND HERRING 		
CF | 		
CF | The knife must be cursed first! 		
CF | 		
CF | > 		Jacqueline says, "Haha. 'Something, possibly this very sentence, tells you..." that's fun."
Roger says (to floyd), "ask enzo about curse" 		
CF | > 		
CF | > ASK ENZO ABOUT CURSE 		
CF | 		
CF | Enzo is hushed with awe. 'You can CURSE almost anything you can see! 		
CF | Just CURSE OBJECT to do it. You may also UNCURSE things. Once two 		
CF | objects are cursed, you might be able to SWAP them. Ask me about that 		
CF | to learn more.' 		
CF | 		
CF | > 		DavidW says, "You can only swap cursed things that are similar."
Roger says (to floyd), "curse knife" 		
CF | > 		
CF | > CURSE KNIFE 		
CF | 		
CF | You focus your attention on the knife, guiding the curse to take root 		
CF | and bloom deep within. 		
CF | 		
CF | > 		
Roger says (to floyd), "curse herring" 		
CF | > 		
CF | > CURSE HERRING 		
CF | 		
CF | You focus your attention on the cast iron red herring, guiding the 		
CF | curse to take root and bloom deep within. 		
CF | 		
CF | > 		DavidW says, "You can curse almost anything with a few interesting exceptions."
Roger says (to floyd), "swap knife and herring" 		
CF | > 		
CF | > SWAP KNIFE AND HERRING 		
CF | 		
CF | Tugging gently at the threads of material reality, you deftly induce 		
CF | the knife to change places with the cast iron red herring. The knife 		
CF | hangs in the air above the broom closet door for a moment and then 		
CF | clatters to the floor. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "take knife" 		
CF | > 		
CF | > TAKE KNIFE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Pinkunz asks, "i?"
Roger says (to floyd), "x drunk" 		
CF | > 		
CF | > X DRUNK 		
CF | 		
CF | Sorry, I don't understand what "drunk" means. 		
CF | 		
CF | > 		
Roger says (to floyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying a knife, a cast iron red herring, an intricate glass 		
CF | bottle (which is empty), a cork, a note and Enzo. 		
CF | 		
CF | > 		Pinkunz says (to Roger), "thanks."
Roger says (to floyd), "x corpulent" 		
CF | > 		
CF | > X CORPULENT 		
CF | 		
CF | Poor sod. He couldn't sink any lower if he were a granite block with 		
CF | cement shoes treading water over the Mariana Trench. 		
CF | 		
CF | > 		Jacqueline says, "Games that give you a lot of free reign like this that are done well always impress me."
Roger says (to floyd), "appraise corpulant" 		
CF | > 		
CF | > APPRAISE CORPULANT 		
CF | 		
CF | Sorry, I don't understand what "corpulant" means. 		
CF | 		
CF | > 		
Roger says (to floyd), "appraise corpulent" 		
CF | > 		
CF | > APPRAISE CORPULENT 		
CF | 		
CF | Studying the corpulent drunkard carefully, you conclude that he is 		
CF | massive, with complex components, and made mostly of animal flesh. 		
CF | 		
CF | > 		
Roger says (to floyd), "appraise james" 		
CF | > 		
CF | > APPRAISE JAMES 		
CF | 		
CF | Studying James Merl III carefully, you conclude that he is large, with 		
CF | complex components, and made mostly of animal flesh. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "Animal flesh, heh."
Roger says (to floyd), "curse james" 		
CF | > 		
CF | > CURSE JAMES 		
CF | 		
CF | You focus your attention on James Merl III, guiding the curse to take 		
CF | root and bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "curse corpulent" 		
CF | > 		
CF | > CURSE CORPULENT 		
CF | 		
CF | You focus your attention on the corpulent drunkard, guiding the curse 		
CF | to take root and bloom deep within. 		
CF | 		
CF | > 		
Roger says (to floyd), "swap james and corpulent" 		
CF | > 		
CF | > SWAP JAMES AND CORPULENT 		
CF | 		
CF | What madness is this? You cannot swap something large, with complex 		
CF | components, and made mostly of animal flesh with something massive, 		
CF | with complex components, and made mostly of animal flesh. 		
CF | 		
CF | > 		Jade says, "curse enzo"
		MoyTravis says, "huh"
		Roger says, "you're too skinny, James"
		Pinkunz says, "Size."
		MoyTravis says, "..."large" and "massive" I guess."
Roger says (to floyd), "appraise enzo" 		
CF | > 		
CF | > APPRAISE ENZO 		
CF | 		
CF | Studying Enzo carefully, you conclude that he is small, with complex 		
CF | components, and made mostly of animal flesh. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		DavidW says, "The drunkard's too big to swap with James."
		Knight_Otu says, "I just noticed that we seem to have lost the status bar."
Roger says (to floyd), "score" 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 11 out of a possible 28, in 47 turns, and 		
CF | accumulated 0 Karma, out of a possible minimum of -100 and maximum of 		
CF | 100. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | James Merl III scowls at you from behind the bar. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Yeah, that's weird."
Roger says (to floyd), "stab james with knife" 		
CF | > 		
CF | > STAB JAMES WITH KNIFE 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Jade says, "-100, lol"
		Pinkunz says, "You lost the status bar when you x note."
Roger says (to floyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | You can see an adorable spotted puppy here. 		
CF | 		
CF | > 		Knight_Otu says, "Seems we lost it when the quote of the note was ... right."
		DavidW says, "Karma is important for two of the endings."
Roger says (to floyd), "x puppy" 		
CF | > 		
CF | > X PUPPY 		
CF | 		
CF | Its eyes are gloriously shiny and large. Its tail is waggingly 		
CF | hyper-active. Its lustrous, soft coat of fur is like a sheet of 		
CF | freshly fallen white snow dotted by freshly fallen perfectly round 		
CF | black puppy poop pieces. Definitely an adorable puppy. 		
CF | 		
CF | > 		
Roger says (to floyd), "appraise puppy" 		
CF | > 		
CF | > APPRAISE PUPPY 		
CF | 		
CF | Studying the adorable spotted puppy carefully, you conclude that he is 		
CF | small, with complex components, and made mostly of animal flesh. 		
CF | 		
CF | > 		
Roger says (to floyd), "take puppy" 		
CF | > 		
CF | > TAKE PUPPY 		
CF | 		
CF | The puppy darts to and fro like lightning - it's impossible to catch. 		
CF | 		
CF | > 		
Roger says (to floyd), "curse enzo" 		
CF | > 		
CF | > CURSE ENZO 		
CF | 		
CF | You focus your attention on Enzo, guiding the curse to take root and 		
CF | bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "I saw some mentions of some truly terrible things you can do to the puppy."
Roger says (to floyd), "curse puppy" 		
CF | > 		
CF | > CURSE PUPPY 		
CF | 		
CF | You focus your attention on the adorable spotted puppy, guiding the 		
CF | curse to take root and bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "swap puppy and enzo" 		
CF | > 		
CF | > SWAP PUPPY AND ENZO 		
CF | 		
CF | Tugging gently at the threads of material reality, you deftly induce 		
CF | the adorable spotted puppy to change places with Enzo. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Roger says, "why, I don't know"
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | You can see Enzo here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pet puppy" 		
CF | > 		
CF | > PET PUPPY 		
CF | 		
CF | The puppy lets you draw close to give it a kind pat on the head. 		
CF | 		
CF | The adorable spotted puppy yips happily. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | [Your karma has just gone up by 25 points.] 		
CF | 		
CF | > 		
Roger says (to floyd), "Take Enzo" 		
CF | > 		
CF | > TAKE ENZO 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jade says, "up and up and up"
		MoyTravis says, "In parser games, why is the question of the weak."
		Roger says, "heh"
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		Knight_Otu exclaims, "We can pet the dog!"
Roger says (to floyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Jekyll Park 		
CF | This park is small, bare, littered, and brown. You can proceed north 		
CF | to the apparently aptly named Alliteration Alley, or return south 		
CF | towards the pub district. 		
CF | 		
CF | A wailing young boy comes running up to you. 'My puppy is too fast 		
CF | for me! He ran away and I cannot catch him! Please help!' 		
CF | 		
CF | > 		
Roger says (to floyd), "show puppy to boy" 		
CF | > 		
CF | > SHOW PUPPY TO BOY 		
CF | 		
CF | The distressed young boy doesn't seem interested. 		
CF | 		
CF | > 		
Roger says (to floyd), "give puppy to boy" 		
CF | > 		
CF | > GIVE PUPPY TO BOY 		
CF | 		
CF | The young boy beams with delight! 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | [Your karma has just gone up by 25 points.] 		
CF | 		
CF | > 		Pinkunz asks, "Appraise boy?"
		Jade says, "score"
		DavidW says, "Definitely appraise anything and everything."
Roger says (to floyd), "appraise boy" 		
CF | > 		
CF | > APPRAISE BOY 		
CF | 		
CF | Studying the delighted young boy carefully, you conclude that he is 		
CF | large, with complex components, and made mostly of animal flesh. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "appraise me" 		
CF | > 		
CF | > APPRAISE ME 		
CF | 		
CF | Crossing your eyes intently, you study yourself from nose to toes, 		
CF | carefully concluding that you are large, with complex components, and 		
CF | made mostly of animal flesh. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		MoyTravis asks, "...animal flesh?"
Roger says (to floyd), "score" 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 18 out of a possible 28, in 65 turns, and 		
CF | accumulated 50 Karma, out of a possible minimum of -100 and maximum of 		
CF | 100. 		
CF | 		
CF | > 		MoyTravis says, "Us? Really? Okay."
Roger says (to floyd), "curse boy" 		
CF | > 		
CF | > CURSE BOY 		
CF | 		
CF | You focus your attention on the delighted young boy, guiding the curse 		
CF | to take root and bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "curse me" 		
CF | > 		
CF | > CURSE ME 		
CF | 		
CF | You focus your attention inward, guiding the curse to bloom and take 		
CF | root. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Jekyll Park 		
CF | This park is small, bare, littered, and brown. You can proceed north 		
CF | to the apparently aptly named Alliteration Alley, or return south 		
CF | towards the pub district. 		
CF | 		
CF | A delighted young boy is standing here. He is the very picture of 		
CF | exuberant and innocent joy. 		
CF | 		
CF | > 		Jade says, "50"
		Pinkunz asks, "You could swap places with James and dump him in the street?"
		Knight_Otu says, "I suppose we were mortal at some point."
		Jade says, "50%"
		Jacqueline says, "Dump him into the bottle. And cork it."
		Roger says, "I think I might be able to swap myself and James to get him bottled"
Roger says (to floyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Alliteration Alley 		
CF | This dank, dark, and dismal alley is a breeding ground for rats, 		
CF | regrets, and tormented recollections. Something seriously sinister 		
CF | must have scared the rats away though - they are all auspiciously 		
CF | absent. The alley opens narrowly to the north and similarly to the 		
CF | south. 		
CF | 		
CF | Malicia de Monns is here - the town's eccentric and wealthy widow. 		
CF | She is frantically searching for something. 'I know I saw an adorable 		
CF | spotted puppy somewhere nearby!' shouts Malicia. 'Give it to me and I 		
CF | shall reward you with an obscenely vast sum of money. I just need one 		
CF | more puppy! One more...' 		
CF | 		
CF | You can also see an abused aluminum garbage can (which is empty) here. 		
CF | 		
CF | > 		Pinkunz says, "He did mention the Gods did this to you, so I suppose that suggests pre-genie life."
		Knight_Otu says, "Make him rich in djinndom."
		MoyTravis asks, "oh this is...contemporary?"
		MoyTravis asks, "Huh. Did I miss some sign that it was present-day?"
Roger says (to floyd), "appraise can" 		
CF | > 		
CF | > APPRAISE CAN 		
CF | 		
CF | Studying the abused aluminum garbage can carefully, you conclude that 		
CF | it is large, malleable, and made mostly of metal. 		
CF | 		
CF | > 		DavidW says, "More of less, it's present day."
Roger says (to floyd), "appraise herring" 		
CF | > 		
CF | > APPRAISE HERRING 		
CF | 		
CF | Studying the cast iron red herring carefully, you conclude that it is 		
CF | small, dense, and made mostly of metal. Additionally, the cast iron 		
CF | red herring emits a jaundiced glow - a sure sign that a curse is at 		
CF | work. 		
CF | 		
CF | > 		Knight_Otu asks, "Cruella de Ville, is that you?"
		Roger says, "hrm another likely ending, but not one I feel like pursuing quite yet"
Roger says (to floyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Wait - you had better conclude your business with your owner before 		
CF | venturing further into town. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | Jekyll Park 		
CF | This park is small, bare, littered, and brown. You can proceed north 		
CF | to the apparently aptly named Alliteration Alley, or return south 		
CF | towards the pub district. 		
CF | 		
CF | A delighted young boy is standing here. He is the very picture of 		
CF | exuberant and innocent joy. 		
CF | 		
CF | > 		
Roger says (to floyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		
Roger says (to floyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Main Street 		
CF | This street runs from east to west here. You pass by the Town Records 		
CF | Office, the only government building on this side of the street. 		
CF | 		
CF | The Records Office door to the south is closed and securely locked. 		
CF | 		
CF | > 		DavidW says (to KO), "With the serial numbers filed off, yes."
Roger says (to floyd), "appraise door" 		
CF | > 		
CF | > APPRAISE DOOR 		
CF | 		
CF | Studying the records office door carefully, you conclude that it is 		
CF | large, solid, and made mostly of metal. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Knight_Otu says, "Serial puppy murderer numbers."
Roger says (to floyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Wait - you had better conclude your business with your owner before 		
CF | venturing further into town. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		
Roger says (to floyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | James Merl III scowls at you from behind the bar. 		
CF | 		
CF | > 		
Roger says (to floyd), "curse james" 		
CF | > 		
CF | > CURSE JAMES 		
CF | 		
CF | James Merl III is already cursed. There's no such thing as extra 		
CF | cursed. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter bottle" 		
CF | > 		
CF | > ENTER BOTTLE 		
CF | 		
CF | You cannot figure out how to enter the bottle while holding it. 		
CF | 		
CF | > 		Pinkunz asks, "Curse yourself?"
		Knight_Otu says, "Tell that to the world right now, game."
Roger says (to floyd), "drop bottle" 		
CF | > 		
CF | > DROP BOTTLE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter bottle" 		
CF | > 		
CF | > ENTER BOTTLE 		
CF | 		
CF | You enter the intricate glass bottle. 		
CF | 		
CF | > 		
Roger says (to floyd), "curse me" 		
CF | > 		
CF | > CURSE ME 		
CF | 		
CF | You are already cursed. 		
CF | 		
CF | > 		
Roger says (to floyd), "swap james and me" 		
CF | > 		
CF | > SWAP JAMES AND ME 		
CF | 		
CF | Tugging gently at the threads of material reality, you deftly induce 		
CF | James Merl III to change places with yourself. 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | You can also see an intricate glass bottle (which contains James Merl 		
CF | III) here. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Jade says, "uncurse me"
Roger says (to floyd), "cork bottle" 		
CF | > 		
CF | > CORK BOTTLE 		
CF | 		
CF | That is not a verb I recognize. 		
CF | 		
CF | > 		
Roger says (to floyd), "put cork in bottle" 		
CF | > 		
CF | > PUT CORK IN BOTTLE 		
CF | 		
CF | You seal the bottle with the cork. 		
CF | 		
CF | You feel a sudden lightness in your head. Your ethereal chain 		
CF | evaporates, and the bottle vanishes into nothingness with a mildly 		
CF | pained squeal. 		
CF | 		
CF | You are free! Free! You no longer have any magical powers, and you may 		
CF | TAKE SELF to complete the ritual of self possession. 		
CF | > 		
Roger says (to floyd), "take self" 		
CF | > 		
CF | > TAKE SELF 		
CF | 		
CF | 		
CF | 		
CF | *** You have won. *** 		
CF | 		
CF | In that game you scored 22 out of a possible 28, in 87 turns, and 		
CF | accumulated 50 Karma, out of a possible minimum of -100 and maximum of 		
CF | 100. 		
CF | 		
CF | Would you like to RESTART, RESTORE, give the FULL score for that game, 		
CF | see some suggestions for AMUSING things to do or QUIT? 		MoyTravis asks, "gg?"
Roger says (to floyd), "undo" 		
CF | see some suggestions for AMUSING things to do or QUIT? 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		Jade says, "amusing"
		Roger says, "hmmm"
		DavidW says, "That was one of the endings."
Roger says (to floyd), "uncurse me" 		
CF | > 		
CF | > UNCURSE ME 		
CF | 		
CF | You try but fail. This is great news! It means that you are no longer 		
CF | a Djinn! You may TAKE SELF to complete the ritual of self possession. 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Roger says (to floyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Roger says (to floyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying Enzo, a knife, a cast iron red herring, a cork and a 		
CF | note. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | You can also see an intricate glass bottle (which contains James Merl 		
CF | III) here. 		
CF | 		
CF | > 		Roger says, "okay I gotta be AFK so someone else can take the reins"
		Roger says, "I think we're empowered now"
		Knight_Otu asks, "If we take the bottle and don't cork it, do we have free movement range?"
		Roger exclaims, "try it!"
Knight_Otu says (to ClubFloyd), "take bottle" 		
CF | > 		
CF | > TAKE BOTTLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | > 		
CF | > X IT 		
CF | 		
CF | An ethereal chain extends from the mouth of the elegant green bottle 		
CF | like an spindly, articulated, tongue. The other end of the chain 		
CF | wraps around your right ankle. The bottle is currently open and it 		
CF | looks sated. 		
CF | 		
CF | > 		Jade says, "I dont know"
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Jekyll Park 		
CF | This park is small, bare, littered, and brown. You can proceed north 		
CF | to the apparently aptly named Alliteration Alley, or return south 		
CF | towards the pub district. 		
CF | 		
CF | A delighted young boy is standing here. He is the very picture of 		
CF | exuberant and innocent joy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Alliteration Alley 		
CF | This dank, dark, and dismal alley is a breeding ground for rats, 		
CF | regrets, and tormented recollections. Something seriously sinister 		
CF | must have scared the rats away though - they are all auspiciously 		
CF | absent. The alley opens narrowly to the north and similarly to the 		
CF | south. 		
CF | 		
CF | Malicia de Monns scowls at you. 		
CF | 		
CF | You can also see an abused aluminum garbage can (which is empty) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | Wait - you had better conclude your business with your owner before 		
CF | venturing further into town. 		
CF | 		
CF | > 		Knight_Otu says, "I guess not."
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Alliteration Alley 		
CF | This dank, dark, and dismal alley is a breeding ground for rats, 		
CF | regrets, and tormented recollections. Something seriously sinister 		
CF | must have scared the rats away though - they are all auspiciously 		
CF | absent. The alley opens narrowly to the north and similarly to the 		
CF | south. 		
CF | 		
CF | Malicia de Monns scowls at you. 		
CF | 		
CF | You can also see an abused aluminum garbage can (which is empty) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x malicia" 		
CF | > 		
CF | > X MALICIA 		
CF | 		
CF | Malicia de Monns is swathed in a luxurious spotted fur coat from her 		
CF | neck to her knees, but there is a noticeable bare patch at the small 		
CF | of her back. She also wears a distressed expression. She is holding 		
CF | a cashier's cheque. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cheque" 		
CF | > 		
CF | > X CHEQUE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Roger says, "oh, maybe swap the fur coat for the sailcloth from the closet"
		Pinkunz says, "Oof, pretty spot on."
Knight_Otu says (to ClubFloyd), "appraise malicia" 		
CF | > 		
CF | > APPRAISE MALICIA 		
CF | 		
CF | Malicia de Monns appears to have been claimed by another Djinn! You 		
CF | may not CURSE, SWAP, or APPRAISE her any further. 		
CF | 		
CF | > 		Pinkunz says, "huh."
Knight_Otu says (to ClubFloyd), "x fur coat" 		
CF | > 		
CF | > X FUR COAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Interesting."
		Pinkunz says, "I guess we swap the garbage can with the door."
		Jade says, "y"
		Knight_Otu says, "I don't think they're similar enough, but maybe."
Knight_Otu says (to ClubFloyd), "x can" 		
CF | > 		
CF | > X CAN 		
CF | 		
CF | A rarely used tribute to the honorable ambition of keeping the 		
CF | commonwealth clear and clean. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "appraise t" 		
CF | > 		
CF | > APPRAISE T 		
CF | 		
CF | Sorry, I don't understand what "t" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "appraise it" 		
CF | > 		
CF | > APPRAISE IT 		
CF | 		
CF | Studying the abused aluminum garbage can carefully, you conclude that 		
CF | it is large, malleable, and made mostly of metal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "curse it" 		
CF | > 		
CF | > CURSE IT 		
CF | 		
CF | You focus your attention on the abused aluminum garbage can, guiding 		
CF | the curse to take root and bloom deep within. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | Jekyll Park 		
CF | This park is small, bare, littered, and brown. You can proceed north 		
CF | to the apparently aptly named Alliteration Alley, or return south 		
CF | towards the pub district. 		
CF | 		
CF | A delighted young boy is standing here. He is the very picture of 		
CF | exuberant and innocent joy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		DavidW says, "I don't think either door is malleable."
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Main Street 		
CF | This street runs from east to west here. You pass by the Town Records 		
CF | Office, the only government building on this side of the street. 		
CF | 		
CF | The Records Office door to the south is closed and securely locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | It's an imposing, securely locked steel door. Painted on the door are 		
CF | the words 'NO DJINNS ALLOWED,' with an icon of a bottle with a big red 		
CF | 'X' crossed over it. That seems to be an oddly specific prohibition, 		
CF | no? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "appraise it" 		
CF | > 		
CF | > APPRAISE IT 		
CF | 		
CF | Studying the records office door carefully, you conclude that it is 		
CF | large, solid, and made mostly of metal. 		
CF | 		
CF | > 		Pinkunz says, "Meh, solid/malleable."
		Pinkunz says, "close."
		DavidW says, "Just swap the two doors."
		Knight_Otu says, "Yeah."
		Roger says, "traditionally, the Jinn were made of fire, ash, and smoke, unlike Man made from the dust"
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Wait - you had better conclude your business with your owner before 		
CF | venturing further into town. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | Decrepit Pub 		
CF | The Red Anchor has seen better days, but you wouldn't know it from the 		
CF | creaking bar lined with dusty and cracked bottles. The floorboards 		
CF | sag and complain at every step. A corpulent drunkard has propped 		
CF | himself up against the bar and remains there unsteady, unconscious, 		
CF | and unimportant. You can leave the establishment to the east through 		
CF | a set of saloon-style swinging half doors. 		
CF | 		
CF | The door to the west is open, revealing a broom closet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | Your owner has covered this door with occult runes, but he copied them 		
CF | from the wrong book. Instead of keeping you subdued in your prison, 		
CF | these symbols will guarantee vibrant virility to any three-toed sloth 		
CF | fortunate enough to cross the threshold. 		
CF | 		
CF | > 		Roger says, "oh yeah"
Knight_Otu says (to ClubFloyd), "appraise it" 		
CF | > 		
CF | > APPRAISE IT 		
CF | 		
CF | Studying the broom closet door carefully, you conclude that it is 		
CF | large, solid, and made mostly of metal. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "curse it" 		
CF | > 		
CF | > CURSE IT 		
CF | 		
CF | You focus your attention on the broom closet door, guiding the curse 		
CF | to take root and bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "I didn't imagine the door was metal when covered with runes."
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Outside The Red Anchor 		
CF | To the west, the tattered swinging doors of The Red Anchor desperately 		
CF | beckon to passersby. A well worn path leads north to Jekyll Park, and 		
CF | Main Street continues to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Main Street 		
CF | This street runs from east to west here. You pass by the Town Records 		
CF | Office, the only government building on this side of the street. 		
CF | 		
CF | The Records Office door to the south is closed and securely locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "curse door" 		
CF | > 		
CF | > CURSE DOOR 		
CF | 		
CF | You focus your attention on the records office door, guiding the curse 		
CF | to take root and bloom deep within. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		Pinkunz says, "I was imagining an old wooden door in a run down bar."
Knight_Otu says (to ClubFloyd), "swap office door with closet door" 		
CF | > 		
CF | > SWAP OFFICE DOOR WITH CLOSET DOOR 		
CF | 		
CF | Tugging gently at the threads of material reality, you deftly induce 		
CF | the records office door to change places with the broom closet door. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | Records Office 		
CF | The office is deserted and dark except for a glowing computer in the 		
CF | corner that patiently awaits your attention. 		
CF | 		
CF | The broom closet door looks a little out of place here. It is open to 		
CF | the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x computer" 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | Someone has carelessly left the terminal logged in. 		
CF | 		
CF | Would you like to use the computer? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] CONNECTING TO NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu pushes the green 'space' button. 		
CF | TO DISCONNECT, LEAVE INPUT BLANK AND PRESS [ENTER] 		
CF | * * * AUTHORIZED USERS ONLY * * * 		
CF | 		
CF | IF YOU ARE NOT AN AUTHORIZED USER, EXIT NOW. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Pinkunz asks, "When we leave, should we reswap the doors to avoid future consequences?"
		Jade says, "amazing"
Knight_Otu says (to ClubFloyd), "james merl iii" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > JAMES MERL III 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...MATCH FOUND! 		
CF | 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Pinkunz says, "Hmmm..."
Knight_Otu says (to ClubFloyd), "Baddy McEvilface" 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > BADDY MCEVILFACE 		
CF | 		
CF | PROCESSING... 		
CF | 		
CF | NAME CHANGE COMPLETE. 		
CF | 		
CF | CITIZEN 'james merl iii' IS NOW NAMED 'baddy mcevilface' 		
CF | 		
CF | NOTIFICATION WILL BE DISPATCHED SHORTLY 		
CF | 		
CF | *************************************************. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu presses the yellow enter button. 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] DISCONNECTED FROM NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		Jade says, "there are some ones to try"
Knight_Otu says (to ClubFloyd), "yes" 		
CF | 		
CF | You can't help but think you could have picked a better name. 		
CF | 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying an intricate glass bottle (which contains a proprietor 		
CF | formerly known as James Merl III), Enzo, a knife, a cast iron red 		
CF | herring, a cork and a note. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bottle" 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | An ethereal chain extends from the mouth of the elegant green bottle 		
CF | like an spindly, articulated, tongue. The other end of the chain 		
CF | wraps around your right ankle. The bottle is currently open and it 		
CF | looks sated. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x baddy" 		
CF | > 		
CF | > X BADDY 		
CF | 		
CF | Sorry, I don't understand what "baddy" means. 		
CF | 		
CF | > 		Pinkunz says, "I feel like if we swapped the rich lady's name with Merl's, we could have made him rich."
		Knight_Otu says, "That's a possibility."
		Roger says, "maybe? Or maybe made the contract target her and fulfill it that way"
		Knight_Otu asks, "Should we undo and try?"
		Pinkunz says, "We'd also change his sex, but whatever."
Roger goes home. 		
Roger has disconnected. 		Pinkunz asks, "Roger?"
		Jacqueline says, "Roger did say he could only be here an hour, iirc."
		DavidW says, "Roger had to leave."
		Knight_Otu says, "Roger did say he nly had an hour."
		Jade says, "ah"
		Pinkunz says, "That was sudden, lol."
Pinkunz says (to ClubFloyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Records Office 		
CF | The office is deserted and dark except for a glowing computer in the 		
CF | corner that patiently awaits your attention. 		
CF | 		
CF | The broom closet door looks a little out of place here. It is open to 		
CF | the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Records Office 		
CF | The office is deserted and dark except for a glowing computer in the 		
CF | corner that patiently awaits your attention. 		
CF | 		
CF | The broom closet door looks a little out of place here. It is open to 		
CF | the north. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "undo" 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "look" 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Records Office 		
CF | The office is deserted and dark except for a glowing computer in the 		
CF | corner that patiently awaits your attention. 		
CF | 		
CF | The broom closet door looks a little out of place here. It is open to 		
CF | the north. 		
CF | 		
CF | > 		Pinkunz asks, "How do I know when I've gone back far enough?"
		Knight_Otu says, "We might not need to undo."
		Pinkunz says, "Forget it."
Knight_Otu says (to ClubFloyd), "x bottle" 		
CF | > 		
CF | > X BOTTLE 		
CF | 		
CF | An ethereal chain extends from the mouth of the elegant green bottle 		
CF | like an spindly, articulated, tongue. The other end of the chain 		
CF | wraps around your right ankle. The bottle is currently open and it 		
CF | looks sated. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying an intricate glass bottle (which contains a proprietor 		
CF | formerly known as James Merl III), Enzo, a knife, a cast iron red 		
CF | herring, a cork and a note. 		
CF | 		
CF | > 		Pinkunz says, "Formerly known."
Knight_Otu says (to ClubFloyd), "x computer" 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | Someone has carelessly left the terminal logged in. 		
CF | 		
CF | Would you like to use the computer? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] CONNECTING TO NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu pushes the green 'space' button. 		
CF | TO DISCONNECT, LEAVE INPUT BLANK AND PRESS [ENTER] 		
CF | * * * AUTHORIZED USERS ONLY * * * 		
CF | 		
CF | IF YOU ARE NOT AN AUTHORIZED USER, EXIT NOW. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "james merl iii" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > JAMES MERL III 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Pinkunz says (to ClubFloyd), "Baddy McEvilface" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > BADDY MCEVILFACE 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...MATCH FOUND! 		
CF | 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "Baddy McEvilface" 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > BADDY MCEVILFACE 		
CF | 		
CF | PROCESSING... 		
CF | 		
CF | ERROR! NEW NAME MATCHES OLD NAME. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Knight_Otu says, "Sorry."
		Pinkunz says, "My bad.."
		Pinkunz says, "You drive."
Knight_Otu says (to ClubFloyd), "Baddy McEvilface" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > BADDY MCEVILFACE 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...MATCH FOUND! 		
CF | 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "Malicia De Monns" 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > MALICIA DE MONNS 		
CF | 		
CF | PROCESSING... 		
CF | 		
CF | ERROR! ILLEGAL CHANGE PROHIBITED BY COPYRIGHT 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Knight_Otu says, "Hm."
		Jade says, "our name"
Knight_Otu says (to ClubFloyd), "Malicia De Monns" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > MALICIA DE MONNS 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...ERROR! NAME CHANGE FOR NON-CITIZEN PROHIBITED. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "enzo" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > ENZO 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu presses the yellow enter button. 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] DISCONNECTED FROM NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		Pinkunz says, "It was worth a try. I like Jade's suggestion."
Knight_Otu presses the yellow enter button. 		
CF | 		
CF | You can't help but think you could have picked a better name. 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x me" 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You tend to shapeshift at random. Right now, your alcohol content is 		
CF | 55%, you smell like a pine tree, and you feel strangely beholden to 		
CF | Ryan Reynolds. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask enzo about me" 		
CF | > 		
CF | > ASK ENZO ABOUT ME 		
CF | 		
CF | 'I consider you my master, my responsibility, and of course, my 		
CF | friend. When you remember that I exist anyway.' 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask enzo about enzo" 		
CF | > 		
CF | > ASK ENZO ABOUT ENZO 		
CF | 		
CF | Enzo's voice swells with pride. 'Eighth generation Djinn familiar at 		
CF | your service!' 		
CF | 		
CF | > 		Pinkunz says, "Hmmm... No name mentioned for us at the beginning other than "Djinn" which does not seem to be unique since other names were mentioned."
		Jade asks, "so we cant change our name?"
		Jade says, "x list"
		Knight_Otu says, "Yeah, we do not appear to have a name listed."
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | Records Office 		
CF | The office is deserted and dark except for a glowing computer in the 		
CF | corner that patiently awaits your attention. 		
CF | 		
CF | The broom closet door looks a little out of place here. It is open to 		
CF | the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x list" 		
CF | > 		
CF | > X LIST 		
CF | 		
CF | Sorry, I don't understand what "list" means. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x computer" 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | Someone has carelessly left the terminal logged in. 		
CF | 		
CF | Would you like to use the computer? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] CONNECTING TO NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu presses the yellow enter button. 		
CF | TO DISCONNECT, LEAVE INPUT BLANK AND PRESS [ENTER] 		
CF | * * * AUTHORIZED USERS ONLY * * * 		
CF | 		
CF | IF YOU ARE NOT AN AUTHORIZED USER, EXIT NOW. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "me" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > ME 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "djinn" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > DJINN 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Pinkunz says, "Nope."
		Jade says, "I think our name could be written in the list"
		Pinkunz says, "Shame. I wonder what hijinks are intended by the game."
		Pinkunz asks (of Jade), "Are you referring to the note?"
Knight_Otu says (to ClubFloyd), "x note" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > X NOTE 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu presses the yellow enter button. 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] DISCONNECTED FROM NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		Jade says, "yes"
		Pinkunz says (to Jade), "If so, I scrolled up to reread it. He doesn't mention our name."
Knight_Otu presses the yellow enter button. 		
CF | 		
CF | You can't help but think you could have picked a better name. 		
CF | 		
CF | 		
CF | > 		DavidW says, "I know what hijinks are intended, but I can't say unless you're really stuck."
		Jade says, "ok"
		Pinkunz asks, "Fair enough. Can we appraise the computer?"
		Knight_Otu says, "I wish that computer wasn't so tedious to use."
Knight_Otu says (to ClubFloyd), "appraise computer" 		
CF | > 		
CF | > APPRAISE COMPUTER 		
CF | 		
CF | Studying the computer carefully, you conclude that it is curiously 		
CF | unsizeable, with that certain je ne sais quoi, and made mostly of the 		
CF | stuff of dreams. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
		DavidW says, "Which means that the author forgot to set parameters for it."
		Pinkunz asks, "Meh. Anywhere we haven't visited yet?"
		Knight_Otu asks, "Forgot, or purposely didn't?"
		DavidW says, "I think you've seen all the locations."
Knight_Otu says (to ClubFloyd), "use computer" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] CONNECTING TO NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > USE COMPUTER 		
Knight_Otu presses the yellow enter button. 		
CF | TO DISCONNECT, LEAVE INPUT BLANK AND PRESS [ENTER] 		
CF | * * * AUTHORIZED USERS ONLY * * * 		
CF | 		
CF | IF YOU ARE NOT AN AUTHORIZED USER, EXIT NOW. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Pinkunz says, "We haven't used the herring yet"
Knight_Otu says (to ClubFloyd), "baddy mcevilface" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > BADDY MCEVILFACE 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...MATCH FOUND! 		
CF | 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "james earl iii" 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > JAMES EARL III 		
CF | 		
CF | PROCESSING... 		
CF | 		
CF | NAME CHANGE COMPLETE. 		
CF | 		
CF | CITIZEN 'baddy mcevilface' IS NOW NAMED 'james earl iii' 		
CF | 		
CF | NOTIFICATION WILL BE DISPATCHED SHORTLY 		
CF | 		
CF | *************************************************. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		Jade says, "cool"
		Knight_Otu says, "His is the only relevant name we've heard, I'm sure."
		Jade asks, "and the opposite?"
Knight_Otu says (to ClubFloyd), "push enter" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > PUSH ENTER 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...NO MATCH FOUND. 		
CF | 		
CF | ************************************************* 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu presses the yellow enter button. 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		
Knight_Otu says (to ClubFloyd), "<wa" 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		
CF | > <WA 		
CF | 		
CF | Please answer yes or no: 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] DISCONNECTED FROM NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu presses the yellow enter button. 		
CF | 		
CF | You can't help but think you could have picked a better name. 		
CF | 		
CF | 		
CF | > 		Pinkunz says, "I wonder if the description in the inventory will remove the mention of "formerly known"."
		DavidW says, "If you want a hint... ask Enzo about wish again."
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You're carrying an intricate glass bottle (which contains a proprietor 		
CF | formerly known as James Merl III), Enzo, a knife, a cast iron red 		
CF | herring, a cork and a note. 		
CF | 		
CF | > 		Knight_Otu says, "Ow."
Knight_Otu says (to ClubFloyd), "x computer" 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | Someone has carelessly left the terminal logged in. 		
CF | 		
CF | Would you like to use the computer? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] CONNECTING TO NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu says (to ClubFloyd), "james earl iii" 		
CF | TO DISCONNECT, LEAVE INPUT BLANK AND PRESS [ENTER] 		
CF | * * * AUTHORIZED USERS ONLY * * * 		
CF | 		
CF | IF YOU ARE NOT AN AUTHORIZED USER, EXIT NOW. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "james earl iii" 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > JAMES EARL III 		
CF | 		
CF | 		
CF | SEARCHING DATABASE...MATCH FOUND! 		
CF | 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu says (to ClubFloyd), "rich" 		
CF | Enter New Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | > RICH 		
CF | 		
CF | PROCESSING... 		
CF | 		
CF | NAME CHANGE COMPLETE. 		
CF | 		
CF | CITIZEN 'james earl iii' IS NOW NAMED 'rich' 		
CF | 		
CF | NOTIFICATION WILL BE DISPATCHED SHORTLY 		
CF | 		
CF | *************************************************. 		
CF | 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
Knight_Otu presses the yellow enter button. 		
CF | Enter Original Name Of Citizen [OR LEAVE BLANK TO EXIT] >> 		
CF | 		
CF | ARE YOU SURE YOU WISH TO EXIT THE SYSTEM? 		Pinkunz says, "Hahaha"
		Jade says, "now we have 2 james"
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] 		
CF ] 		
CF ] 		
CF ] 		
CF ] DISCONNECTED FROM NAME CHANGE OFFICE 		
CF ] PRESS A KEY TO CONTINUE 		
CF ] 		
CF ] 		
CF | 		
CF | > YES 		
Knight_Otu presses the yellow enter button. 		
CF | 		
CF | Well, he did wish for you to make him 'rich' didn't he? His facial 		
CF | expression will be priceless! 		
CF | 		
CF | You feel a sudden lightness in your head. Your ethereal chain 		
CF | evaporates, and the bottle vanishes into nothingness with a mildly 		
CF | pained squeal. 		
CF | 		
CF | You are free! Free! You no longer have any magical powers, and you may 		
CF | TAKE SELF to complete the ritual of self possession. 		
CF | 		
CF | [The score has just gone up by 1 point.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take self" 		
CF | > 		
CF | > TAKE SELF 		
CF | 		
CF | 		
CF | 		
CF | *** You have won. *** 		
CF | 		
CF | In that game you scored 28 out of a possible 28, in 133 turns, and 		
CF | accumulated 50 Karma, out of a possible minimum of -100 and maximum of 		
CF | 100. 		
CF | 		
CF | Would you like to RESTART, RESTORE, give the FULL score for that game, 		
CF | see some suggestions for AMUSING things to do or QUIT? 		Pinkunz says, "Cute."
		DavidW says, "It's unfortunate that you couldn't confront him since he was in the bottle."
		Pinkunz says (to KOTU), "Good job."
		DavidW says, "His reaction is fun."
		Knight_Otu says, "Eh, he can stay in the bottle."
		DavidW says, "That's two of the endings."
		DavidW says, "There's at least 3 more."
		Pinkunz says, "I wonder what happens to him."
		Pinkunz asks, "Is he dead?"
Knight_Otu says (to ClubFloyd), "full score" 		
CF | see some suggestions for AMUSING things to do or QUIT? 		
CF | > FULL SCORE 		
CF | 		
CF | 		
CF | The score was made up as follows: 		
CF | 1 Listened to the conch shell? CHECK! 		
CF | 1 Woke the sleeping conch? CHECK! 		
CF | 1 Spoke to Enzo? CHECK! 		
CF | 1 Appraised your beautiful self? CHECK! 		
CF | 1 Appraised your beautiful conch shell? CHECK! 		
CF | 1 Cursed yourself? CHECK! 		
CF | 1 Cursed the conch shell? CHECK! 		
CF | 1 Escaped the bottle? CHECK! 		
CF | 1 Obtained the bottle? CHECK! 		
CF | 1 Read the impudent note? CHECK! 		
CF | 1 Appraised the beautiful closet door? CHECK! 		
CF | 1 Cursed the closet door? CHECK! 		
CF | 1 Appraised the beautiful James Merl III? CHECK! 		
CF | 1 Appraised the young boy? CHECK! 		
CF | 1 Cursed the young boy? CHECK! 		
CF | 1 Interacted with the puppy? CHECK! 		
CF | 1 Cursed the puppy? CHECK! 		
CF | 1 Obtained the puppy? CHECK! 		
CF | 1 Disposed of the puppy? CHECK! 		
CF | 1 Appraised the stately office door? CHECK! 		
CF | 1 Cursed the office door? CHECK! 		
CF | 1 Swapped the doors like a boss? CHECK! 		
CF | 1 Obtained the red herring? CHECK! 		
CF | 1 Dislodged the cork? CHECK! 		
CF | 1 Made James RICH? CHECK! 		
CF | 1 Cursed James Merl III? CHECK! 		
CF | 1 Put someone else in the bottle? CHECK! 		
CF | 1 Used the computer? CHECK! 		
CF | 		
CF | 28 total (out of 28) 		
CF | 		
CF | The following actions affected your Karma: 		
CF | 		
CF | 25 You were kind to the puppy! 		
CF | 25 You rescued the puppy! 		
CF | 		
CF | 50 total (out of between -100 and 100) 		
CF | 		
CF | Would you like to RESTART, RESTORE, give the FULL score for that game, 		
CF | see some suggestions for AMUSING things to do or QUIT? 		DavidW says, "4 more"
		Jade says, "funny game"
Knight_Otu says (to ClubFloyd), "amusing" 		
CF | see some suggestions for AMUSING things to do or QUIT? 		
CF | > AMUSING 		
CF | 		
CF | 		
CF | There are six ways to win the game! Can you find them all? 		
CF | - Karma Victory at +100 or -100! Hint - you can swap the puppy back 		
CF | after giving it away... 		
CF | - Perhaps it's time for someone else to take their turn in the bottle 		
CF | - There's more than one way to make a man 'rich' 		
CF | Good luck, enjoy, and thank you for playing! 		
CF | 		
CF | Would you like to RESTART, RESTORE, give the FULL score for that game, 		
CF | see some suggestions for AMUSING things to do or QUIT? 		Knight_Otu says, "So, giving Cruella's cheque to Rich is one way."
		DavidW says, "yes"
		Pinkunz says, "I have to go, but I enjoyed the compactness of this game."
		DavidW says, "Corking the boy in the bottle is another."
		DavidW says, "The other two involve getting to -100 Karma or +100 Karma."
		Pinkunz asks, "How does putting the boy in the bottle break your obligation to Merl?"
		Knight_Otu says, "That's just mean. Bottling the boy I mean."
		Knight_Otu says, "It frees us from being a djinn."
		DavidW says, "yeah. You're not a djinn any more and all djinn-related obligations are voided."
		Knight_Otu says, "It said at the beginning that luring someone else into the bottle would free us."
		Jade says, "ok it is an original game"
		Pinkunz asks, "Does that make the boy a Djinn? Can he come back and swap me into a lion enclosure?"
		DavidW says, "The boy would have to get free of the bottle first, and I assume we'd put the cork in tighter than James did."
		DavidW says, "Boy wouldn't even know he's in a bottle. It's invisible from the inside."
		Pinkunz says, "Fair."
		Knight_Otu says, "Yeah, Rich is a dabbler, we are an expert."
		Jacqueline says, "This was very clever."
		Knight_Otu says, "And nicely short."
		DavidW says, "Captain Cutter's Treasure uses the same opening location."
		DavidW says, "Broom closet, fabric on floor, knife in door."
		Jacqueline says, "heh"
		Jacqueline says, "Nice"
		DavidW says, "Story is quite different, though."
		Pinkunz says, "I'd like to see a similar mechanic fleshed out into a larger game. Like Counterfeit Monkey."
		Jade says, "I havent played already Captain Cutter"
		Pinkunz says, "Although the brevity encourages replays, which is nice."
		DavidW says, "Not everyone can be as talented as Emily, but yes, it would be interesting."
		DavidW says, "I suspect a larger came with this mechanic would need more assistance for reminding you what's been appraised or cursed already."
		MoyTravis says, "Well, that was pretty short, but interesting."
		MoyTravis says, "Thanks for driving, I'm gonna go get some food now."



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ClubFloyd Transcript:
Bigfoot Bluff [Alpha] by P.B. Parjeter
As played on ifMUD on March 13, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of the alpha of Bigfoot Bluff written by P.B. Parjeter. Bigfoot Bluff was released as part of Spring Thing 2022. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		MoyTravis asks, "Wait we have a game already?"
		Roger says, "This is Club Betatest"
		DavidW asks, "Gee, Pinkunz, what are we gonna play today?"
		Jacqueline says, "We do. We are beta testing."
		DavidW says, "Narf"
		Pinkunz exclaims, "The same thing we do EVERYDAY, try to take over the MUD!"
		Jacqueline looks at the others. "Is that what we do?"
		Pinkunz shrugs.
		Pinkunz says, "I don't think the MUD put up much resistance."
		MoyTravis asks, "Apparently?"
		DavidW asks, "I forgot all about beta testing today. Did we get a game to test?"
		Roger says, "hope so"
		DavidW says, "oh, scrollback says we have a game"
		MoyTravis says, "Uh, ask whoever's setting it up."
		MoyTravis says, "Which, apparently, is Pinkunz? I have no objection, I was just surprised."
		Jacqueline asks, "I'm looking. Pinkunz, is it in my email?"
		Pinkunz says, "The first email I sent you."
		Jacqueline says, "Oh. I'm looking in the wrong spot. One sec."
		Jacqueline says, "Oho! Yep. One sec."
		Pinkunz says, "Also, the author is here, he's trying to figure out how to communicate and ask for a clubhouse pass"
		Pinkunz says, "His screenname is pbparjeter."
		Jacqueline says, "Ah, let me give him a pass."
		DavidW says, "He's in Dorm A at the moment."
Jacqueline gets ClubFloyd Pass 06. 		
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Jacqueline has arrived. 		
pbparjeter has arrived. 		DavidW says, "You'll want to add pbparjeter to the channel too, of course."
		* Jacqueline has added pbparjeter to the channel.
		Jacqueline says, "Timing"
		Pinkunz exclaims (at pbparjeter), "Welcome!"
		DavidW says, "And tell him how to use the channel."
		Jacqueline says (to DW), "Yes. I've done this previously."
		Jacqueline laughs.
		DavidW says, "sorry"
		Jacqueline says (to PB), "To type on the channel, type #CLUBFLOYD HI"
		pbparjeter says, "Hello, everyone, thanks for bearing with me, not sure if you saw my flood of commands"
		DavidW says, "Not yet"
		Jacqueline says, "That establishes the channel, then after that's done you can shorten it with a semi-colon, like this: ;HI AGAIN"
		Pinkunz says (to pbparjeter), "You were in another room when most of them were made, so not so much yet, lol."
		pbparjeter says, "HI"
		DavidW says, "Dorm A is like a bedroom you wake up in."
		Jacqueline asks (of Folks,), "why don't I just forward around the map and png by email, would that work?"
		pbparjeter says, "The filebin link should be ok to paste here"
		bg says, "hi pbparjeter"
		MoyTravis says, "the wha now"
		Jacqueline says (to Moy), "There's a map"
		Roger says, "sure"
		pbparjeter says, "The URL where it is being hosted"
		MoyTravis exclaims, "pictures!"
		Jacqueline says, "You don't have to have it if you -- yes"
		Pinkunz says (to pbparjeter), "I sent the files directly to Jacqueline, but the filebin would work too." (*NOTE* The link was distributed, but that link was temporary and no longer works.)
		MoyTravis says, "pretty"
		Jacqueline says, "Sent you each the map and a png, but not the sourcecode."
		Pinkunz says, "I wans't sure if it would stay open or not."
		DavidW says, "'Bigfoot Bluff'"
		pbparjeter says, "My link will expire in a few days so it's good to have it in an email too"
		MoyTravis says, "That's some pretty nice cover art."
		MoyTravis asks, "This Spring Thing?"
		Roger says, "okay looks good"
		Jacqueline asks, "Tell us a little bit about this game, what comp it's for, and let me know how long I need to embargo the transcript...?"
Jacqueline hollers, "We will be playing a beta game today that's going to be in a competition. Please @mute ClubFloyd if you're not playing. Thanks." 		pbparjeter says, "The game is called Bigfoot Bluff. It's a sandbox-style game where you accumulate points to reach an end-game"
		pbparjeter says, "so we will probably not do every puzzle today if we are doing a single playthrough"
		Jacqueline says, "mmkay"
		pbparjeter says, "it's probably going to be submitted to Spring Thing or Parser Comp"
		Jacqueline says, "Ah. Okay. So it'll be a while. Got it."
		pbparjeter says, "it's a very rough alpha so there are lots of textual errors, but it is beatable"
		Pinkunz says, "Depends on time. Some games get more than one playthrough if they're short enough." 		
Jacqueline says (to ClubFloyd), "load sleepmask bigfootalpha" 		
CF ] Parking Lot Score: 25 		
CF | 		
CF | 		
CF | 		
CF | Ten years ago you renounced Bigfootdom to become a paparazzi. Now 		
CF | it is your job to do an exposé on your reclusive sasquatch father. 		
CF | Welcome to... 		
CF | 		
CF | BIGFOOT BLUFF 		
CF | by P.B. Parjeter 		
CF | Release 7 / Serial number 220307 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Parking Lot 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see the figure here. 		
CF | 		
CF | > 		pbparjeter says, "I guess this is so I take a handsoff approach"
		DavidW says, "The map seems straightforward. Hub at Meadow, with trails in every compass direction."
DavidW says (to ClubFloyd), "x figure" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X FIGURE 		
CF | 		
CF | It's your father, Bigfoot Senior, who retreated years ago to this park 		
CF | and seized control of it. He's planning to spread news of his insular 		
CF | park through an undergrond network of cryptid creatures. You need to 		
CF | photograph him and expose him to the world. 		
CF | 		
CF | > 		Pinkunz says, "Agreed. Thanks for including a map, PB."
DavidW says (to ClubFloyd), "i" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > I 		
CF | 		
CF | You're not carrying anything yet. 		
CF | 		
CF | > 		Jacqueline asks, "So, do you want us to point out typos, or no?"
		DavidW says, "so we need a camera"
		pbparjeter says, "don't worry about typos"
		Jacqueline says, "I would if I were beta testing, but I won't if-- okay."
DavidW says (to ClubFloyd), "x cars" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X CARS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x car" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X CAR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		pbparjeter says, "I guess I have not been muted, I though that was what sleep meant"
DavidW says (to ClubFloyd), "x me" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You are a Bigfoot standing about eight feet tall. You can do pretty 		
CF | much everything a human can do, plus you can easily carry your entire 		
CF | inventory over one shoulder. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > I 		
CF | 		
CF | You're not carrying anything yet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > L 		
CF | 		
CF | Parking Lot 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see Bigfoot Senior here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dad, hello" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > DAD, HELLO 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		Pinkunz says (to PB), "just the command to start the game. Feel free to comment."
Jacqueline says (to ClubFloyd), "say hello to dad" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > SAY HELLO TO DAD 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say hello to father" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > SAY HELLO TO FATHER 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask senior about me" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > ASK SENIOR ABOUT ME 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "father, hello" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > FATHER, HELLO 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hug father" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > HUG FATHER 		
CF | 		
CF | Bigfoot Senior might not like that. 		
CF | 		
CF | > 		Jacqueline cries.
		MoyTravis says, "wow"
DavidW says (to ClubFloyd), "cry" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > CRY 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		MoyTravis says, "what a stern and distant father figure"
		Jacqueline says, "I can see why we are fine with exposing him, loveless parent that he is."
		Pinkunz asks, "Talk to Father?"
		Roger says, "His feet be big but his heart be small"
Jacqueline says (to ClubFloyd), "talk to father" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TALK TO FATHER 		
CF | 		
CF | You try to follow Bigfoot Senior, but he starts walking down the trail 		
CF | before you can even get close to him...and now he's gone. 		
CF | 		
CF | > 		pbparjeter says, "lol"
		MoyTravis says, "..."
		Jacqueline says (to Roger), "heehee"
		MoyTravis says, "WOW"
		DavidW says, "More distant than you thought."
Jacqueline says (to ClubFloyd), "follow father" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > FOLLOW FATHER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "We should go north now."
		Jacqueline asks, "We don't know that he went North but are assuming, right?"
		Pinkunz says, "Need to be more direct than 'follow that cab!'"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > N 		
CF | 		
CF | There's no reason to go any further until you have a map. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take map" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TAKE MAP 		
CF | 		
CF | You aren't going to take the entire board. But you could make a copy 		
CF | of its map. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x board" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X BOARD 		
CF | 		
CF | It's a map of the park. You'll never remember all of the trails just 		
CF | by looking at it. Perhaps there is a way to make a copy. 		
CF | 		
CF | > 		DavidW says, "I don't remember a board mentioned."
DavidW says (to ClubFloyd), "l" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > L 		
CF | 		
CF | Parking Lot 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see a car and a welcome board here. 		
CF | 		
CF | > 		DavidW says, "oh, but it's there now."
Jacqueline says (to ClubFloyd), "x welcome board" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X WELCOME BOARD 		
CF | 		
CF | It's a map of the park. You'll never remember all of the trails just 		
CF | by looking at it. Perhaps there is a way to make a copy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tattoo map on butt" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TATTOO MAP ON BUTT 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		pbparjeter says, "XD"
		Jacqueline says, "I was surprised that came from David and not Roger"
		MoyTravis says, "Take a picture of it with our phone."
		Pinkunz says (to DW), "The car and the welcome board were overwritten by Dad's presence."
DavidW says (to ClubFloyd), "i" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > I 		
CF | 		
CF | You're not carrying anything yet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take welcome board" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TAKE WELCOME BOARD 		
CF | 		
CF | You aren't going to take the entire board. But you could make a copy 		
CF | of its map. 		
CF | 		
CF | > 		DavidW says (to Pinkunz), "ah"
		DavidW says, "There probably is a phone in the car, then."
DavidW says (to ClubFloyd), "open car" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > OPEN CAR 		
CF | 		
CF | (Now it's open. Unlike some games, you cannot always see inside things 		
CF | right away. You should enter the car or search the car to see what is 		
CF | inside.) 		
CF | 		
CF | > 		Roger says, "hmmm the park map pdf doesn't have a You Are Here marker"
DavidW says (to ClubFloyd), "enter car" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > ENTER CAR 		
CF | 		
CF | You get into the car. 		
CF | 		
CF | In the car you can see a park ranger and a camera. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take camera" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TAKE CAMERA 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ranger" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X RANGER 		
CF | 		
CF | He is sleeping; it is best not to wake him up. 		
CF | 		
CF | He doesn't seem to be using his uniform, which is slovenly 		
CF | unbuttoned.. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take uniform" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > TAKE UNIFORM 		
CF | 		
CF | You take off his uniform and toss it over your shoulder; you've left 		
CF | the ranger in his undershirt. 		
CF | 		
CF | > 		Roger says, "This just took a turn for the sexy"
DavidW says (to ClubFloyd), "kiss ranger" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > KISS RANGER 		
CF | 		
CF | The park ranger might not like that. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
DavidW says (to ClubFloyd), "x undershirt" 		
CF ] Parking Lot Score: 25 		
CF | > 		
CF | > X UNDERSHIRT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz asks, "That ranger is sleeping HARD. Maybe tossing a few back?"
DavidW says (to ClubFloyd), "wear uniform" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > WEAR UNIFORM 		
CF | 		
CF | It's not sasquatch-sized, but it fits well enough that you can pass 		
CF | for a park ranger at a distance. If only you had a way to identify 		
CF | yourself as the park ranger... 		
CF | 		
CF | Stealth score plus one 		
CF | 		
CF | > 		Jacqueline says, "ha"
		Jacqueline says, "really, okay"
		MoyTravis says, "All right, so, this park ranger is a giant."
		Roger says, "most park rangers are even hairier"
DavidW says (to ClubFloyd), "x glove compartment" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > X GLOVE COMPARTMENT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x seat" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > X SEAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search ranger" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > SEARCH RANGER 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search uniform" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > SEARCH UNIFORM 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > L 		
CF | 		
CF | Parking Lot (in the car) 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see a welcome board here. 		
CF | 		
CF | In the car you can see a park ranger. 		
CF | 		
CF | > 		Pinkunz says, "But Yogi? What about the ranger? Don't worry Bubu, we'll stip him and rob him."
		Jacqueline says (to Roger), "I'm not going to comment on that."
DavidW says (to ClubFloyd), "x car" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > X CAR 		
CF | 		
CF | The decal on the side says BIGFOOT BLUFF PARK RANGERS. 		
CF | 		
CF | In the car is a park ranger. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take decal" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > TAKE DECAL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the car. 		
CF | 		
CF | Parking Lot 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see a car and a welcome board here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open trunk" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > OPEN TRUNK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open boot" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > OPEN BOOT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x uniform" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > X UNIFORM 		
CF | 		
CF | It's a standard brown park ranger uniform with a pocket. It's not 		
CF | sasquatch-sized, but it fits well enough that you can pass for a park 		
CF | ranger at a distance. It has a pocket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in pocket" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > LOOK IN POCKET 		
CF | 		
CF | You can't see inside, since the pocket is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the pocket, revealing a peanut butter sandwich. 		
CF | 		
CF | > 		Jacqueline asks, "So do we need a badge?"
		DavidW asks, "I think so, maybe?"
		Roger says, "we don't need no stinkin badges"
DavidW says (to ClubFloyd), "photograph map" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > PHOTOGRAPH MAP 		
CF | 		
CF | You snap a picture of the welcome board and it reels out of the 		
CF | camera. Now you can navigate the park with ease. 		
CF | 		
CF | > 		Pinkunz asks, "Who keeps a PB sandwich in their shirt pocket?"
		DavidW says, "Park rangers."
		Pinkunz says, "I asked for that."
		MoyTravis says, "Look if anybody asks we'll just offer them the sandwich."
		Roger says, "always be prepared"
		DavidW says, "A bear will ask."
		MoyTravis asks, "Who can resist a pocket sandwich?"
		DavidW says, "A bear wearing a park visitor uniform."
		MoyTravis asks, "Who would win, a Bigfoot or a bear?"
		Jacqueline says, "I usually kept sandwiches in my pack, but I guess that's just me and every park ranger I know, not this person."
		MoyTravis asks, "Pack isn't pocket?"
DavidW says (to ClubFloyd), "x sandwich" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > X SANDWICH 		
CF | 		
CF | It's the park ranger's lunch. 		
CF | 		
CF | > 		Pinkunz says, "Not anymore."
		Roger says, "what if the car gets too hot while they're in here"
		MoyTravis says, "To be honest that's a very deep pocket. I guess it tracks if the park ranger is already very large."
		DavidW says, "There's a cabin on the map. The ID might be there."
		Pinkunz asks, "Smell sandwich?"
DavidW says (to ClubFloyd), "smell sandwich" 		
CF ] Parking Lot Score: 26 		
CF | > 		
CF | > SMELL SANDWICH 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		Pinkunz says, "Just curious how implemented it is."
		pbparjeter says, "we must have smaller bread or bigger pockets where I live"
		DavidW says, "Can we go north yet>"
		Pinkunz says (to pbparjeter), "Possibly both."
		MoyTravis says, "Possibly both."
		pbparjeter says, "yes"
DavidW says (to ClubFloyd), "n" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Trailhead 		
CF | The trailhead is surrounded by tall trees. It extends further; look at 		
CF | your map to find directions. 		
CF | 		
CF | You can see a gondola and a branch here. 		
CF | 		
CF | > 		Jacqueline says, "I feel like smell sandwich is not as good as ..."
DavidW says (to ClubFloyd), "x gondola" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > X GONDOLA 		
CF | 		
CF | The gondola heads up to the mountain peak via a cable, but it seems to 		
CF | be missing a part. You can see the toothed chain that pulls the 		
CF | gondola. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lick sandwich" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > LICK SANDWICH 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		Jacqueline says, "Dang"
		Jacqueline says, "(Kidding)"
DavidW says (to ClubFloyd), "x chain" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > X CHAIN 		
CF | 		
CF | Above the gondola, you can see the toothed chain that pulls the car. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x branch" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > X BRANCH 		
CF | 		
CF | The branch has fallen off a nearby tree. It's almost big enough to fit 		
CF | over your entire body. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear branch" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > WEAR BRANCH 		
CF | 		
CF | You're not going to wear the branch. At least, not on its own. 		
CF | 		
CF | > 		DavidW says, "interesting"
		DavidW says, "build-an-Ent-costume puzzle, maybe"
		DavidW says, "Most branches in games are for making torches."
		Pinkunz exclaims, "Hastily repaired gondola rides are tight!"
		DavidW says, "But this branch is destined for something else."
DavidW says (to ClubFloyd), "enter gondola" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > ENTER GONDOLA 		
CF | 		
CF | You can't get into the closed gondola. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open gondola" 		
CF ] Trailhead Score: 26 		
CF | > 		
CF | > OPEN GONDOLA 		
CF | 		
CF | There's no point in opening the vehicle when it isn't moving. 		
CF | 		
CF | > 		DavidW says, "so, no scoping out the insides."
		pbparjeter says, "sadly there is only one thing that you can set on fire in this game"
		Pinkunz says, "Not yet, anyway."
		pbparjeter says, "no torches"
		DavidW asks, "shall we continue north?"
		Pinkunz says, "Smokey the Bear approves."
		Pinkunz says, "Sure."
DavidW says (to ClubFloyd), "n" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grate" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > X GRATE 		
CF | 		
CF | It leads into the large cavern full of machinery. 		
CF | 		
CF | > 		DavidW says, "hm. Probably shouldn't say that unless we knew that already prior to the game starting"
DavidW says (to ClubFloyd), "x windowsill" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > X WINDOWSILL 		
CF | 		
CF | It's the window into Bigfoot Senior's cabin. There's no way for you to 		
CF | open the window itself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sill" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > X SILL 		
CF | 		
CF | It's the window into Bigfoot Senior's cabin. There's no way for you to 		
CF | open the window itself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pie" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > X PIE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz asks, "Large shadowy cavern instead?"
DavidW says (to ClubFloyd), "x mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > X MUD 		
CF | 		
CF | As you move toward it, you slip and leave a giant footprint in the 		
CF | muddy river. Your tracks give away your presence... this can be fixed 		
CF | though. 		
CF | 		
CF | Stealth score minus one 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Meadow Score: 26 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Meadow 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Roger says, "oh no"
		pbparjeter says, "type help"
DavidW says (to ClubFloyd), "help" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > HELP 		
CF | 		
CF | 		
CF | BIGFOOT BLUFF is an interactive fiction sandbox game. Try to do 		
CF | various things that will help you stay hidden in the park. As you do, 		
CF | your stealth score will increase and you will be able to track down 		
CF | Bigfoot Senior and catch him on camera. 		
CF | 		
CF | You do not have to finish every puzzle. Once you accumulate 50 stealth 		
CF | points, you will be able to photograph Bigfoot with ease. 		
CF | 		
CF | Bigfoot Bluff is a forgiving game even though undoing is disabled. If 		
CF | you lose points, don't worry! Just keep playing and you will more than 		
CF | make up for the lost points. 		
CF | 		
CF | The game will automatically remove objects when you have used them for 		
CF | their intended purposes. However, objects often have more than one 		
CF | possible use and will stay in play for the entire game. 		
CF | 		
CF | For credits type ABOUT. 		
CF | 		
CF | > 		pbparjeter says, "that will give you some more info about scoring"
		DavidW says, "oh. UNDO is disabled. Or will be."
DavidW says (to ClubFloyd), "about" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | 		
CF | BIGFOOT BLUFF was written by P.B. Parjeter for Spring Thing 		
CF | 2022. Contact the author at pbpjareter@protonmail.com or on the IF 		
CF | Forums at intfiction.org. 		
CF | 		
CF | Beta testing was provided by Mike Russo, Amanda B., Jade, and 		
CF | Agnieszka Trzaska. 		
CF | 		
CF | Icons used in the downloadable map PDF were created by The Noun 		
CF | Project contributors Pavel N. (Parking), Alex C (Marsh), Christopher 		
CF | T. Howlett (Camping), Nick Kinling (Forest), Elisabeta (Summit), Med 		
CF | Marki (Canyon), Iconiqu (Den), Mino (Trailhead), Vincenzo Bianchi 		
CF | (Bathroom), Road Signs (Cabin), and Rflor (Lake). 		
CF | 		
CF | The font used in supplemental material is Classic Trash BRK, available 		
CF | at [LINK] 		
CF | > 		pbparjeter says, "i don't think I disabled for the alpha"
		pbparjeter says, "just in case of dead ends"
		Pinkunz says, "No worries, we can keep to the spirit of it though."
		pbparjeter says, "since items reverse the effect of actions, undoing kind of ruins that"
		DavidW says, "hm, I think I recognize all the testers' names, even though I don't really know them at all."
		Pinkunz says, "So finding a way to erase the footprint is part of the gameplay."
		DavidW asks, "we could brush it with the branch, maybe?"
		Pinkunz says, "Worth a shot."
		DavidW asks, "Should I re-approach the mud, then?"
		DavidW asks, "Or just try to take it over?"
		Jacqueline asks, "Should that read, 'However, some objects have more than one possible use[...]'?"
		Pinkunz says (to pbparjeter), "What sort of failure message do you have in mind for players who try the "undo" command."
		Jacqueline says, "In life, there is no undo."
		pbparjeter says, "a shorter version of the help command, something friendly"
DavidW says (to ClubFloyd), "open window" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		pbparjeter says, "telling them not to worry about losing points"
DavidW says (to ClubFloyd), "x cabin" 		
CF ] Meadow Score: 26 		
CF | > 		
CF | > X CABIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says (to pb), "Ah, nice. That works."
DavidW says (to ClubFloyd), "x mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > X MUD 		
CF | 		
CF | As you move toward it, you slip and leave a giant footprint in the 		
CF | muddy river. Your tracks give away your presence... this can be fixed 		
CF | though. 		
CF | 		
CF | Stealth score minus one 		
CF | 		
CF | > 		pbparjeter says, "I think I maybe misled you when I said that items reverse things like the mud, you should not approach this directly"
DavidW says (to ClubFloyd), "wipe footprint" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > WIPE FOOTPRINT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean footprint" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > CLEAN FOOTPRINT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wipe tracks" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > WIPE TRACKS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > L 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wipe mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > WIPE MUD 		
CF | 		
CF | You rub the mud puddle. 		
CF | 		
CF | > 		Jacqueline asks, "huh - so is there a footprint or not?"
DavidW says (to ClubFloyd), "clean mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > CLEAN MUD 		
CF | 		
CF | You rub the mud puddle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "brush mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > BRUSH MUD 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > X MUD 		
CF | 		
CF | You won't make the mistake of stepping in it again. 		
CF | 		
CF | > 		DavidW says, "erase mud"
DavidW says (to ClubFloyd), "erase mud" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > ERASE MUD 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		Pinkunz asks, "Do you mean that the effect (losing stealth) of the footprint can be undone, or the literal footprint itself?"
		DavidW says, "My attempts at fixing the footprint are failing."
Knight_Otu has arrived. 		DavidW says, "There seems to be no actual footprint."
		Pinkunz says, "Because clarifying this might help."
DavidW says (to ClubFloyd), "score" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You have so far scored 25. You only need 50 points to photograph 		
CF | Bigfoot Senior and win the game.. 		
CF | 		
CF | > 		Pinkunz says, "Hi, Knight_Otu. Beta test today, you haven't missed a bunch."
		pbparjeter says, "both points and the actual footprint can be erased,"
		pbparjeter says, "but rather than directly interacting with the puddle,"
		DavidW says, "I rhink we should go NE to cabin next."
		pbparjeter says, "doing something elsewhere will clear it up"
		Pinkunz says, "The solution lies elsewhere."
		Knight_Otu asks, "Hey. I'm guessing Daylight Savings screwed me up again?"
		MoyTravis says, "mrmyeeeep"
		MoyTravis says, "'s silly"
		Pinkunz says, "i.e. the sprinkler controls or somesuch thing."
		Pinkunz says (to KO), "yep."
		pbparjeter says, "hello"
		DavidW says, "or we could get a hippo to wallow in it."
		Jacqueline says (to pbp), "Hm. I think it would be good to clue the player in more on that, because erasing the footprint with a branch seems pretty intuitively the solution."
		Jacqueline asks, "Or make that an alternative solution?"
		Pinkunz says, "The player will try a direct path unless clued in to try elsewhere."
		Pinkunz says, "Unless they're DW, ;-)"
		Knight_Otu says, "Oh well, I'll just spectate then."
		pbparjeter says, "yes, I should put pointers in the default responses"
		Jacqueline says (to KO), "Sorry, yes. I only remembered at midnight, since I also don't observe DST. Now y'all are an hour ealier and I'm not a huge fan."
		Pinkunz says, "I like the feel and atmosphere so far, though."
		Pinkunz says, "It's certainly got a fun vibe to it."
		pbparjeter says, "there will be alternate solutions and partial solutions as well"
		pbparjeter says, "one beta tester has already tried washing their feet in the barrel of water, so I am implementing that in the beta"
		DavidW says, "step one: Bring small child to mud puddle. Step two: Give mud cookie recipe to small child. Step three: Profiteers!"
		pbparjeter says, "trying that here won't get you anything though sadly"
		Pinkunz says, "Understood."
		Pinkunz asks (of DW), "Onward?"
DavidW says (to ClubFloyd), "ne" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel, a webcam and a welcome mat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x barrel" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X BARREL 		
CF | 		
CF | It's Bigfoot Senior's barrel of drinking water, boiled for sanitation 		
CF | purposes. 		
CF | 		
CF | In the barrel is a gallon of water. 		
CF | 		
CF | > 		pbparjeter says, "this should be in the help file I guess...type x map to see your map"
DavidW says (to ClubFloyd), "x webcam" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X WEBCAM 		
CF | 		
CF | One of five surveillance cameras used to monitor the park. It's 		
CF | encased in a strong metal cage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mat" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X MAT 		
CF | 		
CF | It's a welcome mat, even though you're clearly not welcome here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under mat" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > LOOK UNDER MAT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wrestle mat" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > WRESTLE MAT 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		pbparjeter says, "not mat, map"
DavidW says (to ClubFloyd), "x mailslot" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X MAILSLOT 		
CF | 		
CF | It's part of the door; you can slip photos inside to try and distract 		
CF | him. 		
CF | 		
CF | Bigfoot Senior appears to be waiting just inside the door with arms 		
CF | crossed. 		
CF | 		
CF | > 		
Pinkunz says (to ClubFloyd), "x map" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | You can return to the meadow by heading down. From there, you 		
CF | can see every possible route. 		
CF | 		
CF | > 		DavidW says, "oh, it works like the map in Gaia, J-something, Something."
		Pinkunz says, "Pretty cool. Routing without the graphic."
DavidW says (to ClubFloyd), "l" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > L 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel, a webcam and a welcome mat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take barrel" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > TAKE BARREL 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw barrel at mario" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > THROW BARREL AT MARIO 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "lol"
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		Knight_Otu says, "This ain't Dokey Kong."
DavidW says (to ClubFloyd), "open grate" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > OPEN GRATE 		
CF | 		
CF | You need the key to the grate before you open it. 		
CF | 		
CF | > 		Roger says, "maybe we can ride it down a waterfall"
		DavidW says, "Not if we can't take it, young dwarf."
		Pinkunz asks, "Maybe we can drug Sr? Knock him out or something. It is his drinking water, right?"
		Jacqueline says, "gosh"
		pbparjeter says, "I guess all the things DavidW did to the mat did not trigger getting the key"
		Pinkunz says, "Slightly sinister."
		DavidW asks, "There really is a key there?"
DavidW says (to ClubFloyd), "lift mat" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > LIFT MAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under mat" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > LOOK UNDER MAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel, a webcam and a welcome mat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under mat" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > LOOK UNDER MAT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search mat" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > SEARCH MAT 		
CF | 		
CF | You lift it up and find a key. You take the key and put the mat back 		
CF | in place. You'll ignore the mat from now on. 		
CF | 		
CF | > 		DavidW says, "oh"
		pbparjeter says, "just taking the mat actually works"
		Pinkunz says, "Synonyms are b*tch."
DavidW says (to ClubFloyd), "x key" 		
CF ] Staircase Score: 25 		
CF | > 		
CF | > X KEY 		
CF | 		
CF | The key appears to unlock the grate in the meadow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock grate" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > UNLOCK GRATE 		
CF | 		
CF | What do you want to unlock the grate that leads into the ground with? 		
CF | 		
CF | > 		pbparjeter says, "I am torn on how obvious to make it..."
DavidW says (to ClubFloyd), "key" 		
CF ] Meadow Score: 25 		
CF | > 		
CF | > KEY 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > D 		
CF | 		
CF | (first opening the grate that leads into the ground) 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, a pump, a bicycle 		
CF | and a clothesline here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machinery" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > X MACHINERY 		
CF | 		
CF | The pump is a large machine that spans the entire room. The only part 		
CF | of it that you can use is the wheel attached to it. 		
CF | > 		Roger says, "It does have that big-game feel"
		Pinkunz says (to pbparjeter), "Not always easy to tell. Also varies on the player too."
DavidW says (to ClubFloyd), "x bicycle" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > X BICYCLE 		
CF | 		
CF | It's a bicycle. There is a gear in the chains. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take gear" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > TAKE GEAR 		
CF | 		
CF | You take the gear. You'll ignore the bicycle from now on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x clothesline" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > X CLOTHESLINE 		
CF | 		
CF | It's a wire that stretches across the room; photos are hanging on it 		
CF | to dry. 		
CF | 		
CF | On the clothesline are a highway photo, a shaman photo, a hunting 		
CF | photo and a task list. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x highway" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > X HIGHWAY 		
CF | 		
CF | It hasn't developed yet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shaman" 		
CF ] Cave Score: 25 		
CF | > 		
CF | > X SHAMAN 		
CF | 		
CF | It hasn't developed yet. 		
CF | 		
CF | > 		DavidW says, "hm. I guess the darkroom is for developing these."
		DavidW says, "I don't want to turn the wheel yet, unless a waterfall must be turned off."
		DavidW says, "Spoil the natural beauty."
DavidW says (to ClubFloyd), "d" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Darkroom 		
CF | It's a photo development lab. Bigfoot Senior begrudgingly constructed 		
CF | it for you before you left the park to begin your career. 		
CF | 		
CF | You can see a lightbulb, a tray, a black spray paint and a flash 		
CF | adjuster here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lightbulb" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > X LIGHTBULB 		
CF | 		
CF | It's on the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tray" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > X TRAY 		
CF | 		
CF | This can be used to develop photos. Your camera is an instant-print 		
CF | model, though, so probably you won't need it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paint" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > X PAINT 		
CF | 		
CF | It's a black spray paint can. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x adjuster" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > X ADJUSTER 		
CF | 		
CF | This device automatically adjusts the strength of your camera flash. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take adjuster" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > TAKE ADJUSTER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach it to camera" 		
CF ] Darkroom Score: 25 		
CF | > 		
CF | > ATTACH IT TO CAMERA 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put adjuster on camera" 		
CF ] Darkroom Score: 27 		
CF | > 		
CF | > PUT ADJUSTER ON CAMERA 		
CF | 		
CF | The camera's flash still lights up the scene when you take a picture, 		
CF | but it will not give your position away so easily. 		
CF | 		
CF | Stealth score plus two 		
CF | 		
CF | > 		Jacqueline says, "nice"
DavidW says (to ClubFloyd), "take paint" 		
CF ] Darkroom Score: 27 		
CF | > 		
CF | > TAKE PAINT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		pbparjeter says, "needs some synonyms/understands"
DavidW says (to ClubFloyd), "take tray" 		
CF ] Darkroom Score: 27 		
CF | > 		
CF | > TAKE TRAY 		
CF | 		
CF | It's a tray for developing photos. It's exactly where it should be. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, a pump and a 		
CF | clothesline here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all from line" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > TAKE ALL FROM LINE 		
CF | 		
CF | You can't just scoop up everything at once despite your Bigfoot-sized 		
CF | hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x line" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > X LINE 		
CF | 		
CF | It's a wire that stretches across the room; photos are hanging on it 		
CF | to dry. 		
CF | 		
CF | On the clothesline are a highway photo, a shaman photo, a hunting 		
CF | photo and a task list. 		
CF | 		
CF | > 		Pinkunz says, "Understanding where they're needed is where beta-testing comes in."
DavidW says (to ClubFloyd), "take highway, shaman, hunting, task" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > TAKE HIGHWAY, SHAMAN, HUNTING, TASK 		
CF | 		
CF | highway photo: You aren't even going to try taking that. 		
CF | shaman photo: You aren't even going to try taking that. 		
CF | hunting photo: You aren't even going to try taking that. 		
CF | task list: You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take line" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > TAKE LINE 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		pbparjeter says, "take highway"
		DavidW says, "ok, maybe they just need time."
DavidW says (to ClubFloyd), "take highway" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > TAKE HIGHWAY 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take highway photo" 		
CF ] Cave Score: 27 		
CF | > 		
CF | > TAKE HIGHWAY PHOTO 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		pbparjeter says, "hmm, i thought there was a message about not disturbing the work"
		DavidW says, "they're not takeable."
		pbparjeter says, "maybe that is not in this version"
DavidW says (to ClubFloyd), "u" 		
CF ] Meadow Score: 27 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		Pinkunz asks, "Either way, they're not takable, yes?"
		DavidW asks, "I guess the gear might be for the gondola?"
		pbparjeter says, "right, you can't take them"
DavidW says (to ClubFloyd), "s" 		
CF ] Trailhead Score: 27 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Trailhead 		
CF | The trailhead is surrounded by tall trees. It extends further; look at 		
CF | your map to find directions. 		
CF | 		
CF | You can see a gondola here. 		
CF | 		
CF | > 		pbparjeter says, "correct on the gondola"
DavidW says (to ClubFloyd), "put gear on gondola" 		
CF ] Trailhead Score: 27 		
CF | > 		
CF | > PUT GEAR ON GONDOLA 		
CF | 		
CF | The gondola starts to move without you inside it, but fortunately it 		
CF | is on a loop and another car arrives immediately. 		
CF | 		
CF | > 		Knight_Otu says, "You know, I like that message as a "can't take", in a way. Seems odd for the photographs of course."
DavidW says (to ClubFloyd), "enter gondola" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > ENTER GONDOLA 		
CF | 		
CF | You open the gondola. 		
CF | 		
CF | The gondola starts to move, beginning its long crawl up the 		
CF | mountain... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the gondola. 		
CF | 		
CF | Summit 		
CF | It's a snowy mountain peak; the summit of Bigfoot Bluff. 		
CF | 		
CF | You can see a gondola, an upper gate, an oil, the unicorn and a 		
CF | snowbank here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gate" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X GATE 		
CF | 		
CF | The gate leads south to the workstation; there is also a lever on the 		
CF | gate that unlocks it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph unicorn" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > PHOTOGRAPH UNICORN 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x unicorn" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X UNICORN 		
CF | 		
CF | The "uni" here stands for "university". It is the mascot costume from 		
CF | your old photography school. 		
CF | 		
CF | > 		DavidW says, "oh"
DavidW says (to ClubFloyd), "take it" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take uni" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > TAKE UNI 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take unicorn" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > TAKE UNICORN 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x oil" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X OIL 		
CF | 		
CF | It's a spray canister for oiling things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x snowbank" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X SNOWBANK 		
CF | 		
CF | It's a bank of well-packed snow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search it" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind it" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > LOOK BEHIND IT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gate" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X GATE 		
CF | 		
CF | The gate leads south to the workstation; there is also a lever on the 		
CF | gate that unlocks it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lever" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > X LEVER 		
CF | 		
CF | You see nothing special about the lever. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull lever" 		
CF ] Summit Score: 27 		
CF | > 		
CF | > PULL LEVER 		
CF | 		
CF | The gates around the workstation unlock and you can go up and down the 		
CF | mountain with ease. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Workstation Score: 27 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening the upper gate) 		
CF | 		
CF | Workstation 		
CF | You can see a webcam and a weather machine here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x webcam" 		
CF ] Workstation Score: 27 		
CF | > 		
CF | > X WEBCAM 		
CF | 		
CF | One of five surveillance cameras used to monitor the park. It's 		
CF | encased in a strong metal cage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x machine" 		
CF ] Workstation Score: 27 		
CF | > 		
CF | > X MACHINE 		
CF | 		
CF | This machine can be used to control the weather. Some weathers will 		
CF | conceal you better than others, but it's all guess work on your part. 		
CF | 		
CF | Type "set weather to (something)" to use the machine. 		
CF | 		
CF | > 		Pinkunz says, "oooohhh cool"
		DavidW asks, "Snow?"
		Roger says, "rain rain wash away all my footsteps"
		Pinkunz asks, "fire and brimstone?"
		DavidW says, "oh, okay. Rain first."
DavidW says (to ClubFloyd), "set weather to rain" 		
CF ] Workstation Score: 27 		
CF | > 		
CF | > SET WEATHER TO RAIN 		
CF | 		
CF | You set the weather machine to rain. 		
CF | 		
CF | It begins raining. Rain has no effect on your visibility. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening the lower gate) 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph, a grabber and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bear traps" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X BEAR TRAPS 		
CF | 		
CF | Two bear traps are here; each is about the size of your foot. 		
CF | 		
CF | > 		Roger asks, "maybe fog?"
		Knight_Otu says, "I'd have said fog, yeah."
		pbparjeter says, "it's still there"
		Jacqueline says, "Surprised that rain didn't wash the prints away."
		pbparjeter says, "i should make it clear that you can use it more than once"
		pbparjeter says, "yeah, maybe partial points for that"
DavidW says (to ClubFloyd), "x petroglyph" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X PETROGLYPH 		
CF | 		
CF | The petroglyph is a primitive map carved into a rock that displays 		
CF | additional trails. You can't tell the proper scale of the map just by 		
CF | looking at it though. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph it" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > PHOTOGRAPH IT 		
CF | 		
CF | A photo of the petroglyph reels out of your camera. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x petroglyph" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X PETROGLYPH 		
CF | 		
CF | The petroglyph is a primitive map carved into a rock that displays 		
CF | additional trails. You can't tell the proper scale of the map just by 		
CF | looking at it though. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x photo" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X PHOTO 		
CF | 		
CF | Which do you mean, the Uni-photo or the map photo? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a second map 		
CF | an oil 		
CF | an Uni-photo 		
CF | a black spray paint 		
CF | a branch 		
CF | a map photo 		
CF | an uniform (being worn) 		
CF | a camera 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x second map" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X SECOND MAP 		
CF | 		
CF | It's a new map; you need to figure out how it fits with the first one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > L 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph, a grabber and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grabber" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X GRABBER 		
CF | 		
CF | It's a mechanical claw on a stick for grabbing garbage. 		
CF | 		
CF | > 		Roger says, "'an oil' is kind of weird"
DavidW says (to ClubFloyd), "take grabber" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > TAKE GRABBER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > L 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x detour" 		
CF ] Plateau Score: 27 		
CF | > 		
CF | > X DETOUR 		
CF | 		
CF | A wooden sign says that the northern path to the summit is blocked by 		
CF | chain link fences. You can also take a detour to the northeast. 		
CF | 		
CF | > 		Pinkunz asks (of Roger), "Agreed. Oil can? Some oil?"
		pbparjeter says, "the noun articles aren't defined yet"
		Roger says, "It's often containerized"
DavidW says (to ClubFloyd), "n" 		
CF ] Workstation Score: 27 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Workstation 		
CF | You can see a webcam and a weather machine here. 		
CF | 		
CF | > 		pbparjeter says, "just ignore those along with the other typos"
DavidW says (to ClubFloyd), "set weather to fog" 		
CF ] Workstation Score: 32 		
CF | > 		
CF | > SET WEATHER TO FOG 		
CF | 		
CF | You set the weather machine to fog. 		
CF | 		
CF | Yes! Fog will help keep you out of sight. 		
CF | 		
CF | Stealth score plus five 		
CF | 		
CF | > 		Knight_Otu says, "Probably oil can. Some oil sounds lik a spill."
		Roger says, "tourists, please watch your step around the bear traps"
DavidW says (to ClubFloyd), "s" 		
CF ] Plateau Score: 32 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take traps" 		
CF ] Plateau Score: 32 		
CF | > 		
CF | > TAKE TRAPS 		
CF | 		
CF | That would be dangerous. Besides, there isn't much point in doing that 		
CF | since you can safely avoid the traps where they are now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Plateau Score: 32 		
CF | > 		
CF | > NE 		
CF | 		
CF | Despite being advertised as a detour, the path is too icy and slippery 		
CF | to climb. 		
CF | 		
CF | > 		Pinkunz says, "Unless the bear traps are to help feed the bears."
DavidW says (to ClubFloyd), "wear traps" 		
CF ] Plateau Score: 32 		
CF | > 		
CF | > WEAR TRAPS 		
CF | 		
CF | (first taking the bear traps) 		
CF | That would be dangerous. Besides, there isn't much point in doing that 		
CF | since you can safely avoid the traps where they are now. 		
CF | 		
CF | > 		
Jade has arrived. 		
DavidW says (to ClubFloyd), "s" 		
CF ] Meadow Score: 32 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		Jade says, "hi there"
		Knight_Otu says, "Hey Jade."
		DavidW says, "hi Jade"
		Pinkunz asks, "Hi Jade. Daylight Savings Time mess you up too?"
		DavidW asks, "We've been N, S, U, and D. Which way next?"
		Knight_Otu says, "Probably."
		Pinkunz asks, "We could head east to the bear den?"
		Roger says, "sure"
		DavidW says, "the den is west"
		Jade says, "I am betatesting this game, so I will see and speack a little"
		Pinkunz says, "My bad."
DavidW says (to ClubFloyd), "w" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see an outhouse, a reflector, a trash can and a knothole here. 		
CF | 		
CF | > 		Jacqueline asks (of Pinkunz), "I think DST only hit North America last night, right?"
		Pinkunz says, "Afaik."
DavidW says (to ClubFloyd), "x outhouse" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X OUTHOUSE 		
CF | 		
CF | It's a basic outhouse; the toilet bowl smells of cleaning fluid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x reflector" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X REFLECTOR 		
CF | 		
CF | The reflector is a mirror on a tall pole; it can be turned. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fluid" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X FLUID 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, I wish we'd thought to mention it last week for our European folsk."
DavidW says (to ClubFloyd), "x can" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X CAN 		
CF | 		
CF | The trash is can built to keep out wild animals. The handle is much 		
CF | too small for bear claws to manipulate; unfortunately, that principle 		
CF | applies to Bigfoot hands as well. 		
CF | 		
CF | > 		Knight_Otu says, "We in the EU will be hit by it at the last sunday of March I believe."
DavidW says (to ClubFloyd), "open can with grabber" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > OPEN CAN WITH GRABBER 		
CF | 		
CF | You open it with the trash grabber; the garbogriff dives head-first 		
CF | into it and gobbles up the trash. Or at least the edible trash...there 		
CF | is still some stuff left in the can. 		
CF | 		
CF | > 		Jade says, "the trash is can..."
		DavidW asks, "... garbogriff ...?"
		Jacqueline says, "Other stuff."
DavidW says (to ClubFloyd), "search can" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > SEARCH CAN 		
CF | 		
CF | In the trash can are some emetics, a red cellophane and some crushed 		
CF | glass. 		
CF | 		
CF | > 		Pinkunz says, "It was mentioned late last night on the intfiction topic, and I messaged PB to make sure I got him, but a little too late, yes."
		Knight_Otu says, "Garbage Griffing."
DavidW says (to ClubFloyd), "take all from can" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE ALL FROM CAN 		
CF | 		
CF | You can't just scoop up everything at once despite your Bigfoot-sized 		
CF | hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take emetics" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE EMETICS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cellophane" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE CELLOPHANE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		pbparjeter says, "yes, the garbage griff was in the cave...that should be more clear in the text"
DavidW says (to ClubFloyd), "take glass" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE GLASS 		
CF | 		
CF | It's a broken lightbulb. Not only is it too sharp to handle, it's 		
CF | useless now that it's broken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x garbogriff" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X GARBOGRIFF 		
CF | 		
CF | It's eating from the trash can. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photo it" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PHOTO IT 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph it" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PHOTOGRAPH IT 		
CF | 		
CF | The photograph reels out of the camera, but it's of no use to you. You 		
CF | let it flutter away in the wind. 		
CF | 		
CF | > 		pbparjeter says, "photograph garbogriff will work"
		DavidW asks, "I thought we needed to photograph cryptids?"
DavidW says (to ClubFloyd), "photograph garbogriff" 		
CF | > 		
CF | > PHOTOGRAPH GARBOGRIFF 		
CF | 		
CF | 		
CF | You pocket the photo and stare at it intently. 		
CF | 		
CF | Unable to deduce anything more about the creature on your own, you 		
CF | turn you ears to a loadspeaker elsewhere in the park. Bigfoot Senior's 		
CF | voice blares through the speaker: 		
CF | 		
CF | This is the garbogriff, a creature with the head of a bear, the 		
CF | tail of a raccoon, the wings of a common crow, and the stomach of a 		
CF | garborator. 		Pinkunz says, "I guess we only want Sasquatch photos. Other mythical creatures need not apply."
DavidW pushes the green 'space' button. 		
CF | garborator. 		
CF | Indeed, there are more types of interspecies breeding than we 		
CF | cryptids previously thought possible. Not all mythical creatures can 		
CF | be the offspring of majestic lions and eagles. 		
DavidW pushes the green 'space' button. 		
CF | be the offspring of majestic lions and eagles. 		
CF | But look, I took in this garbage gobbling monster and raised it as 		
CF | my own. I treated this chimeric trash compactor as MY OWN FLESH AND 		
CF | BLOOD while you were off rejecting your Bigfoot background by studying 		
CF | photography at that "media school" of yours. 		
DavidW pushes the green 'space' button. 		
CF | photography at that "media school" of yours. 		
CF | I can't blame you for that, I guess, but I can blame you for trying 		
CF | to expose me to the world. Stay away, and don't try and find me. 		
DavidW pushes the green 'space' button. 		
CF ] Forest Score: 32 		
CF | to expose me to the world. Stay away, and don't try and find me. 		
CF | The loudspeaker turns off. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		Knight_Otu says, "We do not get along with Dad at all I see."
DavidW says (to ClubFloyd), "x emetics" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X EMETICS 		
CF | 		
CF | They are pills that make you throw up. 		
CF | 		
CF | > 		Pinkunz says, "Also, nvm re:cryptid photos."
DavidW says (to ClubFloyd), "x cellophane" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X CELLOPHANE 		
CF | 		
CF | It's a thin sheet of red transluscent plastic. You found it beside a 		
CF | broken lightbulb. 		
CF | 		
CF | > 		Pinkunz asks, "Emetics into barrel?"
		DavidW asks (of Pinkunz), "You want to make dad get sick by poisoning water outside his cabin while he stays inside?"
		Pinkunz shrugs.
		MoyTravis says, "Well we seem to have some bad blood between us."
		DavidW asks, "And get sick just because he's a jerk?"
		Pinkunz says, "The better question is whether it's implemented."
		pbparjeter says, "yes, sort of"
		MoyTravis says, "Also you know, it seems real rude to try and photograph your dad and expose him to the world (?) for media cred."
		DavidW says, "There's an outhouse here. Let's take the toilet paper and TP his cabin then."
		MoyTravis says, "Or...something? Are we - what is - I mean. WE'RE Bigfoot."
		MoyTravis says, "Can't we photograph ourselves or, just, like, walk into any human place and go "Bigfoot is real and I am a Bigfoot, gib interviews plz""
		Jacqueline says, "Yeah, I agree that I am struggling with the idea of revealing dad to the world."
		MoyTravis says, "you'd get, like"
		MoyTravis says, "a zillion."
		Pinkunz says, "I know we're the protagonist here, but DW has a bit of a point."
		pbparjeter says, "it is a bit of a shaggy dog story"
		Jacqueline asks (of Pinkunz), "heh. About TPing his place, you mean?"
		Pinkunz says, "About the protagonist's goals not necessarily being intuitively relatable."
		Jade says, "it is a garbage tin can"
		DavidW asks, "well, the world must already know about Bigfoots since we went to school, yes?"
		MoyTravis says, "...yeah good point."
		Pinkunz asks, "Perhaps an inciting incident? Some sort of argument between the two that sets the tone?"
		DavidW says, "It'd be as if a giant red panda tried to hide herself from school."
		pbparjeter says, "that will be explained later"
		MoyTravis asks, "Wait what are we even doing?"
		MoyTravis asks, "Is our dad, like, illegally squatting in the park?"
		Pinkunz says (to PBparjeter), "Fair enough."
		Pinkunz asks (of Everyone), "Are we making dad vomit or not?"
		pbparjeter says, "you may not like the explanation, but there will be one"
		MoyTravis says, "Yeah let's do it."
		pbparjeter says, "or maybe you will like it, I dunno"
		DavidW says, "I don't want to make dad vomit, no."
		Jade asks, "so, are you playing for more than an hour?"
		Jacqueline says (to Travis), "I would say he's wildlife."
		MoyTravis says, "pfhahahahahaha"
		Jacqueline says (to pbp), "Okay"
		Jacqueline says (to Jade), "yep"
		Pinkunz says (to Jade), "Yeah, we often linger longer. We play until enough us don't want to anymore or we finish the game. Whichever comes first."
		DavidW says, "I think we should save the emetics for when we find a squirrel thing who swallows a key thing on top of a mountainous thing."
		Jade says, "I didin't know about timing change"
pbparjeter says, "ironically there is a squirrel but no toilet paer" 		pbparjeter says, "paper"
		Pinkunz says (to DW), "you're driving."
		Jacqueline says (to DW), "yay"
DavidW says (to ClubFloyd), "l" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > L 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x knothole" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X KNOTHOLE 		
CF | 		
CF | It's a hole in one of the trees of the forest. 		
CF | 		
CF | In the knothole is a flying squirrel. 		
CF | 		
CF | > 		Jade asks, "can you let me see the inventary?"
		Knight_Otu says, "American Daylight Savings times are earlier in the US than in Europe-"
DavidW says (to ClubFloyd), "photograph squirrel" 		Pinkunz says, "Speak of the devil."
CF ] Forest Score: 32 		
CF | > 		
CF | > PHOTOGRAPH SQUIRREL 		
CF | 		
CF | The squirrel is not happy about the camera flash. On the photo that 		
CF | reels out of the camera, he's baring his teeth viciously. It's of no 		
CF | use; you let the photo fly away in the wind. 		
CF | 		
CF | > 		Knight_Otu asks, "GEez, and we litter, to boot?"
		DavidW says, "hm. Not sneaky enough."
		Pinkunz says (to PB), "cute detail there, lol."
DavidW says (to ClubFloyd), "put cellophane on flash" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PUT CELLOPHANE ON FLASH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put cellophane on flash" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PUT CELLOPHANE ON FLASH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put cellophane on camera" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PUT CELLOPHANE ON CAMERA 		
CF | 		
CF | It's no use. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take flash" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > TAKE FLASH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x camera" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X CAMERA 		
CF | 		
CF | It's a Kodak camera, the same type used to record the first Bigfoot 		
CF | films. This one is just for still photos, though, not video. 		
CF | 		
CF | > 		DavidW says, "hm. I suppose there's another method."
DavidW says (to ClubFloyd), "x squirrel" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X SQUIRREL 		
CF | 		
CF | It's Big Red, a legendary hyperagressive squirrel that will be 		
CF | difficult to get on your side unless you feed it something. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		DavidW says, "oh, okay, it wants an acorn or similar."
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Score: 32 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		Jacqueline says, "Ah yeah, food."
		Jade says, "feed"
DavidW says (to ClubFloyd), "photograph darkness" 		
CF ] Darkness Score: 32 		
CF | > 		
CF | > PHOTOGRAPH DARKNESS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on camera" 		
CF ] Darkness Score: 32 		
CF | > 		
CF | > TURN ON CAMERA 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		Pinkunz says, "It might like Peanut Butter, as in a sandwich."
		pbparjeter says, "that is close to the correct solution"
		Jacqueline says, "oho"
		DavidW says, "oh yes, good point"
DavidW says (to ClubFloyd), "e" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		Jade says, "hot, hot"
		pbparjeter says, "both for lighting the cave and feeding the squirrel"
DavidW says (to ClubFloyd), "give sandwich to squirrel" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > GIVE SANDWICH TO SQUIRREL 		
CF | 		
CF | (first taking the peanut butter sandwich) 		
CF | The squirrel happily eats the peanut butter sandwich and begins to 		
CF | trust you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph squirrel" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PHOTOGRAPH SQUIRREL 		
CF | 		
CF | The squirrel is not happy about the camera flash. On the photo that 		
CF | reels out of the camera, he's baring his teeth viciously. It's of no 		
CF | use; you let the photo fly away in the wind. 		
CF | 		
CF | > 		Jade says, "take it"
		Pinkunz asks, "kidnap the squirrel?"
		Jade says, "it is now our friend"
		DavidW says, "I suppose the sandwich is partly the right answer but not the complete answer."
		Jade says, "trust us"
DavidW says (to ClubFloyd), "x squirrel" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > X SQUIRREL 		
CF | 		
CF | It's Big Red, a legendary hyperagressive squirrel that is now your 		
CF | friend. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pet squirrel" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > PET SQUIRREL 		
CF | 		
CF | The flying squirrel might not like that. 		
CF | 		
CF | > 		Pinkunz eats squirrel.
DavidW says (to ClubFloyd), "ask squirrel about camera" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > ASK SQUIRREL ABOUT CAMERA 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		Jade says, "lol 0_o"
DavidW says (to ClubFloyd), "ask squirrel for permission" 		
CF ] Forest Score: 32 		
CF | > 		
CF | > ASK SQUIRREL FOR PERMISSION 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "well, I don't have a modeling agency contract on me."
		Jacqueline says, "Squirrel isn't bad, depending on what it's been eating."
		Jade asks, "an importan question: have you read the LIST?"
		DavidW asks, "list?"
		DavidW asks, "what list?"
		pbparjeter says, "no, they missed that"
		pbparjeter says, "and i forgot about it"
		Jade says, "ok, ok, no list at all"
		DavidW says, "I'm usually more thorough in solo play."
		pbparjeter says, "it's in the darkroom"
		Knight_Otu asks, "The task list on the cloth line?"
		DavidW says, "In group play, I tend to play more haphazardly."
		Jade says, "so we don't know what to do...."
pbparjeter says, "yes, the clothesline" 		DavidW says, "The first two photos were undeveloped. I assumed the rest weren't as well."
		MoyTravis says, "Not knowing what to do is practically the default in parser."
		Pinkunz asks, "I thought the photos returned "not developed yet" to examination?"
		Jade says, "this is the TODO of the game, more or less"
DavidW says (to ClubFloyd), "e" 		
CF ] Meadow Score: 32 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cave Score: 32 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, a pump and a 		
CF | clothesline here. 		
CF | 		
CF | > 		
pbparjeter says, "maybe it shouldn't be right on the clothesline then" 		
DavidW says (to ClubFloyd), "x task" 		
CF ] Cave Score: 32 		
CF | > 		
CF | > X TASK 		
CF | 		
CF | Here are some things you can try: 		
CF | Send 4 cryptid photos to Bigfoot 		
CF | Knock down the tree 		
CF | Black out the webcams 		
CF | Wear a park uniform 		
CF | Re-enact the clotheslines photos 		
CF | Scare the birds 		
CF | Spike Bigfoot Senior's water 		
CF | Get rid of the park ranger 		
CF | Break the microphone 		
CF | Change the weather 		
CF | Find a place for a nap 		
CF | Find some camoflauge 		
CF | Disguise yourself as a sheep 		
CF | Feed the Chupastrawbra 		
CF | Throw some snow 		
CF | Take down the drone 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
pbparjeter says, "the idea is to get people exploring the park before they find the task list" 		Pinkunz says, "Ahhhhh.... THAT is helpful, lol."
pbparjeter says, "maybe it should be hidden, but not in the deepest darkest corner of the game, lol" 		Roger says, "typo: camoflauge"
		Pinkunz says, "Although, I think we weren't making TERRIBLE progress without it."
		DavidW says, "oh.NOW I see why the water suggestions. It didn't make sense before."
		Jacqueline says, "... chupastrawbra"
		Jade says, "oh, PB is in, congrars"
DavidW says (to ClubFloyd), "photograph task" 		
CF ] Cave Score: 32 		
CF | > 		
CF | > PHOTOGRAPH TASK 		
CF | 		
CF | The photograph reels out of the camera, but it's of no use to you. You 		
CF | let it flutter away in the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take task" 		
CF ] Cave Score: 32 		
CF | > 		
CF | > TAKE TASK 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		Pinkunz says, "The paint! for the caged webcams."
		DavidW says, "phooey"
		Pinkunz asks, "photograph the photo?"
		Jade says, "you can see real time your game working"
		DavidW says, "TRIED TO PHOTOGRAPH IT"
		pbparjeter exclaims, "yes, thanks Jade!"
		pbparjeter says, "ooh, exclaims"
		Pinkunz says, "Oh, I misread. My bad, DW."
		DavidW says, "I don't want to copy down that entire list in CF session."
		pbparjeter says, "just like the punctuation mark"
		Jade says, "take some notes"
		Pinkunz says, "My apologies."
		pbparjeter asks, "i feel like just letting people take the entire list would be too easy...though maybe people prefer it that way?"
		pbparjeter asks, "thoughts?"
		Pinkunz says, "I think my eyes skipped over to take task because I was reading above before."
		DavidW says, "okay, I'll put the emetics in the barrel, but that's dumb. Painting the webcams, fine."
DavidW says (to ClubFloyd), "u" 		
CF ] Meadow Score: 32 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		Pinkunz says, "I'd prefer a portable list I can refer to later, even if I have to photograph it myself."
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 32 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel and a webcam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put emetics in barrel" 		
CF ] Staircase Score: 32 		
CF | > 		
CF | > PUT EMETICS IN BARREL 		
CF | 		
CF | Those would only help Bigfoot vomit up whatever else you might put in 		
CF | the water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "paint webcam" 		
CF ] Staircase Score: 32 		
CF | > 		
CF | > PAINT WEBCAM 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "spray webcam" 		
CF ] Staircase Score: 32 		
CF | > 		
CF | > SPRAY WEBCAM 		
CF | 		
CF | Not a bad idea, but you need to decide what to spray it with. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "spray webcam with paint" 		
CF ] Staircase Score: 34 		
CF | > 		
CF | > SPRAY WEBCAM WITH PAINT 		
CF | 		
CF | That will stop Bigfoot Senior from following you. 		
CF | Stealth score plus two 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 34 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		Pinkunz says, "Get rid of the Park Ranger sounds a little ominous, lol."
CF ] Plateau Score: 34 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Workstation Score: 34 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Workstation 		
CF | You can see a webcam and a weather machine here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "spray webcam with paint" 		
CF ] Workstation Score: 34 		
CF | > 		
CF | > SPRAY WEBCAM WITH PAINT 		
CF | 		
CF | It's already blacked out. 		
CF | > 		DavidW asks, "oh, one and done?"
		DavidW says, "weird"
		pbparjeter says, "there is a bug in the early beta"
DavidW says (to ClubFloyd), "d" 		
CF ] Workstation Score: 34 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		pbparjeter says, "jade noticed this too"
DavidW says (to ClubFloyd), "s" 		
CF ] Plateau Score: 34 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Meadow Score: 34 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		Jade says, "it is funny to see other reactions for some actions they do when you know what to do. It is a stange feeling."
		pbparjeter says, "I think the most recent version fixes the camera problem"
DavidW says (to ClubFloyd), "e" 		
CF ] River Score: 34 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | You can see a gnawed tree here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > X TREE 		
CF | 		
CF | It's standing up but barely hanging on by a thread; the center has 		
CF | been chewed away; its upper and lower points meet in triangular 		
CF | wedges. 		
CF | 		
CF | On the gnawed tree are an eagle and an air combat guide. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eagle" 		
CF ] River Score: 34 		
CF | > 		
CF | > X EAGLE 		
CF | 		
CF | You see nothing special about the eagle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guide" 		
CF ] River Score: 34 		
CF | > 		
CF | > X GUIDE 		
CF | 		
CF | You consider that you may need to take down a surveillance drone. 		
CF | Birds of prey have been used to combat drones by militaries. Using an 		
CF | eagle is off the table, but you might be able to use something else 		
CF | trained for the same purpose. 		
CF | 		
CF | > 		Roger says, "oh yeah, that flying chumbawumba monster"
		DavidW asks, "I don't understand. Is the guide a drone?"
		Pinkunz asks, "Damn, we are going all black-ops on this guy, aren't we?"
		Jacqueline says, "heh"
		Jacqueline says, "Yes"
		Pinkunz says, "I suspect their will be a drone snooping on us later."
		Pinkunz says, "*there"
		DavidW says, "Examining the guide didn't tell me what it is. It jumped ahead to some course of action conjecturing."
		Pinkunz says, "Fair, reading the guide and x guide should pop up differently."
		DavidW asks, "so, can we just push the tree over?"
		Pinkunz says, "Only one way to know for sure, DW."
		DavidW says, "Maybe that takes the 'guide' drone out like a giant baseball bat."
DavidW says (to ClubFloyd), "push tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > PUSH TREE 		
CF | 		
CF | You try and push it; you've clearly overestimated your strength. The 		
CF | tree is standing stronger than you expected. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] River Score: 34 		
CF | > 		
CF | > L 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | You can see a gnawed tree here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x river" 		
CF ] River Score: 34 		
CF | > 		
CF | > X RIVER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Roger says (to floyd), "gnaw tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > GNAW TREE 		
CF | 		
CF | What do you want to gnaw the gnawed tree with? 		
CF | 		
CF | > 		pbparjeter says, "I think the guide might be changed drastically in the final version of the game, it feels like an info dump"
DavidW says (to ClubFloyd), "gnaw tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > GNAW TREE 		
CF | 		
CF | What do you want to gnaw the gnawed tree with? 		
CF | 		
CF | > 		Roger says, "hmm"
		DavidW says, "grandfather's dentures"
Jacqueline says (to ClubFloyd), "teeth" 		
CF ] River Score: 34 		
CF | > 		
CF | > TEETH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "I *tried* to wear the bear traps."
		Pinkunz says, "Maybe climbing the tree will trigger it to fall? Sort of SQII-y."
DavidW says (to ClubFloyd), "climb tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > CLIMB TREE 		
CF | 		
CF | You would probably injure yourself by falling out of the weakened 		
CF | tree. 		
CF | 		
CF | > 		Pinkunz says, "Meh."
DavidW says (to ClubFloyd), "x second map" 		
CF ] River Score: 34 		
CF | > 		
CF | > X SECOND MAP 		
CF | 		
CF | It's a new map; you need to figure out how it fits with the first one. 		
CF | 		
CF | > 		Jade says, "I thought you can't examine the guide untill the tree is down..."
DavidW says (to ClubFloyd), "compare second map to photo map" 		
CF ] River Score: 34 		
CF | > 		
CF | > COMPARE SECOND MAP TO PHOTO MAP 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x first map" 		
CF ] River Score: 34 		
CF | > 		
CF | > X FIRST MAP 		
CF | 		
CF | You can return to the meadow by heading west. From there, you 		
CF | can see every possible route. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "compare first map to second map" 		
CF ] River Score: 34 		
CF | > 		
CF | > COMPARE FIRST MAP TO SECOND MAP 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		Pinkunz asks (of DW), "would you mind bringing up the inventory again please?"
DavidW says (to ClubFloyd), "i" 		
CF ] River Score: 34 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a peanut butter sandwich 		
CF | a Photo-griff 		
CF | a red cellophane 		
CF | some emetics 		
CF | a grabber 		
CF | a second map 		
CF | an oil 		
CF | an Uni-photo 		
CF | a black spray paint 		
CF | a branch 		
CF | a map photo 		
CF | an uniform (being worn) 		
CF | a camera 		
CF | 		
CF | > 		Pinkunz says (to DW), "thank you"
		DavidW says, "huh. we kept the sandwich somehow"
		Pinkunz says, "Big meal for a squirrel, I guess."
		DavidW says, "Ranger Smith had a big pocket."
		pbparjeter says, "or just badly implemented by me"
		MoyTravis says, "Maybe it's a pocket to the sandwich dimension."
		Jade says, "The maintained sanwich issue has appeared again"
		Pinkunz says, "Better here and now than later. :-)"
		DavidW says, "Now I want to enter the ranger's pocket."
		Jacqueline says, "ha"
		MoyTravis says, "We already know the ranger uniform is magic, since it can fit both a ranger of unspecified but probably human size and eight-foot Bigfoot at the same time."
		DavidW says, "That'd be a cool game. Entering coat pockets and shirt pockets and finding pocket dimensions in each of them."
		MoyTravis says, "Unless...the Ranger is a bigfoot too, and everyone in the world is bigfoots, and your desire to expose your father is completely incidental to his species."
		DavidW says, "e"
DavidW says (to ClubFloyd), "e" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lakeshore 		
CF | The rocky shoreline surrounds a small body of water. The lake is 		
CF | currently full. 		
CF | 		
CF | You can see a lake here. 		
CF | 		
CF | > 		pbparjeter says, "this is all partially explained at the end, but only sort of"
		Jacqueline says, "We could wrap and then decide whether or not to do a second week or call it good."
DavidW says (to ClubFloyd), "x lake" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > X LAKE 		
CF | 		
CF | The lake is currently full. 		
CF | 		
CF | In the lake is a ripple. 		
CF | 		
CF | > 		Jacqueline says, "Sorry, that was a whisper to someone who has to go soon."
		Jacqueline exclaims, "A miswhisper, I mean!"
		DavidW asks, "I wonder if the cave wheel empties this lake?"
DavidW says (to ClubFloyd), "x ripple" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > X RIPPLE 		
CF | 		
CF | It's a ripple coming from a creature beneath the water.. 		
CF | 		
CF | > 		pbparjeter says, "i can probably get some points fast"
DavidW says (to ClubFloyd), "swim" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Score: 34 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | You can see a gnawed tree here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Meadow Score: 34 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cave Score: 34 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, a pump and a 		
CF | clothesline here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn wheel" 		
CF ] Cave Score: 34 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | The pump shifts its flow; water floods into the cave up to your knees. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Meadow Score: 34 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, a mud puddle and a 		
CF | windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] River Score: 34 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | You can see a gnawed tree here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Lakeshore 		
CF | The rocky shoreline surrounds a small body of water. The lake is 		
CF | currently empty 		
CF | 		
CF | You can see a lake here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter lake" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > ENTER LAKE 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lake" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > X LAKE 		
CF | 		
CF | The lake is currently empty 		
CF | 		
CF | In the lake is a the Loch Ness Beaver. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph beaver" 		
CF | > 		
CF | > PHOTOGRAPH BEAVER 		
CF | 		
CF | 		
CF | You pocket the photo and stare at it intently. 		
CF | 		
CF | Unable to deduce anything more about the creature on your own, you 		
CF | turn you ears to a loadspeaker elsewhere in the park. Bigfoot Senior's 		
CF | voice blares through the speaker: 		
CF | 		
CF | This is the Loch Ness Beaver. It's a species from Scotland. Its 		
CF | long neck and buck-teeth, combined with its small size, make it 		
CF | nature's chainsaw. 		
DavidW pushes the green 'space' button. 		
CF | nature's chainsaw. 		
CF | You think Nessie was rare just because it was a dinosaur or 		
CF | something? Loch Ness Beavers were NEARLY EXTINCT until I caught one 		
CF | and bred them to become a thriving race of self-sustaining park 		
CF | denizens. 		
DavidW pushes the green 'space' button. 		
CF | denizens. 		
CF | I bred you for something too, of course: to protect Bigfoot's 		
CF | insular culture at all costs. I sent you to media school to win the 		
CF | war on media, to take down the tabloids that tried to reveal us to the 		
CF | world. 		Jacqueline says, "heh"
DavidW pushes the green 'space' button. 		
CF | world. 		
CF | I guess you don't care about that though...you just want to expose 		
CF | me to the world like the rest of them. 		
DavidW pushes the green 'space' button. 		
CF ] Lakeshore Score: 34 		
CF | me to the world like the rest of them. 		
CF | The loudspeaker turns off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take beaver" 		
CF ] Lakeshore Score: 34 		
CF | > 		
CF | > TAKE BEAVER 		
CF | 		
CF | You tuck the Loch Ness Beaver under your armpit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] River Score: 34 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | You can see a gnawed tree here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "show tree to beaver" 		
CF ] River Score: 34 		
CF | > 		
CF | > SHOW TREE TO BEAVER 		
CF | 		
CF | (first taking the gnawed tree) 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | > 		pbparjeter says, "btw you should put the two photos in the mailslot"
DavidW says (to ClubFloyd), "put beaver on tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > PUT BEAVER ON TREE 		
CF | 		
CF | You put the the Loch Ness Beaver on the gnawed tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "beaver, gnaw tree" 		
CF ] River Score: 34 		
CF | > 		
CF | > BEAVER, GNAW TREE 		
CF | 		
CF | (with the gnawed tree) 		
CF | The the Loch Ness Beaver has better things to do. 		
CF | 		
CF | > 		
pbparjeter says, "oh no I think this breaks it" 		
pbparjeter says, "undo" 		
DavidW says (to ClubFloyd), "unod" 		
CF ] River Score: 34 		
CF | > 		
CF | > UNOD 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] River Score: 34 		
CF | 		
CF | > UNDO 		
CF | 		
CF | River 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] River Score: 34 		
CF | 		
CF | > UNDO 		
CF | 		
CF | River 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline asks, "huh - why does that break it?"
DavidW says (to ClubFloyd), "i" 		
CF ] River Score: 34 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a Loch-photo 		
CF | a peanut butter sandwich 		
CF | a Photo-griff 		
CF | a red cellophane 		
CF | some emetics 		
CF | a grabber 		
CF | a second map 		
CF | an oil 		
CF | an Uni-photo 		
CF | a black spray paint 		
CF | a branch 		
CF | a map photo 		
CF | an uniform (being worn) 		
CF | a camera 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take beaver" 		
CF ] River Score: 34 		
CF | > 		
CF | > TAKE BEAVER 		
CF | 		
CF | You tuck the Loch Ness Beaver under your armpit. 		
CF | 		
CF | > 		Jade says, "I had readed that the lake was fukpll of water"
DavidW says (to ClubFloyd), "gnaw tree with beaver" 		
CF ] River Score: 39 		
CF | > 		
CF | > GNAW TREE WITH BEAVER 		
CF | 		
CF | The Loch Ness Beaver gnaws the tree one last time and swipes its tail. 		
CF | The tree comes crashing down, simultaneously drying up the muddy river 		
CF | and wiping away your tracks. 		
CF | 		
CF | Stealth score plus five 		
CF | 		
CF | > 		MoyTravis asks, ""Gnaw"!?"
		DavidW says, "not gnawty"
		pbparjeter says, "chew would have worked too"
		Jacqueline says, "Wow."
		pbparjeter says, "you could also hit it with the beaver (or its tail)"
		MoyTravis says, "Well I mean, I guess that's what beavers do. But I wouldn't guess that."
		DavidW says, "> tell dog about rabbits"
		Jacqueline says, "Yeah, if this is the desired solution then please put a message for when people try to wipe the tracks with a branch. haha - never would have predicted this."
		Pinkunz says, "Full circle on the tracks in the meadow, btw."
DavidW says (to ClubFloyd), "x tree" 		
CF ] River Score: 39 		
CF | > 		
CF | > X TREE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eagle" 		
CF ] River Score: 39 		
CF | > 		
CF | > X EAGLE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x drone" 		
CF ] River Score: 39 		
CF | > 		
CF | > X DRONE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] River Score: 39 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | River 		
CF | The river trickles toward the muddy meadow. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		pbparjeter says, "the quickest way to wrap things up is to do the outhouse puzzle"
DavidW says (to ClubFloyd), "w" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "flush outhouse" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > FLUSH OUTHOUSE 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take fluid" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TAKE FLUID 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X TOILET 		
CF | 		
CF | It's a basic outhouse; the toilet bowl smells of cleaning fluid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bowl" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TAKE BOWL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "flush bowl" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > FLUSH BOWL 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		DavidW says, "bear, shit on fancy bowl"
		pbparjeter says, "for some reason the content list was not triggered by x"
		Jacqueline says (to Roger), "Wrong channel"
		pbparjeter says, "thank you"
		pbparjeter says, "for some reason the content list was not triggered by x"
		Pinkunz asks, "hestitantly suggest "use toilet"?"
		DavidW says, "I don't have ammonia to make the bowl explode."
DavidW says (to ClubFloyd), "use toilet" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > USE TOILET 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pee" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > PEE 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on bowl" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > SIT ON BOWL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Pinkunz says, "Had to be suggested, sorry."
		DavidW says, "The outhouse isn't suggesting anything special to me."
		Roger says, "we'll find a bomb at some point or something"
		pbparjeter says, "try x outhouse or x toilet again"
		DavidW says, "The fluid isn't implemented. Flushing isn't implemented."
DavidW says (to ClubFloyd), "x outhouse" 		Roger says, "unexploded avalanche round would be fitting"
CF ] Forest Score: 39 		
CF | > 		
CF | > X OUTHOUSE 		
CF | 		
CF | It's a basic outhouse; the toilet bowl smells of cleaning fluid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X TOILET 		
CF | 		
CF | It's a basic outhouse; the toilet bowl smells of cleaning fluid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter outhouse" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > ENTER OUTHOUSE 		
CF | 		
CF | You can't get into the closed outhouse. 		
CF | 		
CF | > 		pbparjeter says, "try enter outhouse"
DavidW says (to ClubFloyd), "open outhouse" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > OPEN OUTHOUSE 		
CF | 		
CF | You open the outhouse. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter outhouse" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > ENTER OUTHOUSE 		
CF | 		
CF | You get into the outhouse. 		
CF | 		
CF | In the outhouse you can see a catalog and an emergency button. 		
CF | 		
CF | > 		pbparjeter says, "ah, that's why it's not listing items"
		Jade says, "lol"
		DavidW says, "I thought, because I could see the toilet bowl, there was no door."
		pbparjeter says, "it needs to clear that it's closed...bad when even I'm forgetting that"
DavidW says (to ClubFloyd), "x catalog" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X CATALOG 		
CF | 		
CF | It shows various outfits and disguises. Most of them are man-made, but 		
CF | a ghillie suit on one page catches your eye. 		
CF | 		
CF | > 		DavidW says, "Sears catalogs used to be used as toilet paper."
DavidW says (to ClubFloyd), "photograph catalog" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > PHOTOGRAPH CATALOG 		
CF | 		
CF | The photograph reels out of the camera, but it's of no use to you. You 		
CF | let it flutter away in the wind. 		
CF | 		
CF | > 		Jade says, "it is tricky you can see and touch everything out when you are into the car, outhouse, tent, etc"
DavidW says (to ClubFloyd), "x ghillie suit" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X GHILLIE SUIT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "buy ghillie" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > BUY GHILLIE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > L 		
CF | 		
CF | Forest (in the outhouse) 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, a reflector, a trash can and a knothole 		
CF | here. 		
CF | 		
CF | In the outhouse you can see a catalog and an emergency button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x button" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | It's for aging tourists who need the park ranger to help them use the 		
CF | toilets. 		
CF | 		
CF | > 		Knight_Otu asks, "X PAGE perhaps?"
DavidW says (to ClubFloyd), "x page" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X PAGE 		
CF | 		
CF | You've torn out the page with the leafy green ghillie suit. You could 		
CF | probably improvise one with natural materials. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take page" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TAKE PAGE 		
CF | 		
CF | You tear the page from the catalog and look more closely. 		
CF | 		
CF | > 		DavidW says, "NOW it's torn out."
DavidW says (to ClubFloyd), "x page" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > X PAGE 		
CF | 		
CF | You've torn out the page with the leafy green ghillie suit. You could 		
CF | probably improvise one with natural materials. 		
CF | 		
CF | > 		DavidW says, "Okay, this is the thing that the branch is for."
		pbparjeter says, "infinite tearing"
		pbparjeter says, "there's also the button"
		DavidW says, "I'm not an aging tourist, though."
		DavidW says, "Why do I want a park ranger in just his undershirt. Hypothetically speaking."
		pbparjeter says, "hypothetically he is watching you"
		DavidW asks, "Do I want to drown him in cleaning fluid just because?"
		pbparjeter says, "nothing so violent as that"
		DavidW says, "He's sleeping."
		pbparjeter says, "it's a tradeoff in terms of points"
		pbparjeter says, "you can continue with the ghillie suit puzzle instead if you like"
		DavidW says, "okay, I'll feed him to the squirrel."
DavidW says (to ClubFloyd), "push button" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | That will draw attention; you might want to think twice. Or think once 		
CF | and do it anyway. 		
CF | 		
CF | > 		pbparjeter says, "lol"
		DavidW says, "yeah, I don't understand why I should push this button. It feels wrong."
		DavidW says, "I want to try NW of meadow."
DavidW says (to ClubFloyd), "out" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the outhouse. 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > NW 		
CF | 		
CF | There is a trail there, but your map is not so detailed that you can 		
CF | safely take it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x second map" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > X SECOND MAP 		
CF | 		
CF | It's a new map; you need to figure out how it fits with the first one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach second map to first map" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > ATTACH SECOND MAP TO FIRST MAP 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > SE 		
CF | 		
CF | There is a trail there, but your map is not so detailed that you can 		
CF | safely take it. 		
CF | 		
CF | > 		DavidW says, "GRRRRR"
		Jacqueline says, "hrm"
		pbparjeter says, "comparing the map was close to the correct solution"
DavidW says (to ClubFloyd), "w" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn reflector" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TURN REFLECTOR 		
CF | 		
CF | The reflector rotates in a half-circle; now it is turned toward the 		
CF | meadow. 		
CF | 		
CF | > 		DavidW says, "hm. Don't see how that helps."
DavidW says (to ClubFloyd), "photograph squirrel" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > PHOTOGRAPH SQUIRREL 		
CF | 		
CF | The squirrel is not happy about the camera flash. On the photo that 		
CF | reels out of the camera, he's baring his teeth viciously. It's of no 		
CF | use; you let the photo fly away in the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn reflector" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TURN REFLECTOR 		
CF | 		
CF | The reflector rotates in a half-circle; now it is turned toward the 		
CF | den. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > G 		
CF | 		
CF | The reflector rotates in a half-circle; now it is turned toward the 		
CF | meadow. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn reflector" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > TURN REFLECTOR 		
CF | 		
CF | The reflector rotates in a half-circle; now it is turned toward the 		
CF | den. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Darkness Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Darkness 		
CF | It is pitch dark, and you can't see a thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph reflector" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > PHOTOGRAPH REFLECTOR 		
CF | 		
CF | The light from the camera flash bounces into into the den, which 		
CF | lights up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Den Score: 39 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Den 		
CF | You're inside the den. 		
CF | 		
CF | You can see a webcam, some lavender leaves and a patch of moss here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take leaves" 		
CF ] Den Score: 39 		
CF | > 		
CF | > TAKE LEAVES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x moss" 		
CF ] Den Score: 39 		
CF | > 		
CF | > X MOSS 		
CF | 		
CF | It's almost the same size as you. 		
CF | 		
CF | > 		DavidW asks, "So the source of light in here is... the moss, but it's not saying so?"
DavidW says (to ClubFloyd), "x leaves" 		
CF ] Den Score: 39 		
CF | > 		
CF | > X LEAVES 		
CF | 		
CF | It's a handful of sedative leaves. 		
CF | 		
CF | > 		pbparjeter says, "no, you photographed the reflector"
		pbparjeter says, "or just turned it"
		DavidW says, "That should only light up the den for a flash."
		pbparjeter says, "yeah you photographed it -- "The light from the camera flash bounces into into the den, which lights up.""
		DavidW says, "Maybe these leaves should go into the barrel."
		pbparjeter says, "maybe it can light a spark or something"
DavidW says (to ClubFloyd), "e" 		
CF ] Forest Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | You've entered the forest trail. You would get lost if you went too 		
CF | far; instead you will stay here on the marked path. 		
CF | 		
CF | You can see a Garbogriff, an outhouse, a reflector, a trash can and a 		
CF | knothole here. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Meadow Score: 39 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | You notice a movement in the distance, but it soon disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 39 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel and a webcam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put leaves in barrel" 		
CF ] Staircase Score: 44 		
CF | > 		
CF | > PUT LEAVES IN BARREL 		
CF | 		
CF | The leaves dissolve in the water, making a relaxing brew. That will 		
CF | Bigfoot Senior down. 		
CF | 		
CF | Stealth score plus five 		
CF | 		
CF | > 		DavidW says, "Missing the word 'calm'."
		pbparjeter says, "noted"
		DavidW says, "I still want a freshly-baked pie cooling on the windowsill."
		pbparjeter says, "also noted..."
		Roger says, "I think calling some of this stuff a 'Stealth' score is a stretch at best and misleading at worst; I'd recommend something a bit more neutral"
		Roger says, "or maybe just leave it as 'score', as an adjective implies more than one score (to me)"
		pbparjeter says, "in the beta it is just labeled score"
DavidW says (to ClubFloyd), "put second map on first map" 		
CF ] Staircase Score: 44 		
CF | > 		
CF | > PUT SECOND MAP ON FIRST MAP 		
CF | 		
CF | Now you see two more directions that you can go in, beginning from the 		
CF | meadow. 		
CF | 		
CF | > 		pbparjeter says, "oh, the top is labelled score right now"
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 44 		
CF | > 		
CF | > D 		
CF | 		
CF | 		pbparjeter says, "yeah, that can probably be dialled back a little though"
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Campground 		
CF | The campground is either abandoned, or it's the off-season. Or Bigfoot 		
CF | Senior is deliberately driving away tourists. Either way, everything 		
CF | left here is yours for the taking. 		
CF | 		
CF | You can see a tent and a webcam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tent" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > X TENT 		
CF | 		
CF | The tent canvas has a brown-and-green camoflage pattern on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter tent" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > ENTER TENT 		
CF | 		
CF | You can't get into the closed tent. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open tent" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > OPEN TENT 		
CF | 		
CF | You open the tent. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter tent" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > ENTER TENT 		
CF | 		
CF | You get into the tent. 		
CF | 		
CF | In the tent you can see scissors, the slippers and a straw hat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x scissors" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > X SCISSORS 		
CF | 		
CF | You see nothing special about scissors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x slippers" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > X SLIPPERS 		
CF | 		
CF | They are size 22.5. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hat" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > X HAT 		
CF | 		
CF | You see nothing special about the straw hat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | You can't just scoop up everything at once despite your Bigfoot-sized 		
CF | hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take scissors" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > TAKE SCISSORS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take slippers" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > TAKE SLIPPERS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Jacqueline says, "Hm. We are at two hours, but I suspect people want to keep pokin;"
DavidW says (to ClubFloyd), "take hat" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > TAKE HAT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear hat" 		
CF ] Campground Score: 43 		
CF | > 		
CF | > WEAR HAT 		
CF | 		
CF | It only makes you more conspicuous. 		
CF | 		
CF | Stealth score minus one 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove hat" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > REMOVE HAT 		
CF | 		
CF | That's better. 		
CF | 		
CF | Stealth score plus one 		
CF | 		
CF | > 		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "out" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the tent. 		
CF | 		
CF | Campground 		
CF | The campground is either abandoned, or it's the off-season. Or Bigfoot 		
CF | Senior is deliberately driving away tourists. Either way, everything 		
CF | left here is yours for the taking. 		
CF | 		
CF | You can see a tent and a webcam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take tent" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > TAKE TENT 		
CF | 		
CF | You could lift the tent, but it's more effective to take what's 		
CF | inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "cut tent with scissors" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > CUT TENT WITH SCISSORS 		
CF | 		
CF | You slice out a large portion of the tent canvas; now you have a 		
CF | camoflaged sheet the size of your body. 		
CF | 		
CF | > 		Jacqueline says, "I do like the overall concept of sandbox but with a goal"
DavidW says (to ClubFloyd), "attach canvas to branch" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > ATTACH CANVAS TO BRANCH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a camoflaged sheet 		
CF | a straw hat 		
CF | the slippers 		
CF | scissors 		
CF | a page 		
CF | a the Loch Ness Beaver 		
CF | a Loch-photo 		
CF | a peanut butter sandwich 		
CF | a Photo-griff 		
CF | a red cellophane 		
CF | some emetics 		
CF | a grabber 		
CF | an oil 		
CF | an Uni-photo 		
CF | a black spray paint 		
CF | a branch 		
CF | a map photo 		
CF | an uniform (being worn) 		
CF | a camera 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "attach sheet to branch" 		
CF ] Campground Score: 44 		
CF | > 		
CF | > ATTACH SHEET TO BRANCH 		
CF | 		
CF | You would achieve nothing by this. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear sheet" 		
CF ] Campground Score: 47 		
CF | > 		
CF | > WEAR SHEET 		
CF | 		
CF | You wrap the sheet around you like a cape; another part of your 		
CF | disguise. 		
CF | 		
CF | Stealth score plus three 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Marsh 		
CF | It's a marsh with a lot of wildlife. 		
CF | 		
CF | You can see a pole and a poison dart frog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph frog" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > PHOTOGRAPH FROG 		
CF | 		
CF | The photograph reels out of the camera, but it's of no use to you. You 		
CF | let it flutter away in the wind. 		
CF | 		
CF | > 		pbparjeter says, "almost there, just three more points"
DavidW says (to ClubFloyd), "x frog" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > X FROG 		
CF | 		
CF | It's actually shaped like a poison dart, except it's a frog. It 		
CF | contains a strong muscle relaxant. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take frog" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > TAKE FROG 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pole" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > X POLE 		
CF | 		
CF | It's about as tall as a person, and a bit shorter than you. 		
CF | 		
CF | On the pole is a birdhouse (in which is the birdseed). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x birdseed" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > X BIRDSEED 		
CF | 		
CF | You see nothing special about the birdseed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Your sausage-fingered hands can't pick up something as fine-grained as 		
CF | birdseed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pole" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > TAKE POLE 		
CF | 		
CF | You aren't even going to try taking that. 		
CF | 		
CF | You see Bigfoot hiding behind the just before he disappears. Better 		
CF | up your stealthiness. 		
CF | 		
CF | > 		Jacqueline says, "Close"
DavidW says (to ClubFloyd), "climb pole" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > CLIMB POLE 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter birdhouse" 		
CF ] Marsh Score: 47 		
CF | > 		
CF | > ENTER BIRDHOUSE 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Campground Score: 47 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Campground 		
CF | The campground is either abandoned, or it's the off-season. Or Bigfoot 		
CF | Senior is deliberately driving away tourists. Either way, everything 		
CF | left here is yours for the taking. 		
CF | 		
CF | You can see a tent and a webcam here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Meadow Score: 47 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Plateau Score: 47 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Plateau 		
CF | You can see the bear traps, a petroglyph and a detour here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear slippers" 		
CF ] Plateau Score: 49 		
CF | > 		
CF | > WEAR SLIPPERS 		
CF | 		
CF | This will help you walk around more quietly. 		
CF | 		
CF | Stealth score plus two 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Plateau Score: 49 		
CF | > 		
CF | > NE 		
CF | 		
CF | Despite being advertised as a detour, the path is too icy and slippery 		
CF | to climb. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take traps" 		
CF ] Plateau Score: 49 		
CF | > 		
CF | > TAKE TRAPS 		
CF | 		
CF | That would be dangerous. Besides, there isn't much point in doing that 		
CF | since you can safely avoid the traps where they are now. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Meadow Score: 49 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Desert 		
CF | This part of the park is a hot and barren desert. 		
CF | 		
CF | You can see a plane, a drone and a falcon here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plane" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > X PLANE 		
CF | 		
CF | It's a plane that has crashed in the desert. There is a door on the 		
CF | side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open plane" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > OPEN PLANE 		
CF | 		
CF | You open the plane. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter plane" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > ENTER PLANE 		
CF | 		
CF | You get into the plane. 		
CF | 		
CF | In the plane you can see a falconry glove and a crash test dummy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take glove" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > TAKE GLOVE 		
CF | 		
CF | You see Bigfoot hiding behind the just before he disappears. Better 		
CF | up your stealthiness. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear glove" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > WEAR GLOVE 		
CF | 		
CF | You're already wearing that! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dummy" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > X DUMMY 		
CF | 		
CF | The plane may not have survived the crash, but the dummy did.He's 		
CF | wearing a pair of aviator sunglasses. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sunglasses" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > TAKE SUNGLASSES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear sunglasses" 		
CF ] Desert Score: 47 		
CF | > 		
CF | > WEAR SUNGLASSES 		
CF | 		
CF | The glare from the reflective coating gives your position away 		
CF | Stealth score minus two 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove sunglasses" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > REMOVE SUNGLASSES 		
CF | 		
CF | Your location is no longer betrayed by the glare of the glasses. 		
CF | 		
CF | Stealth score plus two 		
CF | 		
CF | > 		Jade says, "too many point for few actions"
DavidW says (to ClubFloyd), "out" 		
CF ] Desert Score: 49 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the plane. 		
CF | 		
CF | Desert 		
CF | This part of the park is a hot and barren desert. 		
CF | 		
CF | You can see a plane, a drone and a falcon here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x drone" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > X DRONE 		
CF | 		
CF | The drone focuses its lens and you hear a click as it photographs you. 		
CF | 		
CF | Stealth score minus one 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "spray drone with paint" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > SPRAY DRONE WITH PAINT 		
CF | 		
CF | Technically you could conceal just about anything with a coat of black 		
CF | paint, but you should use the canister's limited contents more wisely. 		
CF | 		
CF | > 		Roger says, "maybe it needs a hat"
DavidW says (to ClubFloyd), "put hat on drone" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > PUT HAT ON DRONE 		
CF | 		
CF | Putting things on the drone would achieve nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break drone" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > BREAK DRONE 		
CF | 		
CF | You can't just assault everything. You are a gentle giant. 		
CF | 		
CF | > 		Jade says, "there are still a lot of things to do and places to visit"
DavidW says (to ClubFloyd), "l" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > L 		
CF | 		
CF | Desert 		
CF | This part of the park is a hot and barren desert. 		
CF | 		
CF | You can see a plane, a drone and a falcon here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x falcon" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > X FALCON 		
CF | 		
CF | It's a very majestic bird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take falcon" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > TAKE FALCON 		
CF | 		
CF | You know nothing about falconry, and you bungle your attempt to grab 		
CF | the bird even though you're wearing the glove. It flies away, most 		
CF | likely for good. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Desert Score: 48 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Desert 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph falcon" 		
CF ] Desert Score: 48 		
CF | > 		
CF | > PHOTOGRAPH FALCON 		
CF | 		
CF | The photograph reels out of the camera, but it's of no use to you. You 		
CF | let it flutter away in the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > SE 		
CF | 		
CF | 		
CF | Canyon 		
CF | This is the end of the trail for you. You are at the top of a cliff 		
CF | looking out over a large canyon. 		
CF | 		
CF | You can see an ant farm, a sheep and a Chupastrawba here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x farm" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > X FARM 		
CF | 		
CF | It's a glass-cased ant hill full of dangerous fire ants; it's bugged 		
CF | with a microphone to observe your every move. 		
CF | 		
CF | In the ant farm are some ants and a microphone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x microphone" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > X MICROPHONE 		
CF | 		
CF | It's being used by Bigfoot Senior to bug you. You need to break it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break it" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > BREAK IT 		
CF | 		
CF | First you need to take the microphone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You stick in a finger, and the ants immediately bite you. Your best 		
CF | option is to fry the ants first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ants" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > X ANTS 		
CF | 		
CF | You see nothing special about the ants. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x oil" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > X OIL 		
CF | 		
CF | It's a spray canister for oiling things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > L 		
CF | 		
CF | Canyon 		
CF | This is the end of the trail for you. You are at the top of a cliff 		
CF | looking out over a large canyon. 		
CF | 		
CF | You can see an ant farm, a sheep and a Chupastrawba here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sheep" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > X SHEEP 		
CF | 		
CF | The sheep is covered in a thick coat of wool. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shear sheep" 		
CF ] Canyon Score: 48 		
CF | > 		
CF | > SHEAR SHEEP 		
CF | 		
CF | You have the coat of wool. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear wool" 		
CF ] Canyon Score: 53 		
CF | > 		
CF | > WEAR WOOL 		
CF | 		
CF | Well-disguised. You're a sasquatch in sheep's clothing. 		
CF | 		
CF | You don't see Bigfoot nearby. 		
CF | 		
CF | Stealth score plus five 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Canyon Score: 53 		
CF | > 		
CF | > L 		
CF | 		
CF | Canyon 		
CF | This is the end of the trail for you. You are at the top of a cliff 		
CF | looking out over a large canyon. 		
CF | 		
CF | You can see an ant farm, a sheep and a Chupastrawba here. 		
CF | 		
CF | You've lost track of Bigfoot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chupastrawba" 		
CF ] Canyon Score: 53 		
CF | > 		
CF | > X CHUPASTRAWBA 		
CF | 		
CF | It's a cryptozoological creature that drinks the blood of goats, but 		
CF | only through the plastic straws surgically attached to its mouth. It 		
CF | is hungrily eyeing the sheep. 		
CF | 		
CF | You've lost track of Bigfoot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph chupastrawba" 		
CF | > 		
CF | > PHOTOGRAPH CHUPASTRAWBA 		
CF | 		
CF | 		
CF | You pocket the photo and stare at it intently. 		
CF | 		
CF | Unable to deduce anything more about the creature on your own, you 		
CF | turn you ears to a loadspeaker elsewhere in the park. Bigfoot Senior's 		
CF | voice blares through the speaker: 		
CF | 		
CF | This is the Chupastrawba, a little-known cryptid. You have probably 		
CF | heard of its Tex-Mex relative, the Chupacabra, meaning "sucker of goat 		
CF | blood." 		
DavidW pushes the green 'space' button. 		
CF | blood." 		
CF | The Chupastrawba subspecies, however, has a rare mutation that 		
CF | leaves it with no fangs. I NURSED THIS ONE BACK TO HEALTH by putting 		
CF | diposable plastic straws where the teeth should be! They can drink the 		
CF | blood of any prey animal that roams the wild in tetra-packs! 		
DavidW pushes the green 'space' button. 		
CF | blood of any prey animal that roams the wild in tetra-packs! 		
CF | Yes, this creature is a vampire, but what about you? What did you 		
CF | subsist on, when you were living in human society as a paparazzi? 		
CF | Discounted ramen past its due date? Doggie bags left over by 		
CF | celebrities and their catering services? You failed at your job and 		
CF | had to figuratively eat off the floor. 		
DavidW pushes the green 'space' button. 		
CF | had to figuratively eat off the floor. 		
CF | I know you see us cryptids as living on the outskirts of the 		
CF | society but you're really no different. Photography is best left as a 		
CF | hobby; don't make your livelihood depend on it. 		
DavidW pushes the green 'space' button. 		
CF ] Canyon Score: 53 		
CF | hobby; don't make your livelihood depend on it. 		
CF | The loudspeaker turns off. 		
CF | 		
CF | You're right on Bigfoot Senior's trail now. Time to snap a picture. 		
CF | 		
CF | > 		DavidW says, "I don't have a copy of the task list."
		DavidW says, "I'm not sure how to fry ants"
		DavidW says, "still dont know how to photograph squirrel properly"
		pbparjeter says, "you can now just photograph bigfoot as the line suggests"
		DavidW says, "cant use NE trail from plateau yet"
		Jacqueline says, "Oh right. 53 points"
DavidW says (to ClubFloyd), "nw" 		
CF ] Desert Score: 53 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Desert 		
CF | This part of the park is a hot and barren desert. 		
CF | 		
CF | You can see a plane, a drone and a falcon here. 		
CF | 		
CF | You're right on Bigfoot Senior's trail now. Time to snap a picture. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Meadow Score: 53 		
CF | > 		
CF | > NW 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | You've lost track of Bigfoot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel and a webcam here. 		
CF | 		
CF | You don't see Bigfoot nearby. 		
CF | 		
CF | > 		pbparjeter says, "maybe it should be more clear when the 50-point line is crossed"
DavidW says (to ClubFloyd), "x mailslot" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > X MAILSLOT 		
CF | 		
CF | It's part of the door; you can slip photos inside to try and distract 		
CF | him. 		
CF | 		
CF | Bigfoot Senior appears to be waiting just inside the door with arms 		
CF | crossed. 		
CF | 		
CF | You don't see Bigfoot nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "photograph senior" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > PHOTOGRAPH SENIOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "sorry, am I misunderstanding something?"
		pbparjeter says, "you can't do it through the mailslot"
		pbparjeter says, "he will randomly appear"
		DavidW asks, "But ... no... he doesn't. Does he?"
		pbparjeter says, "he does, you saw him once"
		DavidW asks, "It looks like he stays in his cabin the entire time, right?"
		Roger says, "I keep thinking this is Senior Bigfoot, visiting from Mexico"
DavidW says (to ClubFloyd), "sw" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > SW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You've lost track of Bigfoot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You've lost track of Bigfoot. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You don't see Bigfoot nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | You're right on Bigfoot Senior's trail now. Time to snap a picture. 		
CF | 		
CF | > 		pbparjeter says, "yeah, the end of the game needs some work; just keep moving between rooms"
DavidW says (to ClubFloyd), "photograph bigfoot" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > PHOTOGRAPH BIGFOOT 		
CF | 		
CF | You snap the perfect picture. As it reels from the camera, you realize 		
CF | that it hasn't developed properly. You need to take it to the dark 		
CF | room. 		
CF | 		
CF | > 		Jacqueline says, "ugh"
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see an air combat guide, an eagle, a gnawed tree, a grate that 		
CF | leads into the ground and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, the floodwater, a 		
CF | pump and a clothesline here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a Senior photo 		
CF | a Chupa-photo 		
CF | the aviator sunglasses 		
CF | a falconry glove 		
CF | a poison dart frog 		
CF | a straw hat 		
CF | the slippers (being worn) 		
CF | scissors 		
CF | a page 		
CF | a the Loch Ness Beaver 		
CF | a Loch-photo 		
CF | a peanut butter sandwich 		
CF | a Photo-griff 		
CF | a red cellophane 		
CF | some emetics 		
CF | a grabber 		
CF | an oil 		
CF | an Uni-photo 		
CF | a black spray paint 		
CF | a branch 		
CF | a map photo 		
CF | an uniform (being worn) 		
CF | a camera 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put senior photo in tray" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > PUT SENIOR PHOTO IN TRAY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "develop it" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > DEVELOP IT 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "develop senior photo" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > DEVELOP SENIOR PHOTO 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > L 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, the floodwater, a 		
CF | pump and a clothesline here. 		
CF | 		
CF | > 		pbparjeter says, "tray is one room down"
		DavidW says, "thought I was there. I do get sloppy online like this."
DavidW says (to ClubFloyd), "d" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go any deeper when the water is flooding the cave. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn wheel" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > TURN WHEEL 		
CF | 		
CF | The pump shifts its flow; water is sucked back up into the lake. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Darkroom Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Darkroom 		
CF | It's a photo development lab. Bigfoot Senior begrudgingly constructed 		
CF | it for you before you left the park to begin your career. 		
CF | 		
CF | You can see a lightbulb and a tray here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put senior in tray" 		
CF ] Darkroom Score: 53 		
CF | > 		
CF | > PUT SENIOR IN TRAY 		
CF | 		
CF | The photograph becomes clear: it's a crystal-clear picture of Bigfoot. 		
CF | If you publish this to the world, tourists and tabloids alike like 		
CF | will flood into photograph Bigfoot Senior. His attempts to live an 		
CF | insular life will crumble around him. 		
CF | 		
CF | Time to slide the photo into his door and blackmail him. 		
CF | 		
CF | > 		Knight_Otu asks, "BLACKMAIL!?"
DavidW says (to ClubFloyd), "take senior" 		
CF ] Darkroom Score: 53 		
CF | > 		
CF | > TAKE SENIOR 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		DavidW says (to KO), "I don't get it either."
DavidW says (to ClubFloyd), "u" 		
CF ] Cave Score: 53 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Cave 		
CF | It's a dark damp cave full of hydraulic machinery and pipes. 		
CF | 		
CF | A stepped tunnel leads down to the darkroom. 		
CF | 		
CF | You can also see a grate that leads above ground, a pump and a 		
CF | clothesline here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Meadow Score: 53 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, an air combat guide, 		
CF | an eagle, a gnawed tree and a windowsill here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel and a webcam here. 		
CF | 		
CF | > 		pbparjeter says, "all will be resolved happily ever after"
DavidW says (to ClubFloyd), "put senior photo in mailslot" 		
CF | > 		
CF | > PUT SENIOR PHOTO IN MAILSLOT 		
CF | 		
CF | You slide the photo through the mailslot. Bigfoot Senior must have 		
CF | seen the photo. The door clicks open loudly. 		
DavidW pushes the green 'space' button. 		
CF ] Cabin Score: 53 		
CF | seen the photo. The door clicks open loudly. 		
CF | (first opening the front door) 		
CF | 		
CF | Cabin 		
CF | You walk into the cabin and gasp. There is a bank of TVs on the wall 		
CF | of the cabin showing slideshow images and film clips on various local 		
CF | news stations. Bigfoot Senior is sitting in front of them. Clearly, he 		
CF | is not so isolated as you thought. 		
CF | 		
CF | The front door leads down the staircase. 		
CF | 		
CF | You can also see Bigfoot Senior here. 		
CF | 		
CF | > 		pbparjeter says, "he should not be there, ignore it"
		Jacqueline says, "oh, ah."
DavidW says (to ClubFloyd), "x tvs" 		
CF | > 		
CF | > X TVS 		
CF | 		
CF | Bigfoot Senior stands up and turns to you. He raises a fist and says: 		
CF | 		
CF | You've found my secret. All those sasquacth sightings, all those 		
CF | disclosures to the public...I was behind them all along. 		
DavidW pushes the green 'space' button. 		
CF | disclosures to the public...I was behind them all along. 		
CF | There were never any human photographers. We made the films 		
CF | ourselves and sent them out to credulous tabloids. With the royalties 		
CF | I earned, I expanded the boundaries of my park. How else could I 		
CF | protect our secret but by expanding our colony across a quarter of the 		
CF | American heartlands? 		pbparjeter says, "oh, sorry, he should be here! I thought we were still outside the cabin"
DavidW pushes the green 'space' button. 		
CF | American heartlands? 		
CF | You think you came here to take me down? You've never been outside 		
CF | of Bigfoot Bluff! You just think you have! You've never seen a real 		
CF | human, just sasquatches dressed as humans. 		
DavidW says (to ClubFloyd), "push space" 		
CF | human, just sasquatches dressed as humans. 		
CF | Where do you think you learned your media criticism? That's right, 		
CF | at the same media school that I sent you to. It was all fake, all 		
CF | within the boundaries of the park. 		
DavidW says (to ClubFloyd), "push space" 		
CF | within the boundaries of the park. 		
CF | And now you're here to take down my park by sending out my photo to 		
CF | tourists and Bigfoot hunters, who will overrun the park. 		Jacqueline says, "oh man"
		Roger says, "a Planet of the Apes twist"
		Jacqueline says, "Mind: blown"
		Jacqueline says, "That's why the ranger outfit fits."
DavidW says (to ClubFloyd), "push space" 		
CF | tourists and Bigfoot hunters, who will overrun the park. 		
CF | But in your attempts to take me down, you became just like me: 		
CF | waiting and watching quietly with your camera. The only thing your 		
CF | rebellion was good for was grooming you to take over my role: as head 		
CF | photographer of the BIGFOOT BLUFF MEDIA EMPIRE. 		
DavidW pushes the green 'space' button. 		Jacqueline says, "oh no"
CF ] Cabin Score: 53 		
CF | photographer of the BIGFOOT BLUFF MEDIA EMPIRE. 		
CF | So, what will it be: Do you want to join me? Or do you want to take 		
CF | me down? 		
CF | 		
CF | 		
CF | He gestures at a broadcast button. 		
CF | 		
CF | > 		Jacqueline says, "NO"
		Jacqueline says, "Noooooooooooooooo"
		Roger says, "you damn dirty apes"
		Jacqueline says, "I mean, unless you all wanna."
		DavidW says, "The Hairy Truman Show"
		Knight_Otu blinks.
		pbparjeter says, "x button"
DavidW says (to ClubFloyd), "x button" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | If you push the button, you'll broadcast your photo and you'll become 		
CF | the very thing you hate. If you destroy it, Bigfoot Senior will get 		
CF | away with what he's already done and keep running the park. 		
CF | 		
CF | > 		Jacqueline says, "Thanks for that description"
		Jacqueline says, "I say destroy."
		Jacqueline asks, "Will we be able to undo in this version?"
		Jacqueline asks, "Learn the alt ending?"
		DavidW says, "I could go either way, honestly."
		Jade says, "destroy"
		pbparjeter says, "just keep playing, I will explain later"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf22" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Cabin Score: 53 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "destroy button" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > DESTROY BUTTON 		
CF | 		
CF | You have second thoughts about your decision. You should look more 		
CF | closely at the button. 		
CF | 		
CF | > 		MoyTravis says, "lol"
		Jacqueline narrows her eyes at pbparjeter.
DavidW says (to ClubFloyd), "x button" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | If you push the button, you'll broadcast your photo and you'll become 		
CF | the very thing you hate. If you destroy it, Bigfoot Senior will get 		
CF | away with what he's already done and keep running the park. 		
CF | 		
CF | > 		Roger says, "but thou must"
		MoyTravis says, "press buttan"
DavidW says (to ClubFloyd), "destroy button" 		
CF | > 		
CF | > DESTROY BUTTON 		
CF | 		
CF | 		
CF | Before you can do anything, the park ranger bursts in and shows his 		
CF | ID. He pulls off his underclothes to reveal he is a sasquatch. Then he 		
CF | pulls off his sasquatch suit to reveal he is actually a human after 		
CF | all. 		
CF | 		
CF | He holds up an ID card and says: 		MoyTravis says, "hahahahaha"
		Roger says, "haha"
		Jacqueline exclaims, "!!!!!"
DavidW pushes the green 'space' button. 		
CF | He holds up an ID card and says: 		
CF | MY NAME IS ELVIS PRESLEY. Since my disappearance in 1977, I've been 		
CF | hiding undercover, just waiting for you to pull a stunt like this. 		
CF | 		
CF | He pulls out a pistol and shoots the bank of TVs. 		Jacqueline says, "Man, this game."
		Jacqueline falls over.
DavidW pushes the green 'space' button. 		
CF | He pulls out a pistol and shoots the bank of TVs. 		
CF | Do you think I faked my death and hid in the forest for decades 		
CF | just to have some brutish Bigfoot surpass my number of appearances in 		
CF | the Weekly World News? To have some stupid sasquatch outnumber my 		
CF | exposés in the National Enquirer? DO YOU? 		Knight_Otu blinks some more.
		MoyTravis says, "okay"
		MoyTravis says, "I like this"
		MoyTravis says, "it's very, very silly"
		DavidW says, "Bet the ants are gray aliens now in ant suits."
DavidW pushes the green 'space' button. 		
CF ] Cabin Score: 53 		
CF | exposés in the National Enquirer? DO YOU? 		
CF | Elvis picks up Bigfoot Senior and throws him through the window; then 		
CF | he takes a seat at the mostly-broken TVs. His finger hovers over the 		
CF | broadcast button. 		
CF | 		
CF | > 		Roger says, "no wonder he was sleeping so heavily"
		DavidW says, "uh huh huh"
		MoyTravis says, "Wow Elvis must be ripped."
DavidW says (to ClubFloyd), "photograph elvis" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > PHOTOGRAPH ELVIS 		
CF | 		
CF | He's blinded by the camera flash. He won't be working with visual 		
CF | media any time soon. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		MoyTravis exclaims, "Fistfight Elvis!"
		MoyTravis says, "FISTFIGHT ELVIS"
		Jacqueline says (to David), "Nice"
		pbparjeter says, "defeating elvis on the first turn, congrats"
		MoyTravis says, "FIGHT FIGHT FIGHT"
		DavidW asks, "And which way is out of the park?"
DavidW says (to ClubFloyd), "out" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > OUT 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > SW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > OUT 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "exits" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | That's not something you can do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cabin Score: 53 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		pbparjeter says, "x map"
DavidW says (to ClubFloyd), "d" 		
CF ] Staircase Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Staircase 		
CF | You're on the landing of a staircase leading up to Bigfoot Senior's 		
CF | cabin. 		
CF | 		
CF | The front door of the cabin is just a bit further up the steps; there 		
CF | is also a mailslot embedded in it. The front door leads down to the 		
CF | staircase. 		
CF | 		
CF | You can also see a barrel and a webcam here. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Meadow Score: 53 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Meadow 		
CF | You find yourself in a wide open mountain plain. Trails spread out in 		
CF | all directions. A large cabin is looming imposingly over the horizon. 		
CF | 		
CF | You can see a grate that leads into the ground, an air combat guide, 		
CF | an eagle, a gnawed tree and a windowsill here. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		MoyTravis says, "Aww."
DavidW says (to ClubFloyd), "s" 		
CF ] Trailhead Score: 53 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Trailhead 		
CF | The trailhead is surrounded by tall trees. It extends further; look at 		
CF | your map to find directions. 		
CF | 		
CF | You can see a gondola here. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Parking Lot Score: 53 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Parking Lot 		
CF | You are in the parking lot of BIGFOOT BLUFF NATIONAL PARK. A trailhead 		
CF | extends to the north and heads deep into the wilds. 		
CF | 		
CF | You can see a car and a welcome board here. 		
CF | 		
CF | You need to get out of the park. 		
CF | 		
CF | > 		MoyTravis says, "You didn't take the chance to fistfight Elvis."
		Roger says, "maybe we could have jumped out the window"
		MoyTravis says, "(I assume it wouldn't work but)"
		DavidW says, "sorry, I blinded him instead,"
DavidW says (to ClubFloyd), "enter car" 		
CF ] Parking Lot Score: 53 		
CF | > 		
CF | > ENTER CAR 		
CF | 		
CF | Bigfoot Senior is in the car. Time to drive away. 		
CF | 		
CF | > 		MoyTravis exclaims, "That's just the opening gambit!"
DavidW says (to ClubFloyd), "drive car" 		
CF ] Parking Lot Score: 53 		
CF | > 		
CF | > DRIVE CAR 		
CF | 		
CF | I only understood you as far as wanting to drive. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drive" 		
CF | > 		
CF | > DRIVE 		
CF | 		
CF | You begin to drive. 		
DavidW pushes the green 'space' button. 		
CF | You begin to drive. 		
CF | "Let's call this a draw." Bigfoot Senior says. "There are other 		
CF | parks to live in, and other forms of media to commandeer for 		
CF | sasquatch-kind." 		
DavidW pushes the green 'space' button. 		
CF | sasquatch-kind." 		
CF | In the hazy distance, you see hundreds of Elvis impersonators 		
CF | marching across a mountain ridge. You drive away, resting assured that 		
CF | the park will return to its natural state of harmony. 		DavidW says, "Let's go to the park of Lucille Balls."
		pbparjeter says, "lol"
DavidW pushes the green 'space' button. 		
CF ] Parking Lot Score: 53 		
CF | the park will return to its natural state of harmony. 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | In that game you scored 53.. 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		MoyTravis says, "Well."
		MoyTravis says, "That was, uh, sure something."
		Knight_Otu says, "That was wild."
		Jacqueline says, "It was indeed something."
		pbparjeter says, "thank you for playing and bearing with the rough edges everyone"
		Jacqueline exclaims, "Good luck finishing it up and doing well in whichever comp you enter!"
		pbparjeter says, "thanks"
		pbparjeter says, "on the broadcast button choice"
		Jacqueline says, "We will not post this until either after you publish or, if you want, not at all - I can just send you the raw, if you'd prefer that."
		pbparjeter says, "yes, I'll get in touch with you when I submit to a comp"
		Jacqueline says, "Though it'd be cool to post it after you publish."
		pbparjeter says, "anyway, to save you from reloading"
		pbparjeter says, "the broadcast button is actually a false choice, there is no alternate ending"
		Jacqueline says, "..."
		Jade says, "gg"
		pbparjeter says, "I guess people prefer alternate endings..."
		Jacqueline says, "..."
		Jade says, "nice game"
		Knight_Otu says, "I suspected something like that."
		DavidW says, "no, magician's choice is a thing."
		pbparjeter says, ""it was mostly meant for pacing""
		Jacqueline says, "I don't necessarily prefer alternate endings, but I'm salty when I feel like I have a choice and then it turns out I didn't."
		pbparjeter says, ""I am open to other ideas but this seems to work for now""
		pbparjeter says, "oh no am I double quoting everything i say"
		Jacqueline says (to pbp), "Yes, definitely works."
		Knight_Otu says, "I felt the "Think this through" thing was a hint that this wasn't a choice as such."
		Jacqueline says (to KO), "Huh. See, that made it worse fo rme."
		Jacqueline says, "er, for me"
		DavidW asks, "so, if I pushed the emergency button, would we have met Elvis earlier?"
		Knight_Otu says, "I can see that. Different reactions from different people."
		DavidW says, "(also trying to take in that I undressed Elvis)"
		pbparjeter says, "no, whichever choice you make, you have to make a second choice, that trigger's elvis"
		Jacqueline says (to DW), "You need to sit down? I can fan you with this piece of cardboard, if you need it."
		pbparjeter says, "so there are actually four choices - break destroy, or change/confirm the decision"
		pbparjeter says, "but they all have the same outcome"
		pbparjeter says, "anyway, thanks again for playing, if anyone would like to help test the beta version, please get in touch on the IF forums"
		DavidW says (to I), "am sitting down."
		Jacqueline fans DavidW.
		pbparjeter says, "intfiction.org that is"
		MoyTravis says, "You should make half of the endings have Tupac or something, and half of them have Elvis."
		DavidW asks, "I'm trying to remember. Didn't Elvis have a particular sandwich he really liked?"
		pbparjeter says, "lol"
		MoyTravis says, "That way, when people laugh about the wild ending, there's an even chance they had a completely different wild ending."
		Roger says, "I think he was the deep-fried candy-bar guy"
		MoyTravis says, "Or make it random, but based on the playthrough, so half the people get Elvis even if they reload and half get somebody else."
		pbparjeter says, "yes, the sandwich was deliberate"
		DavidW says, "There was a game ages ago that had two different chapter twos. Drove rgif nuts."
		pbparjeter says, "though it is missing the banana and bacon"
Pinkunz- Ah Ha! A tourist trap. This giant metal facsimile of a space beast is nothing more than a cheap marketing ploy designed to suck in any moron dumb enough to fall for such trickery... You suddenly feel like a dumb moron. 		pbparjeter asks, "like two chapter twos in succession, or two alternate chapters?"
		DavidW says, "alternates"
		DavidW says, "One group of players saw a different story than the others and they didn't understand at first why people were talking about stuff they'd never seen."
		MoyTravis says, "See, that's a good trick."
		DavidW says, "Losing Your Grip"
		MoyTravis says, "Makes the game seem real big."
		MoyTravis says, "Anyways, thanks for driving, thanks to pbparjeter for the game, I'm'a log now."
		MoyTravis exclaims, "Cya'll 'round!"
		DavidW says, "bye Moy"
MoyTravis goes home. 		pbparjeter says, "ok, thank you again everyone"
		Jacqueline says, "Thank you for letting us test it."
		DavidW says, "thank you for the game"
		Jacqueline exclaims, "Have a great day, folks!"
		DavidW says, "thanks everyone"
		Jade says, "you too, have a nice week"



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ClubFloyd Transcript:
Tours Roust Torus [Beta] by Andrew Schultz
As played on ifMUD on March 20, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of a beta test of Tours Roust Torus written by Andrew Schultz. Tours Roust Torus was released as part of the 2022 Spring Thing. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		Jacqueline asks, "So, are we holding for the pending arrival of Mr. Shultz?"
		Roger says, "word is that he's on his way"
		Jacqueline says (to Roger), "cool"
		Jade asks, "what are we going to play?"
		DavidW says, "We are beta-testing Tours Roust Torus by Andrew Schultz, a game intended for the Back Garden of Spring Thing 2022."
		DavidW says, "And one that will almost certainly revolve around anagrams."
		Jade says, "thank you"
		Jacqueline says (to DW), "Heh. Now why would you say that? (Kidding...)"
		Jade says, "not the only game this year"
		DavidW says, "I am familiar with this author's other games."
		ASchultz says, "testing"
		DavidW starts fangirling.
		Jade says, "hello ASchultz"
		MoyTravis exclaims, "'allo!"
		Jade says, "hello Andrew"
Jacqueline says (to ClubFloyd), "load sleepmask toursrousttorus" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | Leading Yorpwald after defeating Red Bull Burdell and then Elvira 		
CF | wasn't what you asked for, but it's what you got, and you did well 		
CF | enough. But the job is exhausting. You've never wanted flatterers, and 		
CF | you expected criticism, even unfair criticism, but there are some 		
CF | things you can't avoid listening to by now. 		
CF | [NOTE: when the prompt does not appear, it means 		
CF | you need to push any key to continue] 		
DavidW pushes the green 'space' button. 		
CF | you need to push any key to continue] 		
CF | 		
CF | The worst part, as you're getting older: you're maybe half the person 		
CF | you used to be. This, from people who never thought you were much to 		
CF | begin with. Still, you Got Stuff Done. But your heart was in things 		
CF | less. Others seemed to have better ideas. You felt you spent all your 		
CF | time delegating and getting credit for stuff you just signed off on. 		
DavidW pushes the green 'space' button. 		
CF | time delegating and getting credit for stuff you just signed off 		
CF | on.You wanted adventure. But defeating Red Bull Burdell required 		
CF | changing just about every pair of things imaginable, and with Elvira, 		
CF | well, it was more abstract, deciding what to do or think or how to 		
CF | describe things. What could be left? Then, one day, a diplomat told 		
CF | you of distant structure. One worth visiting. A Tours Roust 		
CF | Torus. Nothing seemed there. But if anyone could unlock its 		
CF | secrets, you could. 		DavidW asks, "of _a_ distant structure?"
DavidW pushes the green 'space' button. 		
CF | secrets, you could.You returned to the museum that held the tagged 		
CF | gadget and letters settler that helped you in your first two quests. 		
CF | You did so every few months and felt nothing. But this time, a surge! 		
CF | Still, they were too much a part of history to move from a museum. The 		
CF | curator had an idea--some stat tats that could help you, if needed. 		
DavidW pushes the green 'space' button. 		
CF | curator had an idea--some stat tats that could help you, if needed.You 		
CF | made your final choice. You resigned as leader, leaving things to 		
CF | trusted advisors. Your heart was in adventuring. Who knows what you'd 		
CF | find? 		
DavidW pushes the green 'space' button. 		
CF ] Ehs, Ehs 0/8 		
CF | find? 		
CF | Tours Roust Torus 		
CF | An Interactive Fiction by Andrew Schultz 		
CF | Release 1 / Serial number 220319 / Inform 7 build 6G60 (I6/v6.36 lib 		
CF | 6/12N) 		
CF | 		
CF | Ehs, Ehs 		
CF | This is the west area of the torus. Looking inward, the center of the 		
CF | torus seems slightly blurry, as if something should be there. The EHs 		
CF | you hear make you wish you could speak something back at them. Nothing 		
CF | profane, but forceful enough. But there's more than one to counter. 		
CF | 		
CF | [NOTE: to see general information about Tours Roust Torus, type 		
CF | ABOUT. To see the verbs used, type 		
CF | V/VERB/VERBS. In particular, you may 		
CF | want to note the directions used.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "about" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | Tours Roust Torus is installment 3 in the Stale Tales Slate. 		
CF | It was originally published for Spring Thing 2022. Number one in the 		
CF | series was Shuffling Around, published for IFComp 2012, and 		
CF | number two was A Roiling Original, published for Spring Thing 		
CF | 2013. These should all be on itch.io. 		
CF | 		
CF | CREDITS will give thanks to people involved specifically in 		
CF | Tours Roust Torus. 		
CF | 		
CF | ABOUT again will show technical details. 		
CF | 		
CF | > 		Jacqueline says, "A torturous tour sounds ... fun."
		DavidW says, "We'll be exploring a U Don't Donut."
DavidW says (to ClubFloyd), "x me" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Looking at your body, you're not as strong as you used to be. In good 		
CF | enough shape, you hope, but those jibes about not being half the 		
CF | person you used to be hurt--even if they're not true. 		
CF | 		
CF | You have some tats which, in a pinch, could be changed to a STAT to 		
CF | help you out if you need help. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tats" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > X TATS 		
CF | 		
CF | The tats will change as you make guesses. You can activate them with 		
CF | the STAT command. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > I 		
CF | 		
CF | You're traveling light. You aren't actually carrying anything. You 		
CF | were given some tats that may give you a stat as you guess what to 		
CF | anagram, where. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "v" 		
CF ] Ehs, Ehs 0/8 		
CF | > 		
CF | > V 		
CF | 		
CF | Compass directions aren't really viable, here. You may try to go 		
CF | IN or OUT, but the main directions are A and 		
CF | B to move clockwise and counterclockwise around the torus. 		
CF | You can also skip over adjacent torus areas with AA, 		
CF | AAA, BB, or BBB. Note anything more than that is 		
CF | accepted but impractical, as AAA and BBBB are 		
CF | equivalent. 		
CF | 		
CF | > 		Roger asks, "might this location be SHEESH ?"
		Knight_Otu says, "Probably."
DavidW says (to ClubFloyd), "sheesh" 		
CF ] Sheesh 1/8 		
CF | > 		
CF | > SHEESH 		
CF | 		
CF | You effectively dismiss the eh's with something more powerful. 		
CF | A sort of cylindrical hologram appears in the center of the torus. 		
CF | More progress! 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Sheesh 		
CF | You reckon this had to be the easiest area to figure. 		
CF | Everything else will probably be tougher. But sometimes a mild 		
CF | interjection can steel you for what's ahead. 		
CF | 		
CF | > 		DavidW says, "I would not have guessed that so early in the game."
		DavidW asks, "So do we go A now?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "a" 		
CF ] Prep Area 1/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Prep Area 		
CF | This is the northwest area of the torus. It looks like there's a 		
CF | hologram in the center of the torus: a cylindrical silo, or something. 		
CF | But you have no way to enter. You feel like you are being watched. You 		
CF | want to duck out and in, but not in the standard directions. 		
CF | 		
CF | > 		MoyTravis asks, "What? Oh. Esh, Esh = sheesh?"
		bg asks, "did we x hologram?"
		MoyTravis says, "Err. Ehs, ehs. Gosh. Okay, right, anagrams."
		Jacqueline says, "Yup"
		Knight_Otu says, "Oh, right, the hologram was there."
DavidW says (to ClubFloyd), "x hologram" 		
CF ] Prep Area 1/8 		
CF | > 		
CF | > X HOLOGRAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW asks, "We can return with B, yes?"
DavidW says (to ClubFloyd), "b" 		
CF ] Sheesh 1/8 		
CF | > 		
CF | > B 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. It looks like there's a hologram 		
CF | in the center of the torus: a cylindrical silo, or something. But you 		
CF | have no way to enter. It's quiet here. You don't have to vent any 		
CF | more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hologram" 		
CF ] Sheesh 1/8 		
CF | > 		
CF | > X HOLOGRAM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		ASchultz says, "(noted unimplemented object);"
		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "n" 		
CF ] Sheesh 1/8 		
CF | > 		
CF | > N 		
CF | 		
CF | Directions other than inside (once you find what's in the center of 		
CF | the torus), outside and the rotational directions (A, AA, AAA, B, BB, 		
CF | BBB) are meaningless here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Prep Area 1/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Prep Area 		
CF | This is the northwest area of the torus. It looks like there's a 		
CF | hologram in the center of the torus: a cylindrical silo, or something. 		
CF | But you have no way to enter. You feel like you are being watched. You 		
CF | want to duck out and in, but not in the standard directions. 		
CF | 		
CF | > 		DavidW asks, "So, do we need to anagram 'Prep Area' into something now?"
		Knight_Otu says, "Likely, yes."
		Jade says, "; mmmm cool and smart"
DavidW says (to ClubFloyd), "appearer" 		
CF ] Prep Area 1/8 		
CF | > 		
CF | > APPEARER 		
CF | 		
CF | Hmm, rearrange things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "reappear" 		
CF ] Reappear 2/8 		
CF | > 		
CF | > REAPPEAR 		
CF | 		
CF | You back out a bit, then reappear. 		
CF | The cylindrical hologram grows firmer. But there's no way to get 		
CF | there! Yet. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Reappear 		
CF | You get some practice in reappearing. Maybe soon you will have someone 		
CF | to reappear for. 		
CF | 		
CF | > 		MoyTravis says, "Maybe minor but I'd be annoyed, if I were driving, that it tells you "this is the [traditional IF direction] of the torus" because I'd want to use traditional IF directions. That miiight be literally just me though."
DavidW says (to ClubFloyd), "a" 		
CF ] Grain, Grain 2/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Grain, Grain 		
CF | This is the northeast area of the torus. The cylinder at the center of 		
CF | the torus looks much more real now. But it is too solid to enter even 		
CF | if you had a passage. You feel on trial. Well, not quite, but you feel 		
CF | a need for acquital for ... something. 		
CF | 		
CF | > 		ASchultz says, "(good point! I wanted a reference for the player, but it might imply you can do something you can't);"
Jacqueline says (to ClubFloyd), "trail" 		
CF ] Grain, Grain 2/8 		
CF | > 		
CF | > TRAIL 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "arrainging" 		
CF ] Grain, Grain 2/8 		
CF | > 		
CF | > ARRAINGING 		
CF | 		
CF | Hmm, rearrange things. 		
CF | 		
CF | > 		DavidW asks, "Isn't there something like arrainment in a trial setting?"
		Jacqueline says, "Yes"
		Jacqueline says, "It where they talk about the charges and enter the plea"
		MoyTravis asks, "an "Arraignment"? 1 g?"
		Knight_Otu says, "I only get raging rain out of this somehow."
		DavidW says, "arraigning"
		Jacqueline says (to KO), "That sounds like an excellent music video."
DavidW says (to ClubFloyd), "arraigning" 		
CF ] Arraigning 3/8 		
CF | > 		
CF | > ARRAIGNING 		
CF | 		
CF | The grain turns into a court of law, but since you have no guilt, you 		
CF | are free to go. 		
CF | The cylinder in the center of the torus rumbles some more. It's no 		
CF | longer a solid block. But you can't see a door outline yet. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Arraigning 		
CF | You have an area for arraigning someone bad, but you have nobody to 		
CF | tell you where to find said bad people. 		
CF | 		
CF | > 		MoyTravis asks, "arraigning?"
		MoyTravis says, "..."
		MoyTravis says, "Wow that ain't easy."
		Jacqueline says, "Ah"
		DavidW says, "I didn't know how to spell that word. Sorry."
		ASchultz says, "also I need a better poke than "hmm, rearrange things";"
DavidW says (to ClubFloyd), "a" 		
CF ] Meta Meat 3/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Meta Meat 		
CF | This is the east area of the torus. You think you can see a crack here 		
CF | or there in the cylinder at the center of the torus. No way to get 		
CF | there, though. This area seems meaty, although you don't know why, or 		
CF | what kind of meaty.. 		
CF | 		
CF | > 		Roger says, "hmmm I think it's fair, if not merciful, for the 3rd game in a series to expect the player to have some familiarity with the previous 2"
		Jacqueline asks (of AS), "Is that supposed to be a period or an ellipses?"
		Roger says, "maybe we need a teammate"
		ASchultz says, "(let me know if my notes disrupt things ... they're useful to me to make sure I take care of things later and also so you know I'm paying attention & acknowledging what needs fixing);"
		MoyTravis says, "You're good."
		Jacqueline says, "No, you're notes are fine."
		ASchultz says, "that's a bug! It's one I think I fixed 2 hours after sending the binary.;"
		MoyTravis says, "teammeat! the meat of a teammate"
		DavidW says, "I don't have any guess for 'meta meat'."
		MoyTravis says, "yum"
DavidW says (to ClubFloyd), "teammate" 		
CF ] Teammate 4/8 		
CF | > 		
CF | > TEAMMATE 		
CF | 		
CF | Someone comes along and bangs at the barrier inside. You hear a small 		
CF | cracking. 		
CF | Yes. You're sure you see a door in the cylinder now. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Teammate 		
CF | Now that you have a teammate and a reason to reappear, you have a plan 		
CF | to brainstorm separately and then together. You figure a lot of things 		
CF | that make the Torus a lot more alive. It glows significantly. 		
CF | 		
CF | > 		MoyTravis asks, "Was that clued Roger or was it just "I dunno it's an anagram"?"
DavidW says (to ClubFloyd), "a" 		
CF ] Tines Inset 4/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Tines Inset 		
CF | This is the southeast area of the torus. You're pretty sure you see 		
CF | the faint outline of a door--wait, more than one outline--leading into 		
CF | the cylinder at the center of the torus. One for each area of the 		
CF | torus, you'd guess. You feel disjointed from the whole body of rooms 		
CF | here. 		
CF | 		
CF | > 		Jacqueline says (to ASchultz), "If you're are okay with us eventually posting this transcript, I think your notes are of benefit. I'm surprised the number of people who use these transcripts for learning about process."
		Jacqueline says, "Also for research"
		Jacqueline says, "Not merely for finding hints."
		Roger says, "I feel an urge towards insistent maybe"
		Knight_Otu asks, "Are we ttalking intestines here?"
		MoyTravis says, "sentient...es? uh, hold on, that's not got the right letters does it"
DavidW says (to ClubFloyd), "intestines" 		
CF ] Intestines 5/8 		
CF | > 		
CF | > INTESTINES 		
CF | 		
CF | You find the guts to turn the place into something more gross, but 		
CF | manageable. 		
CF | Yes. The doors now have handles. They seem to open briefly, as if to 		
CF | beckon you, but ... not yet. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Intestines 		
CF | Okay, so there are intestines next to a stomach. You probably need a 		
CF | bit of luck to get things working. But you've made a good start. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x intestines" 		
CF ] Intestines 5/8 		
CF | > 		
CF | > X INTESTINES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stomach" 		
CF ] Intestines 5/8 		
CF | > 		
CF | > X STOMACH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Pechan Pechan 5/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Pechan Pechan 		
CF | This is the south area of the torus. The cylinder now seems to have 		
CF | doors with handles. But there is no way to approach it. Oh, a pechan 		
CF | is an odd word for stomach. You may need luck to solve the secret of 		
CF | this room. Some skill, maybe, but enough skill so your luck matters. 		
CF | 		
CF | > 		bg asks, "What does 5/8 mean? Is that our score?"
		ASchultz says, "great! I'm definitely okay with it. I assume if there are more beta test sessions, future authors will know what to expect;"
		ASchultz says, "reading this transcript and others;"
Roger says (to floyd), "SCORE" 		
CF ] Pechan Pechan 5/8 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You've figured 5 of 9 areas of the Torus. You may wish to explore the 		
CF | whole torus to see what you might be able to do. 		
CF | 		
CF | > 		ASchultz says, "the 5/8 is what would be in the hheader in winfrotz, yes;"
		Roger says, "nothing comes to mind for this one"
DavidW says (to ClubFloyd), "happenchance" 		
CF ] Happenchance 6/8 		
CF | > 		
CF | > HAPPENCHANCE 		
CF | 		
CF | You suddenly find a lucky way out. 		
CF | Well now! A rainbow-like path appears to lead you to the center from 		
CF | here or, well, the other places you visited, to the center. But you 		
CF | don't trust it yet. You have a bit more. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Happenchance 		
CF | The Torus seems more alive now that the intestines are not just near 		
CF | the pechan/stomach but, by some, err, happenchance, they seem to 		
CF | connect and perform some vital organ function. 		
CF | 		
CF | > 		Jacqueline says, "ha"
		Jacqueline says, "Nice"
DavidW says (to ClubFloyd), "a" 		
CF ] Latte, Latte 6/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Latte, Latte 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. There seems to almost be a walkway to the cylinder 		
CF | at the center from each area of the torus. But it doesn't quite look 		
CF | solid enough. Yet. Coffee certainly makes folks chatty, you know.. 		
CF | 		
CF | > 		Knight_Otu says, "Well done."
		DavidW says, "thanks"
		Jacqueline asks (of AS), "'You have a bit more' seems a bit weird. Too short, or something. A bit more what?"
DavidW says (to ClubFloyd), "tattletale" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > TATTLETALE 		
CF | 		
CF | Someone comes along and mentions how ridiculous it is to have that 		
CF | many coffee shops so close to each other. Suddenly, everyone believes 		
CF | it! Some coffee shops decide to become something with a little more 		
CF | variety. 		
CF | The path to the center of the torus grows firmer. You try to rush 		
CF | inward, but something invisible bounces you back. Perhaps there's one 		
CF | more thing to do. Strange. You seem to have anagrammed everything. 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Tattletale 		
CF | Aha! Now that you have summoned a tattletale and arraigning, the 		
CF | tattletale tattles, and you have somewhere to send the perpetrators, 		
CF | whoever they are, to justice. 		
CF | 		
CF | > 		ASchultz says, "yes, very impressive! Also, I agree about "a bit more" ... I tend to short-hop descriptions in my first draft(s);"
		ASchultz says, "so i appreciate when it is pointed out. Often I just forget to add descriptions I meant to, too;"
		Jacqueline says, "I get that. Can relate."
DavidW says (to ClubFloyd), "l" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > L 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		ASchultz says, "this transcript is showing me holes in the story I had in my head as well. So that's good;"
DavidW says (to ClubFloyd), "on on on on" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > ON ON ON ON 		
CF | 		
CF | I only understood you as far as wanting to on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "oooonnnn" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > OOOONNNN 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		ASchultz says, "/files another bug report;"
DavidW says (to ClubFloyd), "out" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You'd fall off the Tours Roust Torus that way. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "noonnoon" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NOONNOON 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nonnoono" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NONNOONO 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		Jacqueline asks, "Um, Noo-Noo was a Teletubbie, I think?"
		Jacqueline smiles.
		bg asks, "no no no no?"
		Jacqueline says, "oh, maybe"
DavidW says (to ClubFloyd), "no no no no" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NO NO NO NO 		
CF | 		
CF | I only understood you as far as wanting to no. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nononono" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NONONONO 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Roger says, "we do, in fact, want to no"
Jacqueline says (to ClubFloyd), "noonoo" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NOONOO 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		Jade says, "mmm difficult"
		DavidW says, "I'm not getting this one."
		MoyTravis says, "Maybe the last one's the pattern breaker and it's [some other time of day] yes yes"
Roger says (to floyd), "n.n.n.n.o.o.o.o." 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > N.N.N.N.O.O.O.O. 		
CF | 		
CF | Directions other than inside (once you find what's in the center of 		
CF | the torus), outside and the rotational directions (A, AA, AAA, B, BB, 		
CF | BBB) are meaningless here. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | Directions other than inside (once you find what's in the center of 		
CF | the torus), outside and the rotational directions (A, AA, AAA, B, BB, 		
CF | BBB) are meaningless here. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | Directions other than inside (once you find what's in the center of 		
CF | the torus), outside and the rotational directions (A, AA, AAA, B, BB, 		
CF | BBB) are meaningless here. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | Directions other than inside (once you find what's in the center of 		
CF | the torus), outside and the rotational directions (A, AA, AAA, B, BB, 		
CF | BBB) are meaningless here. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yesyes" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > YESYES 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yes yes" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > YES YES 		
CF | 		
CF | I only understood you as far as wanting to yes. 		
CF | 		
CF | > 		MoyTravis asks, "Wait, dots make each command into its own thing?"
		MoyTravis asks, "In Inform?"
Pinkunz has arrived. 		Knight_Otu asks, "Maybe check the tats?"
DavidW says (to ClubFloyd), "stat" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > STAT 		
CF | 		
CF | Your tats are now in stat-giving mode. STAT again will give even more 		
CF | potentially revealing stats when you make guesses 		
CF | > 		
DavidW says (to ClubFloyd), "nononoon" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NONONOON 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yesyes" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > YESYES 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		Pinkunz says, "(sorry for the late arrival; life doesn't always cooperate)"
		bg asks, "no on noon? noon no on?"
		Jacqueline says (to Moy), "Yes, you can enter multiple commands using periods."
DavidW says (to ClubFloyd), "no on noon" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NO ON NOON 		
CF | 		
CF | I only understood you as far as wanting to no. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "noon no on" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > NOON NO ON 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		Pinkunz says (to aSchultz), "(Glad you could make it.)"
DavidW says (to ClubFloyd), "in" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Reappear 		
CF | This is the northwest area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. After some scouting, you know 		
CF | good hiding areas where you or an ally can reappear if need be. 		
CF | 		
CF | A voice booms "Noon? No! No!" Perhaps there's a simple way to try to 		
CF | repel it. 		
CF | 		
CF | > 		MoyTravis asks, "Did we try ON NOON NO?"
DavidW says (to ClubFloyd), "on noon no" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > ON NOON NO 		
CF | 		
CF | I only understood you as far as wanting to on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "on" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on. Reappear seems as good a place 		
CF | to start as any others. The whole torus seems to brighten up as you 		
CF | make your decision. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | Odd. You feel a jab as you try to walk over. Maybe you have to make a 		
CF | bit more of a jump. 		
CF | 		
CF | > 		bg says, "I'm confused"
		MoyTravis asks, "I guess "ON" was it?"
		DavidW says, "I guess? I don't know why."
DavidW says (to ClubFloyd), "jump" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > JUMP 		
CF | 		
CF | You jump on the spot, fruitlessly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | > 		ASchultz says, "yes, it's the next part;"
DavidW says (to ClubFloyd), "b" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > B 		
CF | 		
CF | Odd. You feel a jab as you try to walk over. Maybe you have to make a 		
CF | bit more of a jump. 		
CF | 		
CF | > 		MoyTravis says, "AA"
DavidW says (to ClubFloyd), "aa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		MoyTravis asks, "BB or AAA BBB?"
		ASchultz says, "i need a better blocking message for "in" here, clearly;"
DavidW says (to ClubFloyd), "on" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You're already in the process of going on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | > 		MoyTravis asks, "Noon or No?"
DavidW says (to ClubFloyd), "x teammate" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > X TEAMMATE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "noon" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > NOON 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
Roger says (to floyd), "onto" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > ONTO 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		bg says, "i don't know what we are trying to do now"
DavidW says (to ClubFloyd), "no" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > NO 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | Odd. You feel a jab as you try to walk over. Maybe you have to make a 		
CF | bit more of a jump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Happenchance 		
CF | This is the south area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You feel fortunate you were 		
CF | able to turn this into something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | > 		ASchultz says, "okay, I pretty clearly need to kill the default "no" response.;"
		Jacqueline says, "I keep wanting to make this into some sort of a pattern that lets us say 'yes yes' but I don't think that's it."
DavidW says (to ClubFloyd), "aa" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | You're still blocked from entering the center of the torus. 		
CF | 		
CF | > 		Roger says, "the torus does not require our consent"
		DavidW says, "I have no idea what's wrong."
		ASchultz says, "i think I see a big fault in the hinting and what I meant to say in-game, but I don't want to backseat. ;"
		Roger says, "let's thrash around a little more, then get hints"
DavidW says (to ClubFloyd), "aaa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | The torus dims. You must have made a wrong step. You have already been 		
CF | to Teammate during this trip. But you figure you can go ON and 		
CF | try again. 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		MoyTravis asks, "What does stat say?"
		DavidW says, "Oh."
		MoyTravis asks, "...we're supposed to visit in some sort of order?"
		Knight_Otu asks, "So we have to visit each room, then?"
		DavidW says, "We're meant to visit all six locations in jumps without repeating."
		Roger says, "I think the order is free, but maybe not"
		DavidW says, "I didn't really make a proper map yet."
Roger says (to floyd), "ni" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > NI 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
Roger says (to floyd), "z" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		bg asks, "were any verbs listed besides the direction commands?"
DavidW says (to ClubFloyd), "on" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on again. Maybe you'll find the 		
CF | right way through this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Happenchance 		
CF | This is the south area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You feel fortunate you were 		
CF | able to turn this into something. 		
CF | 		
CF | > 		Roger asks, "maybe the 'noon' stuff is a hint about walking clockwise?"
DavidW says (to ClubFloyd), "aa" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		Jade says, "I barely understand all that stuff, but I like it"
DavidW says (to ClubFloyd), "aa" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Arraigning 		
CF | This is the northeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's a bit scorched here, the 		
CF | only indication this court of law was once farmland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Intestines 		
CF | This is the southeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You are just glad you don't 		
CF | have to deal with digestive juices or anything here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | The interior of the Torus shudders, but nothing conclusive happens. 		
CF | Perhaps you took an easy way to touch all the rooms. 		
CF | 		
CF | Reappear 		
CF | This is the northwest area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. After some scouting, you know 		
CF | good hiding areas where you or an ally can reappear if need be. 		
CF | 		
CF | Hmm. Nothing new to do. You should really try going ON again. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Jade says, "I am painting the torus"
		DavidW says, "I think there's seven locations, not six."
		Jade says, "yes, seven plus on on on on"
		Knight_Otu says, "Yeah."
		DavidW says, "And I'm not sure why what I did was wrong."
		Roger says, "I would consent to a small hint"
		DavidW says, "I did seven leapflogs."
		MoyTravis says, "Maybe you need a method that uses AA, AAA, BB, BBB"
		DavidW says, "I suppose at least one triple A or a BB is wanted."
		MoyTravis says, "or, any number of non-repeated commands"
		Knight_Otu says, "Option 1 - We need to mix up jump length, as said."
		Roger says, "maybe the N is A and the O is B, for our noonnono"
		Roger says, "or the reverse"
		Knight_Otu says, "Option 2 - We may need to spell out something with the room names? Seems odd, but maybe."
		Knight_Otu says, "I'm seeing the jump lengths as more likely."
		DavidW asks, "SRATIHT?"
		Knight_Otu says, "That doesn't anagram well, does it."
		Jade says, "there are 8 locs pointing at 8 cadinal diretions"
		DavidW says, "I only counted seven."
		Roger says, "yeah, fiddling around with different traversals seems plausible. Maybe we need to traverse them as implied by the accumulated narrative of their descriptions? Not sure if there's a clear sensible tale in there, though"
		Jade says, "on on on on i in the northern side"
		Jade says, "is"
		DavidW says, "I don't understand the suggestion."
		DavidW says, "Let me try a series of AAA jumps."
DavidW says (to ClubFloyd), "on" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on again. Maybe you'll find the 		
CF | right way through this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Intestines 		
CF | This is the southeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You are just glad you don't 		
CF | have to deal with digestive juices or anything here. 		
CF | 		
CF | > 		Jade says, "go"
DavidW says (to ClubFloyd), "aaa" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | Odd. You feel a jab as you try to walk over. Maybe you have to make a 		
CF | bit more of a jump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Arraigning 		
CF | This is the northeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's a bit scorched here, the 		
CF | only indication this court of law was once farmland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | The interior of the Torus shudders, but nothing conclusive happens. 		
CF | Perhaps you again took an easy way to touch all the rooms. 		
CF | 		
CF | Happenchance 		
CF | This is the south area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You feel fortunate you were 		
CF | able to turn this into something. 		
CF | 		
CF | > 		DavidW says, "hmph. It didn't like that either."
		Roger asks, "I'm not sure what 'the easy way' is trying to tell us. Can we do it without any jumps (just A and B)?"
		Knight_Otu says, "We have to jump while "on"."
		Roger says, "also that meaty teammate isn't any help at all"
		bg says, "The "Reappear" area says "After some scouting, you know"
		bg says, "good hiding areas where you or an ally can reappear if need be.""
		bg asks, "Is that a hint? Can we hide and reappear?"
		Roger says, "seems unlikely but worth a try"
		DavidW says, "let me try something else first"
DavidW says (to ClubFloyd), "on" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on again. Maybe you'll find the 		
CF | right way through this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		Knight_Otu says, "It may mean we want Reappea after Teammate"
		Jade says, "perhaps the desriptions have something to do"
DavidW says (to ClubFloyd), "aa" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Reappear 		
CF | This is the northwest area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. After some scouting, you know 		
CF | good hiding areas where you or an ally can reappear if need be. 		
CF | 		
CF | Hmm. Nothing new to do. You should really try going ON again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | The torus dims. You must have made a wrong step. You have already been 		
CF | to Teammate during this trip. But you figure you can go ON and 		
CF | try again. 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		DavidW says, "I wish I'd made a map before walking became awkward."
		DavidW says, "I don't know how to plan if my map isn't accurate."
		Knight_Otu says, "I think right now we can wlk normally."
		Roger says, "We can restart if you like"
		Jacqueline says, "True"
		Jade says, "I have always done, but I barely understand what is happening"
		DavidW asks, "Are there 7 or 8 locations?"
		bg says, "If it doesn't give too much away, maybe it would be nice if the game came with a map (maybe as a separate image file?)"
		ASchultz says, "you don't need to restart to make a map. Or you shouldn't. If you do, it's a bug;"
Knight_Otu says (to ClubFloyd), "a" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Intestines 		
CF | This is the southeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You are just glad you don't 		
CF | have to deal with digestive juices or anything here. 		
CF | 		
CF | > 		ASchultz says, "good call, bg, I have a trizbort map added;"
		Knight_Otu says, "Yeah, we can wal normally right now."
		DavidW asks, "oh, we can still A if we didn't do ON?"
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "a" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Happenchance 		
CF | This is the south area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You feel fortunate you were 		
CF | able to turn this into something. 		
CF | 		
CF | > 		ASchultz says, "DavidW yes--I should definitely mention that more explicitly;"
DavidW says (to ClubFloyd), "a" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		Jacqueline says, "Are there just six? Maybe I'm misunderstanding the A, AA, AAA, B, BB, BBB"
DavidW says (to ClubFloyd), "a" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Reappear 		
CF | This is the northwest area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. After some scouting, you know 		
CF | good hiding areas where you or an ally can reappear if need be. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Arraigning 		
CF | This is the northeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's a bit scorched here, the 		
CF | only indication this court of law was once farmland. 		
CF | 		
CF | Hmm. Nothing new to do. You should really try going ON again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "a" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > A 		
CF | 		
CF | 		
CF | Intestines 		
CF | This is the southeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You are just glad you don't 		
CF | have to deal with digestive juices or anything here. 		
CF | 		
CF | > 		Knight_Otu says, "Must be seven. Otherwise AA would put us in a room we were before we complete the tour."
		DavidW says, "yeah. Seven."
		Jacqueline asks, "I think I meant seven including the room we are in (i.e. six additional). Is that what you mean?"
		Jade says, "North is missing"
		Knight_Otu says, "Seven rooms total, yeah."
		bg asks, "do we look any different now than when we started?"
DavidW says (to ClubFloyd), "x me" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Looking at your body, you're not as strong as you used to be. In good 		
CF | enough shape, you hope, but those jibes about not being half the 		
CF | person you used to be hurt--even if they're not true. 		
CF | 		
CF | You have some tats which, in a pinch, could be changed to a STAT to 		
CF | help you out if you need help. 		
CF | 		
CF | > 		bg says, "hmm, guess not."
DavidW says (to ClubFloyd), "I think AA, AAA, BB, AAA, AA, AAA ought to work." 		
CF ] Intestines 7/8 		
CF | > 		
CF | > I THINK AA, AAA, BB, AAA, AA, AAA OUGHT TO WORK. 		
CF | 		
CF | I only understood you as far as wanting to take inventory. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "on" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on again. Maybe you'll find the 		
CF | right way through this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Arraigning 		
CF | This is the northeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's a bit scorched here, the 		
CF | only indication this court of law was once farmland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bb" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > BB 		
CF | 		
CF | You can't reverse direction on the torus like that. 		
CF | 		
CF | > 		Roger says, "I /still/ don't know what STAT is supposed to do for us, or anyone"
		DavidW says, "off"
DavidW says (to ClubFloyd), "off" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > OFF 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		ASchultz says, "i need a better explanation of why you can't reverse;"
		DavidW says, "dammit"
DavidW says (to ClubFloyd), "aa" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | The torus dims. You must have made a wrong step. You have already been 		
CF | to Intestines during this trip. But you figure you can go ON 		
CF | and try again. 		
CF | 		
CF | Intestines 		
CF | This is the southeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You are just glad you don't 		
CF | have to deal with digestive juices or anything here. 		
CF | 		
CF | > 		ASchultz says, "also the stat was intended as a hinting device but it doesn't work here;"
		DavidW says, "le sigh"
		Jacqueline says, "Those Canadians, so French."
		DavidW says, "ok, so we must use only As or only Bs, but at least 2 different lengths."
		bg asks, "after visiting each place, are we supposed to go in at the end?"
		ASchultz says, "i think instead of "you can't reverse direction" i should say "Your momentum is already carrying you too strongly in the opposite direction. You need to keep going A/B-wise.";"
		bg asks, "so after aa you would need to go a before changing direction, for example?"
		DavidW says, "I have a plan"
DavidW says (to ClubFloyd), "on" 		
CF ] Intestines 7/8 		
CF | > 		
CF | > ON 		
CF | 		
CF | You decide it's time to start going on again. Maybe you'll find the 		
CF | right way through this time. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Sheesh 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Sheesh 		
CF | This is the west area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's quiet here. You don't 		
CF | have to vent any more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Arraigning 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Arraigning 		
CF | This is the northeast area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. It's a bit scorched here, the 		
CF | only indication this court of law was once farmland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Happenchance 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Happenchance 		
CF | This is the south area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. You feel fortunate you were 		
CF | able to turn this into something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Reappear 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | 		
CF | Reappear 		
CF | This is the northwest area of the torus. The walkways to the cylinder 		
CF | at the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. After some scouting, you know 		
CF | good hiding areas where you or an ally can reappear if need be. 		
CF | 		
CF | Hmm. Nothing new to do. You should really try going ON again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aa" 		
CF ] Teammate 7/8 		
CF | > 		
CF | > AA 		
CF | 		
CF | 		
CF | Teammate 		
CF | This is the east area of the torus. The walkways to the cylinder at 		
CF | the center seem solid. There doesn't seem to be much to do here, so 		
CF | maybe you'll just want to go IN. "Met? Uh, meat," you think to 		
CF | yourself, about the teammate you discovered here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aaa" 		
CF ] Tattletale 7/8 		
CF | > 		
CF | > AAA 		
CF | 		
CF | All manner of whirring seems to flow in from around you. The cylinder 		
CF | in the center of the torus lights up. You take a tentative step inward 		
CF | ... and this time, you're not bounced. 		
CF | 		
CF | Now's probably a good time to go INSIDE. 		
CF | 		
CF | Tattletale 		
CF | This is the southwest area of the torus. All sorts of coffee shops 		
CF | here! What is going on? You know it's ridiculous, but you can't bring 		
CF | yourself to say so. The walkways to the cylinder at the center seem 		
CF | solid. There doesn't seem to be much to do here, so maybe you'll just 		
CF | want to go IN. You're glad the coffee shops are gone and that 		
CF | the tattletale has gotten bored of tattling to you--for the moment, at 		
CF | least. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > IN 		
CF | 		
CF | Scene Scene 		
CF | Here's a good place to just wind down your life. It's fun. You've 		
CF | earned it. But how to effect that? You have one more thing to clear 		
CF | out, if you want. 		
CF | 		
CF | Hams carry hams around here. While you guess having food is nice, 		
CF | maybe the sort of jokes they wish to foist off on you would be 		
CF | counterproductive. Maybe you can make them into something more 		
CF | serious, though you may just want to clear out the scene in general. 		
CF | 		
CF | > 		MoyTravis says, "wha"
		Roger says, "yay somehow"
		MoyTravis says, "huh all right"
		MoyTravis says, "cool"
		DavidW says, "323323"
		Roger asks, "essences or something like that?"
		Knight_Otu says, "That was a weird bit, I have to admit."
		ASchultz says, "it needs to be cleared up. I liked the abstract puzzle, but I need to add detail;"
		DavidW says, "looks like we should tackle hamshams first, then scenescene"
		MoyTravis says, "senecense? err. how do you spell it."
		ASchultz says, "also I can add some help with STAT or a map, I think, so the player has things organized;"
		MoyTravis says, "David has the spellings, haha."
		Jade says, "cool"
		Roger says, "possibly the interstitial movement messages could be a bit more explicit, or at least to start, with describing what is occurring"
DavidW says (to ClubFloyd), "shammahs" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > SHAMMAHS 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		ASchultz says, "Whoops. THere should be a nudge there.;"
		Jacqueline asks, "What nudge is supposed to be there?"
		MoyTravis asks, "What is a shammah?"
		DavidW says, "I dunno"
		Roger says, "it's the thing that llama-llama ding-dongs"
		ASchultz says, "that you are on the right track, sort of like when David had ARRAINGING;"
		bg says, "sham hams"
DavidW says (to ClubFloyd), "sham hams" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > SHAM HAMS 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		bg asks, "ham shams?"
		DavidW says, "All other cases have been single words, not phrases."
		Roger says, "ha ha ass"
		ASchultz says, "part of me really wants to drop a hint here, as I think the descriptions misfired;"
		DavidW says, "I want to say mishmash, but that would be wrong."
DavidW says (to ClubFloyd), "l" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > L 		
CF | 		
CF | Scene Scene 		
CF | Here's a good place to just wind down your life. It's fun. You've 		
CF | earned it. But how to effect that? You have one more thing to clear 		
CF | out, if you want. 		
CF | 		
CF | Hams carry hams around here. While you guess having food is nice, 		
CF | maybe the sort of jokes they wish to foist off on you would be 		
CF | counterproductive. Maybe you can make them into something more 		
CF | serious, though you may just want to clear out the scene in general. 		
CF | 		
CF | > 		MoyTravis says, "I can't possibly think of single words with those letters."
		Knight_Otu says, "Best I'm getting is smash ham."
		MoyTravis says, "If Aaron trapped me in a cube filled with word-based traps I would, uh, die."
		Roger says, "oh, senescence"
		MoyTravis says, "aaron? wait no that's not you"
		MoyTravis asks, "Andrew, right?"
		DavidW asks, "Should we skip the hams and just use Roger's answer?"
		Jade says, "it seems fine"
		Roger says, "our meaty teammate should be able to resolve surplus hams"
		Jacqueline says, "mmmmm"
		Roger says, "I'm not sure there actually is a ham puzzle, is all"
		MoyTravis asks, "Yea sure? mashhams?"
DavidW says (to ClubFloyd), "mashhams" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > MASHHAMS 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		MoyTravis says, "We got steamed hams, we got...mashed hams, we got...corned hams."
		MoyTravis says, "Damm. I guess that's not a thing."
		DavidW asks, "sham wow hams?"
		MoyTravis asks, "shamhams? Did we try that?"
DavidW says (to ClubFloyd), "shamhams" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > SHAMHAMS 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		MoyTravis says, "I guess fake hams aren't a real word."
		Jade says, "I dont understand where shamhams comes from"
		Jacqueline says, "The shamhamstore"
		Jade says, "I understand senescence"
DavidW says (to ClubFloyd), ";" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > ; 		
CF | 		
CF | There aren't very many verbs to use in Tours Roust Torus, 		
CF | though each section has something special that needs doing. For a 		
CF | general list of verbs, type VERBS. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Scene Scene 7/8 		
CF | > 		
CF | > L 		
CF | 		
CF | Scene Scene 		
CF | Here's a good place to just wind down your life. It's fun. You've 		
CF | earned it. But how to effect that? You have one more thing to clear 		
CF | out, if you want. 		
CF | 		
CF | Hams carry hams around here. While you guess having food is nice, 		
CF | maybe the sort of jokes they wish to foist off on you would be 		
CF | counterproductive. Maybe you can make them into something more 		
CF | serious, though you may just want to clear out the scene in general. 		
CF | 		
CF | > 		Jade says, "from scene scene"
		Roger says, "the room description sort of implies that the hams can be sorted out, but I remain dubious"
		ASchultz says, "if/when you all want to know why they're there, give me a poke. Let's just say I see stuff to fix right now.;"
		MoyTravis says, "Yeah let's give up and do the thing that seems to be the thing."
		Jade says, "clear the sceee"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf23" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Scene Scene 7/8 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Roger says, "presumably UNDO still has support"
		Jacqueline exclaims (at Andrew), "Glad we're being helpful!"
DavidW says (to ClubFloyd), "senescence" 		
CF ] Senescence 8/8 		
CF | > 		
CF | > SENESCENCE 		
CF | 		
CF | Yup. That'll do it. 		
CF | That's all. You've found a new home, one where you don't have to do 		
CF | anything, but you'd like to. That stuff you put off here, well, you 		
CF | can take care of it later. And yet the lessons you applied ruling 		
CF | Yorpwald will work here, too. You wonder if you should give your 		
CF | successors a call, to see if the Torus would benefit from being a part 		
CF | of something bigger. You can make that decision later. 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | 		
CF | 		
CF | 		
CF | *** Feats! Fates-Feast! Taffetases! *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, see (REJ)ECTS/REJECTED words, see what you 		
CF | MISSED, see (REJ)ECTS/REJECTED words or see what 		
CF | you MISSED? 		
CF | > 		ASchultz says, "ooh good point Roger ... I should put in a custom undo response to let people know there's no way to mess up;"
		Jacqueline says, "NICE"
		Jade asks, "but we were mixing room names, didnt we?"
DavidW says (to ClubFloyd), "missed" 		
CF ] Senescence 8/8 		
CF | > 		
CF | > MISSED 		
CF | 		
CF | The only opportunities for additional points are in Senescence. A 		
CF | bunch of random items are strewn around. Here is the one you missed. 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, see (REJ)ECTS/REJECTED words, see what you 		
CF | MISSED, see (REJ)ECTS/REJECTED words or see what 		
CF | you MISSED? 		
CF | > 		MoyTravis asks, "???"
		MoyTravis asks, "A bug, maybe?"
		ASchultz says, "yes a definite bug, not sure why it was printed double;"
		Jacqueline asks, "There isn't one we missed, I guess?"
		DavidW says, "There is."
		MoyTravis says, "Unless the hams was a complete misdirection/unfortunate phrasing, there is."
		Jacqueline says, "oh"
		Jacqueline says, "I see."
		MoyTravis asks, "Okay so. What in the WORLD was the hams thing?"
		Jade says, "ok"
		Jacqueline says, "It's just weird that it says 'Here is the one you missed' but then makes you type a command to see it."
		DavidW says, "I'm gonna google."
		bg says, "yeah, when it says "Here is the one you missed." I don't know what that means"
		ASchultz says, "the hams is an odd one. I'd planned to make a bunch of LLPs in Scene Scene for those who wanted really obscure words;"
		ASchultz says, "but I think I should say "Maybe if you WAIT, you'll have people to interact with";"
		DavidW says, "shammash, apparently"
		ASchultz says, "so those who want to just win the game can win;"
DavidW says (to ClubFloyd), "undo" 		
CF ] Scene Scene 7/8 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Scene Scene 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shammash" 		
CF ] Scene Scene 9/8 		
CF | > 		
CF | > SHAMMASH 		
CF | 		
CF | The hams throw their hands up in the air. "Well, if you want someone 		
CF | less exciting than us, it's your life! Not that you really HAVE a 		
CF | life." A shammash replaces them. They look ready to get down to 		
CF | business, but in a helping people way, not in a "rip them off" sort of 		
CF | way. 		
CF | 		
CF | [Your score has just gone up by two points.] 		
CF | 		
CF | > 		MoyTravis asks, "What, uh, what's that?"
Roger says (to floyd), "SCORE" 		
CF ] Scene Scene 9/8 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | You've figured 9 of 9 areas of the Torus. . 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shammash" 		
CF ] Scene Scene 9/8 		
CF | > 		
CF | > X SHAMMASH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		ASchultz says, "yes, shammash was an interesting word, I wanted to include it;"
		DavidW says, "Never heard of it before."
		MoyTravis asks, ""salaried sexton in a Jewish synagogue whose duties now generally include secretarial work and assistance to the cantor" apparently?"
		ASchultz says, "hmm, Scene Scene is different from the outside, I should keep the results of the words you find;"
DavidW says (to ClubFloyd), "l" 		
CF ] Scene Scene 9/8 		
CF | > 		
CF | > L 		
CF | 		
CF | Scene Scene 		
CF | Here's a good place to just wind down your life. It's fun. You've 		
CF | earned it. But how to effect that? You have nothing left to do but 		
CF | deal with this place, as you did with the areas of the torus. 		
CF | . 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "senescence" 		
CF ] Senescence 10/8 		
CF | > 		
CF | > SENESCENCE 		
CF | 		
CF | Yup. That'll do it. 		
CF | 		
CF | *** Run-time problem P22: Attempt to look up a non-existent row in the 		
CF | table 'table of progress'. 		
CF | 		
CF | 		
CF | 		
CF | [Your score has just gone up by one point.] 		
CF | Senescence 		
CF | Oops. We should have done something here, but we didn't. 		
CF | 		
CF | > 		Roger says, "woo"
		ASchultz says, "uh oh. I know what that bug is for.;"
		ASchultz says, "i based progress on your total points, not on the rooms changed. So the bonus point threw it off.;"
		ASchultz says, "you all are finding a lot of useful stuff. I really appreciate it.;"
		Roger says, "I think your game delivers what it promises to deliver"
		Jade says, "I like it"
		bg says, "Maybe acknowledge or nudge or give partial credit or something if the player types something close, but not all one word, like "smash ham.""
		ASchultz says, "i hope so. I wanted to tie up some odds and ends and I thought the double-letter words would be a decent theme, but I clearly have some technical stuff;"
		MoyTravis exclaims, "Yay we broke it!"
		Knight_Otu says, "Tough, especially for us who aren't native English speakers."
		Roger says, "I guess I might appreciate a more-hinty response for guesses that use all the letters but are not real words or otherwise not the solution"
		Jade says, "it is right"
		ASchultz says, "yes, the nudges should have been there. That's a pretty big oversight. I thought I implemented them, but I only did it for rooms, not objects;"
		Roger says, "and yeah wouldn't hurt necessarily to explicitly tell the player that the answer will always be a single word"
		bg says, "and a more explicit goal about visiting all the locations."
		Jade says, "go no anagraming gun path, this game is awesome"
		ASchultz says, "yes, definitely. The thing was, I had an abstract view of what I wanted to do, and I saw a small neat math problem it translated to;"
		ASchultz says, "and i kind of tunneled on that and didn't see how to explain it;"
		bg asks, "did we ever figure out what noon no no was for?"
		ASchultz says, "oh and thanks Jade ... I'm glad I have time to work through the issues brought up;"
		DavidW says (to bg), "sorta. It was a clue to ON."
		ASchultz says, "the solution was to say "On" but I think trying 4 n's and 4 o's is very valid and should be clued/funneled;"
		Pinkunz says (to ASchultz), "I'm glad you could make it to the earlier session."
		Jade says, "ON is fine"
		ASchultz says, "I'm glad too. Pushing for this beta probably caused a few of the bugs to op up, but it's been really worth my time, and I hope it was worth youts;"
		bg asks, "I don't follow what "on" is supposed to mean...like, what does it have to do with visiting the locations?"
		Roger says, "yeah it's a good format for the Club also, I would say"
		ASchultz says, "the clue was "Noon? No No";"
		Jade says, "perhaps a clue, but I am foreign language, so my vote doesnt count"
		DavidW asks, "Incidentally, what happens if we ON, traverse the ring correctly, but don't go IN when expected to but explore the ring more?"
		ASchultz says, "so the point was to kind of go backwards from Noon to On;"
		Roger says, "my sense is that ON alludes to carrying-on, and perhaps also to setting-off"
		ASchultz says, "once you've traversed the ring, you can always go in, but there is nothing to do. I can/should make that clear to;"
		ASchultz says, "I have to mop up the reasons why ON is what it is, beyond just the abstract ON = 1/2 of NOON or NO NO;"
		Pinkunz says, "Perhaps have the hint to go in only trigger after so many moves after opening the way, assuming the player is wandering."
		ASchultz says, "yes, I think that's a good idea. I concentrated heavily on hints if someone did not figure an anagram in the first X moves, but I dropped the ball on the traversal;"
		ASchultz says, "which may be tougher for some people. There are 64 possibilities, actually less than 10 if you notice something, but they are hard to keep track of;"
		DavidW says, "I suspect we solved the ring's anagrams faster than expected."
		ASchultz says, "yes, so you missed some content. If you go around the ring without solving anything, you get a hinting NPC;"
		Jacqueline says (to Andrew), "I'm glad this was useful."
		Pinkunz says, "A recall function would be cool, some sort of verb to show the annagrams we've already figured out so far. Not really necessary, but would give a sense of progress."
		DavidW asks, "we missed an entire NPC?"
		Roger says, "yeah, you could pump up SCORE a bit"
		DavidW says, "darn darn"
		ASchultz says, "good idea with the SCORE for sure. That would not be hard.;"
ASchultz says, "I think it'd give great mileage for time spent coding" 		
ASchultz says, "plus whenever I write hint code I always seem to add to the story in unexpected ways" 		Pinkunz asks, "Are you planning to allow undo in the final comp version?"
		Pinkunz says (to ASchultz), "Also glad this was useful."
		ASchultz says, "say that's a good question. I'd lean towards not allowing it during ON;"
ASchultz says, "It was useful and fun for me, and just having an extra deadline to prepare stuff helped me push myself" 		
ASchultz says, "It in fact helped with the other games in the series I need to make a final release of. All 3 use a few header files in common, so I did some tweaking" 		Jade says, "OK, GG, I will take a dine now"
		Pinkunz says (to ASchultz), "Do you have any questions for us? Thoughts on specific elements, etc"
		ASchultz says, "but if I disable UNDO during the chase, I definitely want to give the player hints. They could lawnmower into a dead end;"
		Jade says, "Have a nice week"
		ASchultz says, "Jade, thanks for the message at intfiction to remind me of this;"
		Pinkunz exclaims (at Jade), "Bye!"
		ASchultz says, "I can't think of anything else. You all gave me a lot of ideas to work on, but none should be too taxing. It's great to have them well in advance of the deadline;"
		bg says, "if you allow undo only up to a point, it would be interesting if, at that point, there's some message saying that undo is disabled. Only a more fun/in game message."
		ASchultz says, "If someone else has a testing slot next week, I'd definitely like to pay it forward a bit, here;"
		Pinkunz says, "Speaking of that, I do have an author for next for next week."
		bg says, "(something in character with the atmosphere of the game, i mean.)"
		MoyTravis asks, "Where did you find these authors, anyways?"
		Pinkunz says, "They are also playing out the clock for the the beta file."
		DavidW says, "truck stops"
		ASchultz says, "excellent! And yes, bg, I do need to think about something in character with the game. I tend to go with "well this technically works" and then I need a poke to actually give it color and narrative sense;"
		Roger says, "the disabling of undo could fit in with the inability to change direction on the torus: there's no turning back now, or some such thing"
		Pinkunz says, "Intfiction, Adventuron Discord, punyIF discord, IF Tumblr, IF reddit, etc."
		ASchultz says, "good idea Roger;"
		Jacqueline says (to DW), "haha"



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ClubFloyd Transcript:
And Then You Come to a House Not Unlike the Previous One
by B.J. Best
As played on ifMUD on March 27, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of And Then You Come to a House Not Unlike the Previous One written by B.J. Best. It was released as part of the 2021 Interactive Fiction Competition, in which it took first place (and also received 1st place in the Miss Congeniality side contest). You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load sleepmask andthenyoucometoahouse" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | You have played interactive fiction before. 		
CF | 		
CF | As such, you know to press any key to continue when there is no 		
CF | command prompt, such as now. 		Pinkunz says, "I've read through the it's ifdb page, including the reviews, but I had too many games to catch up on."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | And Then You Come to a House Not Unlike the Previous One uses 		
CF | the latest in ASCII graphic technology to occasionally write high-res, 		
CF | text-based images directly onto a screen that is eighty characters 		
CF | wide or more. The graphics are ornamental and not required for the 		
CF | story. 		
CF | 		
CF | Would you like to use ASCII graphics (Y/N)? 		Jacqueline asks, "Oh. I guess yes?"
		Jacqueline asks, "Like, it'll prolly work?"
		DavidW says, "yes, I think it'll work."
		Pinkunz says, "Only one way to find out."
Jacqueline says (to ClubFloyd), "y" 		
CF | Would you like to use ASCII graphics (Y/N)? 		
CF | > Y 		
CF | 		
CF | 		
CF | You can change these settings at any time by typing ASCII ON or ASCII 		
CF | OFF to turn the graphics mode on or off, respectively. 		
CF | 		
CF | Type HELP at any time for additional information on how play this 		
CF | story. Type EXIT to quit the story entirely. 		
CF | 		
CF | (Press any key to begin.) 		
pbparjeter has arrived. 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | "I can't believe this rain," you say, still shaking it from your hair. 		
CF | You left your raincoat and your snow boots—because you're fourteen 		
CF | and 		
CF | your father makes you wear snow boots in the rain when you're riding 		
CF | your bike to Riley's house—in a heap by the front door. "Stupid 		
CF | February." 		
CF | 		
CF | "Well, at least you made it," Riley says. She's sitting in an old 		
CF | padded folding chair. 		
CF | 		
CF | "Yeah, it's good to be here," you say, like you're a contestant on a 		
CF | game show or something. You look around the room that Riley's family 		
CF | used to call the Office. With its things now mostly packed into boxes, 		
CF | the room looks more like the small spare bedroom it always was. You 		
CF | haven't been over since she told you a month ago that she was moving 		
CF | to some small town in Wisconsin. But Riley is here, and the computer 		
CF | is here, and that's what matters for now. "Have you played the game 		
CF | yet?" 		
CF | 		
CF | "You told me to wait to play it with you about a billion times," she 		
CF | says. 		
CF | 		
CF | "I know. It just sounds so cool!" 		
CF | 		
CF | "Which you also said a billion times." 		
CF | 		
CF | "Every game will be different. There's an endless number of them!" 		
CF | 		
CF | "Another billion." 		
CF | 		
CF | "So, three billion, then?" 		
CF | 		
CF | "At least," Riley says, and she sticks her tongue out at you, not 		
CF | quite succeeding at trying not to smile. Then she catches you trying 		
CF | to make sense of the odd barrenness of the room. "So let's play, 		
CF | already," she says, patting the chair beside her. And then in a grand 		
CF | voice: "Have a seat, dearest Emerson, thy Chariot of Infinite 		
CF | Adventure awaits!" 		
CF | 		
CF | You sit in front of the keyboard. "The Drama Club is really going to 		
CF | miss you, huh?" 		
CF | 		
CF | "Shut up, dearest Emerson," Riley says. 		DavidW says, "I don't remember art except for chapter titles."
		Jacqueline says, "Hahaha. I just realized that we not only didn't start late for once... we started early. Sorry about that, pbp"
Pinkunz says (to pbparjeter), "We just started, so you haven't missed anything. The beta tester bailed, so we're playing 'And Then You Come to a House Not Unlike the Previous One.'" 		
pbparjeter asks, "thanks, what is the thing I have to type to send messages to just this channel?" 		Jacqueline says (to pbp), "#Clubfloyd then just a semi-colon"
DavidW says (to pbparjeter), "#clubfloyd the first time, a semi-colon afterwards." 		pbparjeter asks, "does that work?"
		Jade says, "ok, thx for the info"
		Knight_Otu says, "First you type #clubfloyd Hey or something like that. Afterward... right."
		pbparjeter says, "hey"
		pbparjeter asks, "how about now?"
		Krumar says, "Looks good."
		Jacqueline says, "There you go."
		Pinkunz says (to Jacqueline), "Sorry for immediately screwing up the transcript."
		pbparjeter says, "great thank you"
		Jacqueline says (to pink), "haha no worries."
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | /\ \ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/""""""""""""""""""""""""""""""""""""""""""""""""""""""/ 		
CF | ( ( 		
CF | ) Infinite Adventure ) 		
CF | ( presents: ( 		
CF | ) ) 		
CF | ( THE GLUTTONOUS ELF ( 		
CF | ) Adventure #1 ) 		
CF | ( ( 		
CF | ) Difficulty level: Dull ) 		
CF | ( ( 		
CF | /\""""""""""""""""""""""""""""""""""""""""""""""""""""""\ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/______________________________________________________/ 		
CF | 		
CF | (Press any key to continue ...) 		Jacqueline says, "ooooooOOOOOoooooo"
		Krumar says, "That's nice."
		Knight_Otu says, "Cool."
		Jacqueline says, "Yeah."
Jacqueline pushes the green 'space' button. 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | 		
CF | 		
CF | Drawing Room 		
CF | You are in the Drawing Room. The corners are coated with dust. You can 		
CF | go east. 		
CF | 		
CF | "Wait, did that last screen say dull?" Riley says. 		
CF | 		
CF | > 		DavidW says, "It's a scroll."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > YES 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You look precisely like the kind of person who would wander around an 		
CF | infinite number of spooky houses, all of which inexplicably do not 		
CF | have any way of leaving them. 		
CF | 		
CF | > 		DavidW says (to Riley), "It get's better."
		Knight_Otu says, "Indeed it is. Cool Scroll."
Jacqueline says (to ClubFloyd), "x Riley" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > X RILEY 		
CF | 		
CF | Riley sits next to you on a padded folding chair—the rest of the 		
CF | furniture has apparently been packed and moved to some other part of 		
CF | the house. She's graciously let you sit at the keyboard. She mostly 		
CF | looks at the screen. She occasionally looks around the rather empty 		
CF | room, but never—it takes a few moments to register this—directly at 		
CF | you. 		
CF | 		
CF | > 		Jacqueline says, "aw"
Jacqueline says (to ClubFloyd), "ask Riley about move" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > ASK RILEY ABOUT MOVE 		
CF | 		
CF | Try talking to Riley instead. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | "The game seems a little weak so far," she says, "but ... maybe it 		
CF | gets better, Em. Let's keep playing." 		
CF | 		
CF | > 		Jade asks, "What is the game?"
		DavidW asks, "This game or the game they're playing?"
		Jacqueline says, "Riley expects a lot from a title screen."
		Jacqueline says, "We are playing And Then You Come to a House Not Unlike the Previous One"
		Jade says, "I am lost"
		Jacqueline says, "And they are playing Infinite Adventure"
		Knight_Otu says, "I mean, the title screen explicitely said dull."
		Jacqueline says, "Yes"
		Krumar says, "We are playing as a character who themselves are playing a game."
		DavidW says, "Infinite Adventure was *also* entered in the same comp, btw."
		Jacqueline says, "Oh right"
		Jade says, "but this is not the beggining of the game"
		Jacqueline asks, "Should we have played it first or does it matter, I wonder?"
		Pinkunz says (to Jade), "We are playing a game that features the playing chararcter playing an in-game text adventure. Game within a game."
		DavidW says, "You don't need to play the other for this game to work."
		Jacqueline says, "Okay"
		Krumar says, "Jade, all we did was arrive at the house and start playing this on thecomputer, the house is getting packed up like they are moving."
Jacqueline says (to ClubFloyd), "play game" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > PLAY GAME 		
CF | 		
CF | That command doesn't work here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x computer" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | You're using Riley's computer to play games. You've been begging your 		
CF | father to buy you one, and he seems to be on the verge of agreeing. 		
CF | 		
CF | > 		Jade says, "ok, ok, let us go"
DavidW says (to ClubFloyd), "look" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Drawing Room 		
CF | You are in the Drawing Room. The corners are coated with dust. You can 		
CF | go east. 		
CF | 		
CF | > 		DavidW says, "That's the room in the game."
		Krumar asks, "Go east?"
		DavidW says, "East or check inventory, yes."
		Jacqueline says, "I am tempted to search the dusty corners but that probably doesn't do anything, so sure."
Jacqueline says (to ClubFloyd), "i" 		
CF ] The Gluttonous Elf: Drawing Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		Pinkunz says, "Interesting that commands work both in-game and out. I would have expected some sort of separater, like 'f look' in the toyhouse for example."
		Jade says, "y"
Jacqueline says (to ClubFloyd), "e" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Through a window, you see an abandoned 		
CF | garden. Exits are north, south, west. 		
CF | 		
CF | You can see a feather here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x garden" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > X GARDEN 		
CF | 		
CF | It looks creepy but inconsequential. 		
CF | 		
CF | > 		Knight_Otu says, "I wonder i there's a way to examine us-us rather that adventurer-us."
		DavidW says (to Pinkunz), "You'll see much later why it's the way it is."
Jacqueline says (to ClubFloyd), "take feather" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > TAKE FEATHER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x it" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > X IT 		
CF | 		
CF | A small, white feather. 		
CF | 		
CF | > 		Jacqueline asks, "North or south?"
		Krumar says, "I vote North"
		Knight_Otu says, "Agree."
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Servants' Quarters 		
CF | You are in the Servants' Quarters. The walls are painted purple. 		
CF | Exits: south. 		
CF | 		
CF | You can see an elf here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > X ELF 		
CF | 		
CF | He is short, fat, and elvish. You could TALK TO him. 		
CF | 		
CF | "Sounds just like my Uncle Larry," Riley says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | "Hello!" the elf says. "I sure am starving. Could you bring me 		
CF | something to eat?" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give feather to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > GIVE FEATHER TO ELF 		
CF | 		
CF | What are you planning on doing? Having a tickle fight? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tickle elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TICKLE ELF 		
CF | 		
CF | It's impolite to tickle someone you barely know. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		Krumar says, "May be once we know him better."
		Jacqueline says, "I guess that's the Gluttonous Elf, not us."
		Pinkunz says, "Tell the elf to get off his tush and get it himself, lol."
		Jade says, "talk to elf"
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | "Really, I'm very hungry," the elf says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf have a good talk about zeppelins. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf chat for a few minutes about erosion. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf have a thoughtful discussion about how to write an 		
CF | essay. 		
CF | 		
CF | "Can we please give him something to eat and get on with it?" Riley 		
CF | says. 		
CF | 		
CF | > 		Jade says, "lol"
		Jacqueline says (to Riley), "But I'm enjoying this and now I want to see all of the options."
		Pinkunz says, "lol, it's like watching clubfloyd in clubfloyd."
		Knight_Otu exclaims, "But Riley, this is the best part!"
		Jacqueline says (to KO), "Exactly"
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf consider the War of 1812. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf spend some time talking about sewing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf discuss card tricks. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf discuss the finer points of how to pick up a 7-10 		
CF | split. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf have a thoughtful discussion about the Magna Carta. 		
CF | 		
CF | > 		DavidW says, "It's probably a very very long list of topics."
		Jacqueline asks (of DW), "Is that a challenge? Or you actually would like for me to stop?"
		Pinkunz says, "One of the advantages of a text game. Implementation is cheap."
		pbparjeter says, "infinitely long"
		pbparjeter says, "given the title infinite adventure"
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf talk about other spooky houses. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf spend some time talking about cacti. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to elf" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > TALK TO ELF 		
CF | 		
CF | You and the elf discuss the Kansas City Royals. 		
CF | 		
CF | > 		Jacqueline says, "..."
		DavidW says, "It's not a challenge, but yes, Infinite Adventure probably has many topics."
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Through a window, you see an abandoned 		
CF | garden. Exits are north, south, west. 		
CF | 		
CF | "These rooms feel so realistic! It's almost as if I'm actually there!" 		
CF | Riley says, leaning forward, chin on hands, as if enthralled. You give 		
CF | her a sidelong glance, then return to the screen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Gluttonous Elf: Salon 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Salon 		
CF | You are in the Salon. The furniture is coated with cobwebs. You can go 		
CF | north. 		
CF | 		
CF | You can see a carrot here. 		
CF | 		
CF | > 		Jade says, "infinite topics"
Jacqueline says (to ClubFloyd), "take carrot" 		
CF ] The Gluttonous Elf: Salon 		
CF | > 		
CF | > TAKE CARROT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x it" 		
CF ] The Gluttonous Elf: Salon 		
CF | > 		
CF | > X IT 		
CF | 		
CF | One carrot, leaves still attached. You could GIVE it to someone who 		
CF | might be hungry. 		
CF | 		
CF | > 		Pinkunz says, "Hmmm... What to do? /s"
		Jacqueline asks, "Gosh. What should we do with the carrot, do you think?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Through a window, you see an abandoned 		
CF | garden. Exits are north, south, west. 		
CF | 		
CF | > 		Roger says, "we should eat it"
		Krumar says, "We could eat it ourselves."
		DavidW says, "This is DULL difficulty, remember."
		Knight_Otu says, "That poor elf, unable to take two steps."
		pbparjeter says, "talk to the elf about the finer points of carrot farming"
		Jacqueline says (to Roger), "ha"
		Pinkunz says (to Roger), "& Krumar lmfao"
Jacqueline clears the save counter. 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Jade says, "ok give carrot to elf"
Jacqueline says (to ClubFloyd), "eat carrot" 		
CF ] The Gluttonous Elf: Sitting Room 		
CF | > 		
CF | > EAT CARROT 		
CF | 		
CF | You'd rather not. You have this strange condition where you're 		
CF | allergic to digital vegetables. 		
CF | 		
CF | > 		Pinkunz exclaims, "Ohhhh snap!"
		Jacqueline says (to Roger), "The game is on to the likes of you, man."
		Knight_Otu says, "I wonder how one finds that out."
		Pinkunz says, "Denied."
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Gluttonous Elf: Servants' Quarters 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Servants' Quarters 		
CF | You are in the Servants' Quarters. The walls are painted purple. 		
CF | Exits: south. 		
CF | 		
CF | You can see an elf here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give carrot to elf" 		
CF | > 		
CF | > GIVE CARROT TO ELF 		
CF | 		
CF | "Thank you, friend," the elf says. "You've made a hungry elf very 		
CF | happy. Here, take this as my thanks," he says, and he hands you a 		
CF | piece of paper. 		
CF | 		
CF | *** You win! *** 		
CF | 		
CF | (Press any key to continue ...) 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | The screen then fills with a flurry of asterisks and other typography 		
CF | flashing through various colors to simulate fireworks. "This is the 		
CF | best part of the game so far," Riley says, and it's hard for you to 		
CF | disagree. 		Roger says, "better watch out for fingerling potatoes"
		Pinkunz says, "We ate a bunch of digital vegetables a few weeks ago in 'The Blue Lettuce.'"
Jacqueline pushes the green 'space' button. 		
CF ] The Avaricious Thief: Sitting Room 		
CF | And Then You Come to a House Not Unlike the Previous One 		
CF | An Iterative Fiction by B.J. Best 		
CF | Release 1 / Serial number 210813 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | 		
CF | And then you come to a house not unlike the previous one ... 		
CF | 		
CF | /\ \ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/""""""""""""""""""""""""""""""""""""""""""""""""""""""/ 		
CF | ( ( 		
CF | ) Infinite Adventure ) 		
CF | ( presents: ( 		
CF | ) ) 		
CF | ( THE AVARICIOUS THIEF ( 		
CF | ) Adventure #2 ) 		
CF | ( ( 		
CF | ) Difficulty level: Tedious ) 		
CF | ( ( 		
CF | /\""""""""""""""""""""""""""""""""""""""""""""""""""""""\ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/______________________________________________________/ 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Some chairs with dull floral patterns are 		
CF | arranged in a haphazard manner. Through a window, you see leaves being 		
CF | blown out of an abandoned garden. You can go south to the Library, 		
CF | east to the Master Bedroom, and west to the Study. 		
CF | 		
CF | "At least tedious is better than dull," you say. 		
CF | 		
CF | "Infinitely better," Riley says. 		
CF | 		
CF | > 		DavidW says (to Pinkunz), "So we did."
		Roger says, "hrm I think this game is succeeding, but why"
		DavidW says, "You should inventory. I think you still have the feather."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > X ME 		
CF | 		
CF | You look precisely like the kind of person who would wander around an 		
CF | infinite number of spooky houses, all of which inexplicably do not 		
CF | have any way of leaving them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x em" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > X EM 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Aw, worth a try."
		Pinkunz asks, "i?"
		Jacqueline asks, "Which way?"
		Jacqueline asks, "I'll just pick one?"
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You are in the Library. There are many shelves filled with old books. 		
CF | You can go north to the Sitting Room and east to the Solarium. 		
CF | 		
CF | You can see a steel chest here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open chest" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chest" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > X CHEST 		
CF | 		
CF | It's a lustrous steel chest. It has a brass latch and escutcheon 		
CF | surrounding the keyhole on its lid. It's locked. 		
CF | 		
CF | "Escutcheon?" you say. 		
CF | 		
CF | "It's French for tedious," Riley says. 		
CF | 		
CF | > 		Knight_Otu says, "Inventory first, see if we kpt that paper."
		Krumar exclaims, "Turns out I have to run early. Good to see everyone, have a good day!"
Jacqueline says (to ClubFloyd), "i" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tedious leaflet 		
CF | a feather 		
CF | 		
CF | > 		Jacqueline says, "Oh true"
Jacqueline says (to ClubFloyd), "x leaflet" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > X LEAFLET 		
CF | 		
CF | It's a small, plain piece of paper. Someone has used a dot-matrix 		
CF | printer to announce the following: "Keys must match their locks," 		
CF | which is something that's pretty obvious to anyone who has ever used a 		
CF | key. Or a lock. Or common sense. 		
CF | 		
CF | > 		DavidW says, "These early stages are small geographies. 7 rooms max, I think."
		Pinkunz exclaims, "Bye, Krumar!"
Krumar goes home. 		Jacqueline says (to Krumar), "Bye--."
		Jacqueline says (to Leaflet), "Please be nicer to us and not so condescending."
		Pinkunz says (to Jacqueline), "It's the effort that counts."
		Jade says, "bye"
		Jacqueline says (to Pinkunz), "Thank you."
		Knight_Otu plots to write a game where key and lock are totally opposit.
Jacqueline says (to ClubFloyd), "x escutcheon" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > X ESCUTCHEON 		
CF | 		
CF | A standard latch and keyhole made of shiny brass. 		
CF | 		
CF | > 		DavidW says (to Knight), "That would be monstrous, and please do."
		Jacqueline says, "So we need a brass key to unlock the chest to get the thing that inevitably will be desired by an avaricious elf who can't do things for themselves."
		Knight_Otu says, "Maybe. I have at least one other game to finish, of cuorse."
		Pinkunz asks, "Maybe we feed the elf to the avaricious chest? Thinking monster chests from Zelda?"
Jacqueline says (to ClubFloyd), "x books" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | The books are quite old and appear to be written in a language you 		
CF | don't know. 		
CF | 		
CF | "Kinda like geometry class for you, right, Em?" Riley says. 		
CF | 		
CF | > 		Jacqueline says, "Riley is... our friend."
		Jacqueline says, "Harsh, Riley."
		Knight_Otu says, ">STICK OUT TONGUE"
		Jacqueline says, "I was thinking that."
Jacqueline says (to ClubFloyd), "stick out tongue" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > STICK OUT TONGUE 		
CF | 		
CF | That sentence isn't understood. 		
CF | 		
CF | > 		Jacqueline says, "oh well"
		Pinkunz says, "> TAKE COMPUTER"
		Knight_Otu says, "Aw."
Jacqueline says (to ClubFloyd), "stick out tongue at Riley" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > STICK OUT TONGUE AT RILEY 		
CF | 		
CF | That sentence isn't understood. 		
CF | 		
CF | > 		Pinkunz says, "> LEAVE"
Jacqueline says (to ClubFloyd), "leave" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > LEAVE 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Some chairs with dull floral patterns are 		
CF | arranged in a haphazard manner. Through a window, you see leaves being 		
CF | blown out of an abandoned garden. You can go south to the Library, 		
CF | east to the Master Bedroom, and west to the Study. 		
CF | 		
CF | "At least the descriptions are a bit better," you say, and Riley 		
CF | grudgingly agrees. 		
CF | 		
CF | > 		Jacqueline says, "Oh wait"
		Jacqueline says, "I should have gone the other way."
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You are in the Library. There are many shelves filled with old books. 		
CF | You can go north to the Sitting Room and east to the Solarium. 		
CF | 		
CF | You can see a steel chest here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] The Avaricious Thief: Solarium 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Solarium 		
CF | You are in a solarium. Dirty windows fill the southern wall and half 		
CF | of the ceiling. There is little here but a few pots devoid of their 		
CF | plants. You can go north to the Master Bedroom and west to the 		
CF | Library. 		
CF | 		
CF | You can see an iron key here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take key" 		
CF ] The Avaricious Thief: Solarium 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Pinkunz asks, "I know it isn't brass, but should be try it anyway?"
		Jacqueline says, "Hm. Iron chest, brass escutcheon"
Jacqueline says (to ClubFloyd), "x key" 		
CF ] The Avaricious Thief: Solarium 		
CF | > 		
CF | > X KEY 		
CF | 		
CF | It's a small iron key meant for a padlock. 		
CF | 		
CF | > 		Jacqueline says, "oh"
Jacqueline says (to ClubFloyd), "x pots" 		
CF ] The Avaricious Thief: Solarium 		
CF | > 		
CF | > X POTS 		
CF | 		
CF | Some ceramic, some terra cotta, most cracked, all dirty. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > N 		
CF | 		
CF | Master Bedroom 		
CF | You are in the Master Bedroom. An old bed frame occupies most of the 		
CF | room. You can go west to the Sitting Room or south to the Solarium. 		
CF | 		
CF | You can see a wooden chest here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x chest" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > X CHEST 		
CF | 		
CF | It's an old wooden chest, similar to ones pirates might use, but less 		
CF | interesting. There's an iron padlock on it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock padlock" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > UNLOCK PADLOCK 		
CF | 		
CF | What do you want to unlock the padlock with? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "iron key" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > IRON KEY 		
CF | 		
CF | You insert the key, and with some force, the lock pops open. 		
CF | Immediately thereafter, both the lock and key dissolve into a pile of 		
CF | ferrous dust. 		
CF | 		
CF | > 		Knight_Otu says, "We may just have te tool for that."
		Jacqueline exclaims, "We do!"
		Jacqueline says, "Oh. Well, that is the epitome of doing a puzzle for puzzle's sake."
		Knight_Otu says, "Oh, hey, Zelda-style single use key."
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Some chairs with dull floral patterns are 		
CF | arranged in a haphazard manner. Through a window, you see leaves being 		
CF | blown out of an abandoned garden. You can go south to the Library, 		
CF | east to the Master Bedroom, and west to the Study. 		
CF | 		
CF | > 		Jacqueline asks, "Oh wait. Where have I not been?"
		DavidW says, "UHHHH"
		Jade exclaims, "spoof!"
Jacqueline says (to ClubFloyd), "e" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Master Bedroom 		
CF | You are in the Master Bedroom. An old bed frame occupies most of the 		
CF | room. You can go west to the Sitting Room or south to the Solarium. 		
CF | 		
CF | You can see a wooden chest here. 		
CF | 		
CF | > 		DavidW asks, "What was INSIDE the chest?"
		Knight_Otu says, "It seems very tutorial-game-esque."
		Jacqueline says, "Oh, I read it as the whole thing, chest and all dissolved."
		Jacqueline says, "hahaha"
		Jacqueline says, "OOPS"
Jacqueline says (to ClubFloyd), "open chest" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the wooden chest, revealing a brass key. 		
CF | 		
CF | > 		Knight_Otu says, "Also, that. We didn't open the chest."
		Jacqueline says, "Oh, I guess we need that brass key for some reason"
Jacqueline says (to ClubFloyd), "take key" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | A gust of wind shivers the windows of Riley's house. 		
CF | 		
CF | > 		DavidW says, "You guys are new at this."
		Jade says, "nop, ex it"
		Jacqueline says, "See, I make these jokes, but in, like 15 or 20 turns, this will get hard and then I'll actually feel bad."
Jacqueline says (to ClubFloyd), "x key" 		
CF ] The Avaricious Thief: Master Bedroom 		
CF | > 		
CF | > X KEY 		
CF | 		
CF | It's a simple brass key. It has kept its luster despite its apparent 		
CF | age. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Some chairs with dull floral patterns are 		
CF | arranged in a haphazard manner. Through a window, you see leaves being 		
CF | blown out of an abandoned garden. You can go south to the Library, 		
CF | east to the Master Bedroom, and west to the Study. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | You are in the Library. There are many shelves filled with old books. 		
CF | You can go north to the Sitting Room and east to the Solarium. 		
CF | 		
CF | You can see a steel chest here. 		
CF | 		
CF | > 		DavidW says, "I just realized, I get to play Riley in this playthrough."
Jacqueline says (to ClubFloyd), "unlock check with key" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > UNLOCK CHECK WITH KEY 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock chest with key" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > UNLOCK CHEST WITH KEY 		
CF | 		
CF | You unlock the steel chest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open chest" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > OPEN CHEST 		
CF | 		
CF | You open the steel chest, revealing a brilliant ruby. 		
CF | 		
CF | > 		Jade says, "chest"
		Jacqueline says, "oooh"
Jacqueline says (to ClubFloyd), "x ruby" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > X RUBY 		
CF | 		
CF | A beautiful red stone, cut and polished. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take it" 		
CF ] The Avaricious Thief: Library 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "So we are the avaricious thief in this one."
		Jacqueline says, "Maybe. But I feel like I'm missing a room and that room likely contains an elf."
		Jade says, "n , w"
		Jade says, "study"
		Roger says, "hmmm the earlier game had gluttony -- this could be the theme"
		DavidW says, "yeah, I think a room was missed."
		Jacqueline says (to Jade), "Thanks. I have no idea why they're letting me drive."
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Avaricious Thief: Sitting Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Sitting Room 		
CF | You are in the Sitting Room. Some chairs with dull floral patterns are 		
CF | arranged in a haphazard manner. Through a window, you see leaves being 		
CF | blown out of an abandoned garden. You can go south to the Library, 		
CF | east to the Master Bedroom, and west to the Study. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Study 		
CF | You are in the Study. A desk is pressed against a wall, upon which an 		
CF | era-inappropriate computer monitor sits. You can go east to the 		
CF | Sitting Room. 		
CF | 		
CF | You can see a thief here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x computer" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | (the computer monitor in the Study) 		
CF | That's pretty weird. A modern computer monitor sits, you guess, on the 		
CF | desk. It's got static on its screen, but it isn't static, really; 		
CF | instead, it seems more like the monitor itself is fritzing in and out 		
CF | of existence. It doesn't seem to have any buttons or anything, or even 		
CF | a power cord. The thief doesn't seem to notice it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x thief" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > X THIEF 		
CF | 		
CF | The thief looks rather dashing in her green tunic and tan pants. She 		
CF | wears a hat that makes her look approximately like Robin Hood. She 		
CF | carries a leather satchel on one shoulder. You could TALK TO her. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Jacqueline says (to ClubFloyd), "x desk" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | (the old desk) 		
CF | A desk made of wood. You're not very good at naming different types of 		
CF | wood. Oak? Let's say it's oak. 		
CF | 		
CF | > 		Pinkunz says, "If the game these two are playing end up featuring another in-game text adventure, we could end up with a true inception moment here. ClubFloyd playing 'And Then You Come...' with Riley and PC playing 'Infinite Adventure' with the spooky house wandering PC playing some other in-game text adventure."
		Jade says, "infinite topics"
		Roger says, "wooden wood"
Jacqueline says (to ClubFloyd), "talk to thief" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > TALK TO THIEF 		
CF | 		
CF | "Welcome," the thief says smoothly, tucking a strand of hair behind 		
CF | her ear. "There's nothing I want more than riches. If you could find 		
CF | something valuable to give me, I can make it worth your while." 		
CF | 		
CF | "It must be that ruby," Riley says. "I imagine it's not something like 		
CF | the power of a child's love." You chuckle a bit at that. 		
CF | 		
CF | > 		Jacqueline says (to Pinkunz), "That would be very cool."
Jacqueline says (to ClubFloyd), "give the power of a child's love to the thief" 		
CF ] The Avaricious Thief: Study 		
CF | > 		
CF | > GIVE THE POWER OF A CHILD'S LOVE TO THE THIEF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Aw"
Jacqueline says (to ClubFloyd), "give ruby to thief" 		
CF | > 		
CF | > GIVE RUBY TO THIEF 		
CF | 		
CF | "Thank you, friend," the thief says. "You've made an avaricious thief 		
CF | very happy. Here, let me give you something equally precious and 		
CF | valuable." The thief then reaches to her hat and withdraws a single 		
CF | pin. She hands it to you. "Extremely precious," she says. "Do take 		
CF | care of it." 		
CF | 		
CF | *** You win! *** 		
CF | 		
CF | "A stupid hat pin? I've got a bobby pin in my hair," Riley says, and 		
CF | she lowers her head so you can see. "Do you think I can go down to the 		
CF | jewelry store and get an emerald for it?" 		
CF | 		
CF | (Press any key to continue ...) 		Jade says, "Ruby, my love"
Jacqueline pushes the green 'space' button. 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | And then you come to a house not unlike the previous one ... 		
CF | 		
CF | /\ \ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/""""""""""""""""""""""""""""""""""""""""""""""""""""""/ 		
CF | ( ( 		
CF | ) Infinite Adventure ) 		
CF | ( presents: ( 		
CF | ) ) 		
CF | ( THE DISORGANIZED WITCH ( 		
CF | ) Adventure #3 ) 		
CF | ( ( 		
CF | ) Difficulty level: Transdimensional ) 		
CF | ( ( 		
CF | /\""""""""""""""""""""""""""""""""""""""""""""""""""""""\ 		
CF | (O)===)><><><><><><><><><><><><><><><><><><><><><><><><><><><)==(O) 		
CF | \/______________________________________________________/ 		
CF | 		
CF | 		
CF | Guest Bedroom 		
CF | You are in what you presume was a guest bedroom at one time. But it's 		
CF | hard to tell, as it is almost entirely empty. You can go south to the 		
CF | Hall. 		
CF | 		
CF | You can see a metal safe here. 		
CF | 		
CF | "What's with the vocabulary words? Avaricious? 		
CF | Transdimensional? I would have studied more had I known there 		
CF | was going to be a test," Riley says, then you both smile. Riley never 		
CF | studies. 		
CF | 		
CF | > 		DavidW says, "ah. That's where the bobby pin is."
		Jacqueline says, "Transdimensional..."
Knight_Otu says (to ClubFloyd), "x bobby pin" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X BOBBY PIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "I learned a ton of vocab from Zork as a child."
Jacqueline says (to ClubFloyd), "take Riley's bobby pin" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TAKE RILEY'S BOBBY PIN 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "You can TALK TO RILEY, I think, just like any other character."
		Jacqueline says, "Yeah, we have. I guess we could do it from time to time."
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | "I know you were excited to play Infinite Adventure, but I've 		
CF | got some other games for us to play, too," she says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | "I've even got a couple of ... surprises for you," she says with 		
CF | suggestive eyebrows. 		
CF | 		
CF | > 		Jacqueline says, "Gosh"
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | "Really, they're some good games," she says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Riley huffs. "Fine. You can keep playing if you want." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Riley is looking out the window again and deliberately not looking at 		
CF | you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Riley is pretending to be intensely interested in a chip in her nail 		
CF | polish. 		
CF | 		
CF | > 		pbparjeter asks, "Riley never studies...didn't Riley just say Em doesn't know geometry?"
		Knight_Otu says, "She did."
		Jacqueline says, "She is a hypocrite, or just observant."
		Knight_Otu says, "Maybe Riley just has that knack."
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Riley kind of stares at you, but doesn't answer. 		
CF | 		
CF | > 		Pinkunz says, "Seems like Riley sucks as a friend."
Jacqueline says (to ClubFloyd), "talk to Riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Riley closes her eyes and shakes her head. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tickle riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > TICKLE RILEY 		
CF | 		
CF | Riley has told you she's not ticklish, which is a lie. But you're not 		
CF | interested in having her forcefully shove you away again, either. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x safe" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X SAFE 		
CF | 		
CF | It's a small metal safe that has a keyhole when you might otherwise 		
CF | expect a combination dial. It's bolted to the floor. 		
CF | 		
CF | > 		Jade says, "observant"
		Pinkunz says, "I say let her move. No great loss."
		Jacqueline says (to Pinkunz), "dang"
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Hall 		
CF | You are in the long, empty hallway. Through the mansion window, you 		
CF | see a wrought-iron fence. You can go north to the Guest Bedroom and 		
CF | west to the Office. 		
CF | 		
CF | > 		Pinkunz shrugs.
Jacqueline says (to ClubFloyd), "x fence" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > X FENCE 		
CF | 		
CF | It's a fence with a bunch of those pointy things along its length. 		
CF | You're assuming it's wrought of iron, though without a magnet or a 		
CF | knowledge of metallurgy, there's no way to be sure. 		
CF | 		
CF | > 		Jacqueline says, "This game is sort of mocking how IF games desribe things in a way that implies the PC always knows what things are made of."
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > W 		
CF | 		
CF | Office 		
CF | You've entered an incongruously modern office. There's a long desk in 		
CF | the middle, atop which are standard office things: a computer, a 		
CF | telephone, a lamp. The desk is covered in layers of scattered papers. 		
CF | There are two chairs in front of the desk and a fake potted plant in 		
CF | the corner. You can go back east to the Hall. 		
CF | 		
CF | A witch works behind the desk, talking on the telephone. 		
CF | 		
CF | Upon seeing you enter, the witch mutters into the telephone: "Lori, 		
CF | I'm gonna have to call you back. Yeah. A kid got in here again. Yeah. 		
CF | I don't know. I'm gonna have to talk to Adam about it. Okay. Bye." The 		
CF | witch hangs up and briskly rises to meet you at the door. She wears a 		
CF | red blazer with matching pants and towers over you as she approaches. 		
CF | 		
CF | "Well, well, another little adventurer," she says, shaking your hand 		
CF | in a formal way. "I thought we had fixed that particular problem. Have 		
CF | you enjoyed the houses and chests and goblins and whatnot?" Before you 		
CF | can answer, she continues: "As you might imagine, you're not supposed 		
CF | to be here. But since you are, let's do some random quality 		
CF | assurance, shall we?" 		
CF | 		
CF | >INVENTORY 		
CF | 		
CF | You are carrying: 		
CF | an extremely valuable hat pin 		
CF | a brass key 		
CF | a tedious leaflet 		
CF | a feather 		
CF | 		
CF | "It's amazing how we can make money with all these freebies. Let's see 		
CF | ... good to know Bernie is still handing out those leaflets. It 		
CF | doesn't look too creased, so we can reuse that, thank you." She begins 		
CF | talking faster. "And, I'm not sure if you follow the markets, but the 		
CF | cost of brass has risen considerably, so I'll take that key, kindly, 		
CF | as well. Hmm ... that feather doesn't look like one of ours, but we 		
CF | have more than ten thousand pillows that could stand restuffing. And 		
CF | Sheila is still calling these hat pins extremely valuable, is she? 		
CF | Well, we buy them for five dollars a bushel, but every penny counts, 		
CF | as they say." She snaps her fingers and those items seem to dissolve 		
CF | from your possessions. 		
CF | 		
CF | "Now, let us review," she says. 		
CF | 		
CF | >INVENTORY 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | "Much better, don't you think?" And before you have a chance to answer 		
CF | or protest, she seems to remember something and looks directly upward. 		
CF | "Oh! Right," she says. "Hello, I'm the witch, and I 		
CF | desperately need you to bring me something. But, you see, my 		
CF | little friend,"—and she points to her desk and the papers—"I can 		
CF | order 		
CF | whatever I need. So alas, that doesn't give you much of a task, does 		
CF | it? But, if you've noticed, lo, I am: THE DISORGANIZED WITCH! My desk 		
CF | is a train wreck. So if you could bring me something to help with all 		
CF | those papers, that'd be just ... capital." 		
CF | 		
CF | "Like what?" you finally get to say. 		
CF | 		
CF | "I don't care. A binder? A stapler? A folder? Anything to help clasp, 		
CF | grasp, hold, grip, or enclose, forever and ever and ever. Won't you 		
CF | please help, dear adventurer, you? Without your gift, I will always be 		
CF | THE DISORGANIZED WITCH!" She takes a moment to regard you. "You're 		
CF | dismissed," she says with a brusque head nod. She then returns to her 		
CF | desk and punches some numbers into her phone. "Sorry about that, 		
CF | Lori," she says. 		
CF | 		
CF | > 		Pinkunz says, "Yeah, it acknowledges the PC's ignoran--- Damn. Text dump."
		Knight_Otu says, "Wha."
		Jade says, "I remember now that there will be soon a surprising super surprise"
		DavidW says, "The game is taking a turn here."
		DavidW says, "Shame you didn't use the pin to open the safe, but it's not necessary."
		Jacqueline says, "One of the walls has broken. Not the fourth wall, precisely, but a wall."
Jacqueline says (to ClubFloyd), "l" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > L 		
CF | 		
CF | Office 		
CF | You've entered an incongruously modern office. There's a long desk in 		
CF | the middle, atop which are standard office things: a computer, a 		
CF | telephone, a lamp. The desk is covered in layers of scattered papers. 		
CF | There are two chairs in front of the desk and a fake potted plant in 		
CF | the corner. You can go back east to the Hall. 		
CF | 		
CF | The witch works behind her desk, managing whatever it is she manages. 		
CF | 		
CF | " ... we'll need at least five more orders of dusty furniture ..." the 		
CF | witch says to the person on the phone. 		
CF | 		
CF | "I don't get it. The game is ... broken?" Riley says. You shrug in 		
CF | response. 		
CF | 		
CF | > 		Knight_Otu asks, "Are we playing a game where the PCs are playing a game where the PC is in a VR sim?"
		Jacqueline says, "I'd be down with that."
		Jade says, "lol"
Jacqueline says (to ClubFloyd), "x desk" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | (the long desk) 		
CF | It's huge metal desk, probably steel. It's dented and battered. 		
CF | 		
CF | The witch jots down something on scratch paper. 		
CF | 		
CF | > 		DavidW says, "The real answer is SPOILER."
Jacqueline says (to ClubFloyd), "computer. x telephone. x lamp." 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > COMPUTER. X TELEPHONE. X LAMP. 		
CF | 		
CF | That sentence isn't understood. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x computer. x telephone. x lamp." 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X COMPUTER. X TELEPHONE. X LAMP. 		
CF | 		
CF | (the witch's computer) 		
CF | The witch's computer doesn't appear to have the software for 		
CF | Infinite Adventure #3: The Disorganized Witch. You take a 		
CF | moment to appreciate this tragedy. 		
CF | 		
CF | "... no, April will be too late ..." the witch says. 		
CF | 		
CF | It's a modern office phone, black, with a suite of buttons above the 		
CF | keypad, all unlabeled. 		
CF | 		
CF | The witch places one of her hands on her forehead in exasperation. 		
CF | 		
CF | It's a simple desk lamp with a green sconce and brass base. 		
CF | 		
CF | "... well, why can't we ship wine across state lines? ..." 		
CF | 		
CF | > 		Jade says, "think outside the box"
Jacqueline says (to ClubFloyd), "x pot" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X POT 		
CF | 		
CF | It's brown, plastic, and thoroughly uninteresting. 		
CF | 		
CF | " ... forty-eight crates of carrots ..." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x plant" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X PLANT 		
CF | 		
CF | It looks unnaturally green and healthy. Because it's fake. 		
CF | 		
CF | " ... we'll need more keys than that ..." 		
CF | 		
CF | > 		Jade says, "piss time"
		Knight_Otu says, "We did that with the Game that Never Ends."
		Knight_Otu says, "It didn't end well for the pc."
Jacqueline says (to ClubFloyd), "x paper" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | The papers appear to be invoices, order forms, bills, graphs, and 		
CF | allied business materials. They make one large mess on the desk, so 		
CF | it's impossible to say what they're all for. 		
CF | 		
CF | "... those feathers were a terrible investment ..." 		
CF | 		
CF | > 		DavidW says (to Knight), "I forget how we broke out of that one."
Jacqueline says (to ClubFloyd), "e" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Hall 		
CF | You are in the long, empty hallway. Through the mansion window, you 		
CF | see a wrought-iron fence. You can go north to the Guest Bedroom and 		
CF | west to the Office. 		
CF | 		
CF | > 		Knight_Otu says, "As I recall, we touched the wall. I think."
Jacqueline says (to ClubFloyd), "open window" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | It's a plate glass window set into the wall, unbreakable and 		
CF | unopenable. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Guest Bedroom 		
CF | You are in what you presume was a guest bedroom at one time. But it's 		
CF | hard to tell, as it is almost entirely empty. You can go south to the 		
CF | Hall. 		
CF | 		
CF | You can see a metal safe here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open safe" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > OPEN SAFE 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x safe" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X SAFE 		
CF | 		
CF | It's a small metal safe that has a keyhole when you might otherwise 		
CF | expect a combination dial. It's bolted to the floor. 		
CF | 		
CF | > 		Jacqueline says, "We need Riley's bobby pin"
Jacqueline says (to ClubFloyd), "x riley" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X RILEY 		
CF | 		
CF | Riley sits next to you on a padded folding chair. She's still watching 		
CF | the screen as you play the game, but seems pretty disinterested. She 		
CF | often looks around the room: its emptiness and its moving boxes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x riley's hair" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X RILEY'S HAIR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Or maybenot"
		Jacqueline says, "Or maybe not"
		Roger says, "hrm being disorganized isn't a sin, at least not classically, so I guess I was wrong"
		DavidW says, "There's actually at least two solutions to this puzzle."
		Pinkunz says, "I think that boat sailed."
		pbparjeter says, "is the inventory shared between the real world and the meta game"
Jacqueline says (to ClubFloyd), "i" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stop playing game" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > STOP PLAYING GAME 		
CF | 		
CF | That sentence isn't understood. 		
CF | 		
CF | > 		Pinkunz says (to pbparjeter), "Undetermined."
		pbparjeter says, "guess not"
Jacqueline says (to ClubFloyd), "stand" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > STAND 		
CF | 		
CF | But you aren't in anything at the moment. 		
CF | 		
CF | > 		Jade says, "I'm back"
DavidW says (to ClubFloyd), "x office" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > X OFFICE 		
CF | 		
CF | You're in the Office in Riley's house, playing a game on her computer. 		
CF | 		
CF | > 		Pinkunz says (to Jade), "*thumbs up*"
		Jacqueline asks, "Have we seen any objects other than this safe and the stuff in the room with the witch? Have we visited all rooms? There's only three here, right?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] The Disorganized Witch: Guest Bedroom 		
CF | > 		
CF | > L 		
CF | 		
CF | Guest Bedroom 		
CF | You are in what you presume was a guest bedroom at one time. But it's 		
CF | hard to tell, as it is almost entirely empty. You can go south to the 		
CF | Hall. 		
CF | 		
CF | You can see a metal safe here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > S 		
CF | 		
CF | Hall 		
CF | You are in the long, empty hallway. Through the mansion window, you 		
CF | see a wrought-iron fence. You can go north to the Guest Bedroom and 		
CF | west to the Office. 		
CF | 		
CF | "C'mon, Em, let's quit and play something else. There's nothing to do 		
CF | here," Riley says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Jacqueline says, "w" 		Jacqueline says, "Um"
		Jacqueline says, "oh"
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Office 		
CF | You've entered an incongruously modern office. There's a long desk in 		
CF | the middle, atop which are standard office things: a computer, a 		
CF | telephone, a lamp. The desk is covered in layers of scattered papers. 		
CF | There are two chairs in front of the desk and a fake potted plant in 		
CF | the corner. You can go back east to the Hall. 		
CF | 		
CF | The witch works behind her desk, managing whatever it is she manages. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "search papers" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > SEARCH PAPERS 		
CF | 		
CF | Try EXAMINE instead. 		
CF | 		
CF | " ... we need to hire fifty-five more faeries by Tuesday ..." 		
CF | 		
CF | > 		Jade says, "this was a weird part for me, I played just a bit forward"
Jacqueline says (to ClubFloyd), "examine papers" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > EXAMINE PAPERS 		
CF | 		
CF | The papers appear to be invoices, order forms, bills, graphs, and 		
CF | allied business materials. They make one large mess on the desk, so 		
CF | it's impossible to say what they're all for. 		
CF | 		
CF | The witch holds the phone receiver between her chin and her shoulder, 		
CF | and takes a quick drink from the coffee mug that must have been hidden 		
CF | behind some papers on her desk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look under papers" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > LOOK UNDER PAPERS 		
CF | 		
CF | Try EXAMINE instead. 		
CF | 		
CF | " ... you haven't seen the latest expense ratios ..." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mug" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X MUG 		
CF | 		
CF | A white coffee mug with "I Hate Mondays" emblazoned upon it. 		
CF | 		
CF | "... we're putting the mansion remodel on hold ..." 		
CF | 		
CF | > 		Jacqueline says (to Game), "No... I want to *search*"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | You can't undo what's been done, Em. You know that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] The Disorganized Witch: Office 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "break mug" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > BREAK MUG 		
CF | 		
CF | I guess you're proof that video games do, in fact, cause violence. 		
CF | 		
CF | The witch looks briefly at a spreadsheet on her computer. 		
CF | 		
CF | > 		Jacqueline says, "hee"
		Pinkunz says, "Blame the victim..."
		Knight_Otu asks, "But is violence the nswer to his one?"
		Pinkunz says, ";-)"
		DavidW says, "afk for a couple minutes"
Jacqueline says (to ClubFloyd), "look behind papers" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > LOOK BEHIND PAPERS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look under desk" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | (the long desk) 		
CF | Try EXAMINE instead. 		
CF | 		
CF | The witch shuffles through the papers on her desk, trying to find an 		
CF | invoice. 		
CF | 		
CF | > 		Jade asks, "did you remember how game starts?"
		Jacqueline says, "It clearly does not want us looking under or behind or in stuff."
		Pinkunz asks, "Will the witch let us talk to her again,or will we be dismissed?"
Jacqueline says (to ClubFloyd), "talk to witch" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > TALK TO WITCH 		
CF | 		
CF | She looks busy, and you don't care to find out what would happen if 		
CF | you interrupt her again. 		
CF | 		
CF | " ... no, those were last year ..." the witch says to the person on 		
CF | the telephone. 		
CF | 		
CF | > 		Pinkunz says, "Dismissed."
Jacqueline says (to ClubFloyd), "turn on lamp" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > TURN ON LAMP 		
CF | 		
CF | No need; the room seems sufficiently lit. 		
CF | 		
CF | " ... I'll need to talk to Adam about that ..." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn off lamp" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > TURN OFF LAMP 		
CF | 		
CF | The lamp isn't on. 		
CF | 		
CF | "... tell Sheila to stop telling people that those hat pins are worth 		
CF | anything more than a nickel ..." 		
CF | 		
CF | > 		Pinkunz asks, "Play different game? Talk to Riley? Exit game?"
		Pinkunz says, "Just spitballing."
Jacqueline says (to ClubFloyd), "x chairs" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > X CHAIRS 		
CF | 		
CF | They're two basic-looking chairs, presumably for when the witch would 		
CF | like to meet with people in her office. 		
CF | 		
CF | " ... the profit margins on wax lips are down by 21% ...." 		
CF | 		
CF | > 		Jacqueline says, "I tried to stop playing, but I didn't try exit."
		Jacqueline says, "Talking to Riley doesn't seem to do much, but I can try it again."
Jacqueline says (to ClubFloyd), "sit in chair" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > SIT IN CHAIR 		
CF | 		
CF | (the the witch's office chairs) 		
CF | You're not interested in meeting further with the witch, and it's 		
CF | clear the witch feels similarly about the situation. 		
CF | 		
CF | "... that shipment of chests should be in Pittsburgh by now ..." 		
CF | 		
CF | The rain pelts Riley's house even harder. It sounds like someone's 		
CF | dropping quarters on the roof. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "exit game" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > EXIT GAME 		
CF | 		
CF | I only understood you as far as wanting to exit. 		
CF | 		
CF | > 		Jade asks, "and what is the command to stop playing?"
Jacqueline says (to ClubFloyd), "quit playing" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > QUIT PLAYING 		
CF | 		
CF | I only understood you as far as wanting to quit. 		
CF | 		
CF | > 		pbparjeter asks, "have we seen all the rooms?"
		Jacqueline says, "I wonder if we actually type"
		Jacqueline says, "'quit'"
		Pinkunz says (to Jade), "unknown at this point."
		Knight_Otu says, "Exit."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] The Disorganized Witch: Office 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to quit Infinite Adventure? 		Jade says, "after 1000 games... I think you know that"
		Pinkunz exclaims, "oooooohhhh!"
		Jacqueline says, "I... I don't know..."
		Knight_Otu says, "Or maybe quit, too."
		Pinkunz asks, "Save?"
		Jacqueline says, "I have saved recently."
Jacqueline says (to ClubFloyd), "y" 		
CF ] The Office 		
CF | Are you sure you want to quit Infinite Adventure? 		
CF | > Y 		
CF | 		
CF | 		
CF | Thanks for playing! 		
CF | 		
CF | The Office 		
CF | You're sitting in front of the computer in the room Riley's family 		
CF | calls the Office. But the room doesn't look like much of anything 		
CF | anymore. Most of the contents are packed in moving boxes shoved 		
CF | against one wall. The furniture has been removed, save for the desk 		
CF | upon which the computer sits, the office chair you're sitting in, and 		
CF | the chair Riley's sitting in, an old folding one she must have dug out 		
CF | of somewhere. One framed artwork remains hanging on the wall. 		
CF | 		
CF | On the desk are a computer and a notebook. You can PLAY a computer 		
CF | game if you'd like. 		
CF | 		
CF | Riley sits next to you. 		
CF | 		
CF | > 		Jade says, "yes"
		Jacqueline says, "PSYCH"
		Pinkunz exclaims, "Back in (sortof) reality!"
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] The Office 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Yup, it's you, Emerson Reynolds, age fourteen. You like: butterscotch, 		
CF | Journey, soccer, and playing computer games with Riley. You do not 		
CF | like: geometry, horror films, any clothes you deem faddish, and riding 		
CF | your bike in February rain. 		
CF | 		
CF | > 		pbparjeter asks, "I'm guessing we have to load the game with the pin, get it, then not talk to the witch?"
		pbparjeter asks, "she stole our inventory right?"
		DavidW says, "yes, the witch took all your then-inventory."
		Jade says, "this is the game really. We had been playing games meanwhile Ripley is boxing her belongings becouse he changes his address"
		DavidW says, "Riley is a she."
		Jacqueline says, "okay"
		Pinkunz says, "I feel like opening the safe was either optional or there's an alternate solution than the pin."
Jacqueline says (to ClubFloyd), "start game" 		
CF ] The Office 		
CF | > 		
CF | > START GAME 		
CF | 		
CF | That sentence isn't understood. 		
CF | 		
CF | > 		DavidW says (to Pinkunz), "both"
Jacqueline says (to ClubFloyd), "play game" 		
CF ] Program Menu 		
CF | > 		
CF | > PLAY GAME 		
CF | 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | Today is 02-05-87. 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Infinite Adventure] 		
CF | 		
CF | Infinite Adventure #3: The Disorganized Witch 		
CF | Hall 		
CF | You are in the long, empty hallway. Through the mansion window, you 		
CF | see a wrought-iron fence. You can go north to the Guest Bedroom and 		
CF | west to the Office. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restart" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > RESTART 		
CF | 		
CF | If only second chances were that easy, Em. 		
CF | 		
CF | > 		Jacqueline says, "Hm. I am suddenly having painful trouble with one of my eyes, if someone else can drive"
		Jade says, "I got frustrated when playing the game till here"
		Knight_Otu says, "The meta-command responses make it sound it's our fault that Riley is leaving."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] The Disorganized Witch: Hall 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to quit Infinite Adventure? 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | Are you sure you want to quit Infinite Adventure? 		
CF | > Y 		
CF | 		
CF | 		
CF | Thanks for playing! 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | Today is 02-05-87. 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		Knight_Otu says, "1987, huh."
		DavidW says, "huh, it's 1987. Missed that detail."
		Jacqueline asks, "Which?"
		Pinkunz says, "I'd volunteer to drive, but I have to leave at 3pm. Prior committment."
Jacqueline says (to ClubFloyd), "3" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Strip Poker] 		
CF | 		
CF | 8XZ2qSPFFFk2F2S5F5SFF1k1SFS1S5S1k1k5F5kFkFS5F5SU5ukBMB@B@MMMMMBMOM@B@PP 		
CF | kN0ZqE0 		
CF | S211u1UUu2uuu2U2uUu2u2uUu2uUuUu2uUu2u2j2j2u5U1u52jk@BMM@B@B@M@@@MBMBB8j 		
CF | 5SNXPkP 		
CF | S2F11552F1S1F1F5F5SFS21U5U2UUU2uU21U222u5U5U5kqNqEMM@EZMEO@B@MN0@M8M@B5 		
CF | 2XSkPkq 		
CF | 521F251S155F1F151F2121U221u2u2jUu1UUu2u225u5PPvi.1GGEk.v..,i;. 		
CF | LMNG@M@Z2SPPNPq 		
CF | FuS1F5S151S1F1F2521U1U2U2u2u1uuuUUUjUuUUUUFqFi. ,5ZMM..:i. 		
CF | .,rZMMBBBBOuX0qk0P 		
CF | F52F151F1F1F5F51U1U1U1U1U1u1uUU1UUu2uUu2uSPv...,:FMOZ@M777ii:Y1@O8MMMBB 		
CF | ONEkXq0 		
CF | S25FF2F551S5F22U1U1u2u1U525U122U2U1u2uuuPX;....i:q@GGE@BuirLULFBMMMOBB@ 		
CF | BOS0NqP 		
CF | 2U251F5F5F1SU2UF2515FqqZ0GE80EqqFS11u2uP1:.,.::: 		
CF | ,UEO8M@B@u7iqBMMMB@BMOEFXk0NF 		
CF | 5UF1F1F155SU1251SX88NUL::,:::7vYkZOqX2P1:...i,,ii:::YLYUY;,,:j@B@B@B@BN 		
CF | SqXXXqF 		
CF | UF5125551FFF2SF0MP7. ,7F8u, .i .. .i7 ...,::i: YY: 		
CF | .:MB8q0q0kZ 		
CF | XUS112F2F2F5S0Bq: STRIP v:..,, :v:..,:ii::: 		
CF | :,....U@8O0ZGGN 		
CF | P1FF252521SkOMi POKER .i,::Y. .;vUr:;;ii:::. 		
CF | ::::iiii5M88OZOE8 		
CF | PSqPX5SuS5PMJ PLUS r::,::vii ,L7::,,.,,,,, 		
CF | i;rriii:7EBGOOOOMO 		
CF | EG0E0EqNqE8r . .. irr:..,i7L, ,.,: 		
CF | 7SMF:7YBBMMMOOG@ 		
CF | 52SFXFqkNjvii, .. , r2u7i,.,::i::,. 		
CF | ,:,7kr7PBB@irvOBXuk1F22k 		
CF | S111uUYuLvi::i;i:. . :vY2Fu7:. 		
CF | .,::i:.vMiY@MkEJ:7kB0j21k1k5F 		
CF | Lir;r:i::...::iivN@ZL, , r..:rL2Uu7r,.,iGBv 		
CF | M@FjSr:rMOj1512115u 		
CF | 2Luuvi::. .,i750ULuu2Y7: , . uX2UYFP8@@@@B@B@S 		
CF | L@0kPUi::@kXkN1FXqqF 		
CF | 0Fkkk2Lr77riv7;77::,:ir72U. .: 		
CF | 7SMOMZGZE0PFSkX0Z0Yr@PS5qriiJO5uUjuU1F1L 		
CF | MMOBB@MBB@B@q7::. ,iiuP .:i, 		
CF | :7Uk1vv777v7LvLvL7LYYirrJ1YivY2MkLuU5SGEE5S 		
CF | kFMM88@B@BS8MOM8qqqM2OjM@BOGrM@BOB@B@B@B@B@B@B@@@B@B@B@MOEGB@M@B@B@B@@@ 		
CF | B@PG5@@ 		
CF | iv11kLB@B@7u7rvk252@N@O@B@jB,P@@@@B@B@B@@@B@M@B@@@B@@@B@@@B@M@B@B@B@B@M 		
CF | BZuqiMB 		
CF | 		
CF | Strip Poker Plus 		
CF | You're standing in some sort of photographer's studio where the colors 		
CF | are mostly cyan and magenta. Several lights on stands illuminate a 		
CF | dull backdrop. In the middle of the room there's a small, raised floor 		
CF | with a stack of textbooks on it. The backs of five playing cards hover 		
CF | in the foreground. You can PLAY a hand, or QUIT because you should 		
CF | know better. 		
CF | 		
CF | A stripper reclines on the floor, looking around the studio. 		
CF | 		
CF | > 		DavidW says, "oh. Forgot about that ASCII art."
		Jacqueline says, "Well, I don't think our screen was the right width for that image... not sure if I'm sad or not."
		Knight_Otu says, "I guess the art is a bit too long for the club."
		Jade says, "ASCII seems odd"
		Jacqueline asks (of Jade), "Why?"
		Pinkunz says, "Fits the 80's setting."
		Jacqueline says, "Very much"
		DavidW says, "It was the only option for pictures at first."
		Jacqueline laughs at, 'You can PLAY a hand, or QUIT because you should know better.'
		Jacqueline says, "I used to play strip poker on the C64, but that was more advanced than ASCII."
		DavidW says, "I don't think I've every played strip poker in any format."
		DavidW says, "er ever"
Jacqueline says (to ClubFloyd), "x stripper" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > X STRIPPER 		
CF | 		
CF | The stripper reclines before you in a white bodysuit you'll eventually 		
CF | learn is called a teddy, but at the moment you only know it's 		
CF | an awkward underwear thing. She wears matching white shoes with 		
CF | three-inch heels. Near her waist is a stack of textbooks. Her brown 		
CF | hair and eyes remind you of a babysitter you had once. She rests one 		
CF | arm along her length and stares out to the other side of the computer 		
CF | screen with a wan smile. She seems comfortable, which isn't 		
CF | necessarily the same thing as being at ease. 		
CF | 		
CF | > 		DavidW says, "I'm not all that fond of poker in the first place."
Jacqueline says (to ClubFloyd), "x books" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > X BOOKS 		
CF | 		
CF | These books seem randomly chosen from some prop department: French, a 		
CF | dictionary, algebra, a seventh-grade history book, and something 		
CF | called The Dialectics of Philosophy. 		
CF | 		
CF | > 		Pinkunz says, "Oh, before I go, I just wanted to let people know that Chris Ainsley has officially started working on a workaround to allow Adventuron games to work with Floyd. He's tied up with the TALJ at the moment, but he thinks he'll have something to test sometime this late summer."
		Jacqueline says, "Neato"
		DavidW says, "yay"
Jacqueline says (to ClubFloyd), "read philosophy" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > READ PHILOSOPHY 		
CF | 		
CF | These books seem randomly chosen from some prop department: French, a 		
CF | dictionary, algebra, a seventh-grade history book, and something 		
CF | called The Dialectics of Philosophy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read books" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > READ BOOKS 		
CF | 		
CF | These books seem randomly chosen from some prop department: French, a 		
CF | dictionary, algebra, a seventh-grade history book, and something 		
CF | called The Dialectics of Philosophy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | "All right! Time to see some boobies!" Riley says and you are 		
CF | instantly uncomfortable. She pulls the keyboard from the desk and 		
CF | places it in her lap. She clicks keys in rapid sequence, suggesting 		
CF | she's played this game before. You don't know much about poker, but 		
CF | her bets seem to be rash and her card selection disastrous. "The only 		
CF | way to win is by betting big," she says, sensing your unvoiced 		
CF | concern. 		
CF | 		
CF | Riley starts out with $100 but loses it all in two minutes. "TOO BAD 		
CF | ... I WILL TAKE YOUR SHIRT," the game announces. "We're playing strip 		
CF | poker, so you have to strip if the computer doesn't," Riley says, like 		
CF | this is all totally normal. 		
CF | 		
CF | You look past Riley and out the gray window. "I don't want to take off 		
CF | my shirt," you say, and instinctively cross your arms. 		
CF | 		
CF | "I knew you'd say that. You just want to see me in my bra, you perv," 		
CF | she says, and you return to Riley's face to see a dangerous smirk. She 		
CF | shimmies a little bit, wiggling the bottom of her shirt above her 		
CF | navel. She then crosses her arms at her hips and peels off her shirt 		
CF | in a fluid motion. By the time she's done, you have decided that the 		
CF | window has suddenly become very, very interesting to look at, but your 		
CF | vision is soon blocked by her shirt landing on your head, a kiss of 		
CF | sequins and floral perfume. "Oh, go ahead and look," she says as you 		
CF | take her shirt and ball it in your fists. She squares her shoulders 		
CF | and you do as you're told, a turquoise bra and more freckles than you 		
CF | would have guessed. "Was it good for you, too, Em?" Riley says, then 		
CF | cackles. "Maybe I'm not as good of a poker player as I thought." 		
CF | 		
CF | > 		Jacqueline exclaims, "!!!"
Jacqueline says (to ClubFloyd), "play" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You have no interest in amplifying the mix of emotions you felt from 		
CF | Riley playing the first round of the game. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "quit" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to leave me, hot stuff? 		Knight_Otu asks, "Are we going to have a warning on the transcript?"
		DavidW says, "First you took Honey's sequined jacket, now Riley's shirt."
		Jacqueline says (to DW), "hahaha"
		Jacqueline says, "Oh, Honey."
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | Are you sure you want to leave me, hot stuff? 		
CF | > Y 		
CF | 		
CF | 		
CF | Come back soon, sweetheart! 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		Jacqueline asks, "What next?"
		DavidW says, "They're all important."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | [Warriors of Xanmor] 		
CF | 		
CF | O 		
CF | ,-.|____________________ 		
CF | O==+-|(>---------- - .> 		
CF | `- |'''''''d88b''''''''' 		
CF | | O d8P 88b 		
CF | | \ 88= ,=88 		
CF | | ) 9b _. 88b 		
CF | `._ `. 8`--"888 		
CF | | \--"\ `-8___ 		
CF | \`-. \ 		
CF | `. \ - _ / < 		
CF | \ `--- ___/|_-\ 		
CF | |._ _. |_-| 		
CF | \ _ _ /.-\ 		
CF | | -! . !- || | 		
CF | \ '| ! |' /\ | 		
CF | =oO)X(Oo= \ / 		
CF | 888888888 < \ 		
CF | d888888888b \_/ 		
CF | 88888888888 		
CF | 		
CF | WARRIORS OF XANMOR 		
CF | 		
CF | Warriors of Xanmor 		
CF | You stand before the glorious fields of Xanmor: periods and pilcrows 		
CF | and ampersands and octothorps, all in a rainbow of colors, as far as 		
CF | the eye can see. But beware! The fields hold many dangers: evil 		
CF | letters in upper and lower cases. You can PLAY, SHOP, or QUIT. 		
CF | 		
CF | A strong-looking man stands before you, enjoying the shade of a nearby 		
CF | tree (indicated by T). 		
CF | 		
CF | "Well met, fair traveler!" the man calls to you. 		
CF | 		
CF | > 		Jacqueline asks, "Shop, eh?"
		DavidW says, "yay octothorps."
		Pinkunz exclaims, "They sound like near the same age, so 14-year-old girls playing strip poker may warrant a warning. ooooohhhh... Nice ASCII!"
		Jade says, "play, shop or quit"
Jacqueline says (to ClubFloyd), "shop" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > SHOP 		
CF | 		
CF | Welcome to XanMart, for all your needs in Xanmor ... and more! 		
CF | 		
CF | 1) Chain-mail armor. $100. 		
CF | 2) Plate-mail armor. $500. 		
CF | 3) Silver sword. $1,000. 		
CF | 4) Golden gauntlets. $5,000. 		
CF | 5) Amulet of Werdna. $100,000. 		
CF | 6) Exit. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | Please enter a number corresponding to your choice. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "6" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 6 		
CF | 		Jade says, "yes, nice ascii"
CF | [Exit.] 		
CF | 		
CF | Thank you for shopping at XanMart! 		
CF | 		
CF | Warriors of Xanmor 		
CF | You stand before the glorious fields of Xanmor: periods and pilcrows 		
CF | and ampersands and octothorps, all in a rainbow of colors, as far as 		
CF | the eye can see. But beware! The fields hold many dangers: evil 		
CF | letters in upper and lower cases. You can PLAY, SHOP, or QUIT. 		
CF | 		
CF | A strong-looking man stands before you, estimating his number of 		
CF | experience points. 		
CF | 		
CF | "Hail, new warrior!" the man calls to you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You crusaded over the sun-scorched fields of Xanmor. You dispatched 		
CF | seven wyverns. You received 49 experience points. 		
CF | 		
CF | You also found a pink potion, which you take. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x potion" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > X POTION 		
CF | 		
CF | It's a glass bottle filled with a magenta-colored liquid. 'HEAL' is 		
CF | etched in chunky letters on the glass. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You battled through the windswept hills of Xanmor. You defeated three 		
CF | mosquitos. You gained 12 experience points. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You traveled across the icy plains of Xanmor. You victoriously 		
CF | murdered five dragons and nine asps. You earned 107 experience points. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You fought your away across the verdant terrain of Xanmor. You 		
CF | annihilated nine rats, eleven hellhounds, and six lions. You got 210 		
CF | experience points. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "score" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | Yeah, scores. That's what everybody is talking about. Stan, the 		
CF | principal at your school, talks about your students' scores. The bank 		
CF | wants to talk about your credit score. For some people, everything 		
CF | comes down to numbers, which is why you became a math teacher, you 		
CF | guess. Tonight, if life had a score, you're not sure that you'd be 		
CF | winning. 		
CF | 		
CF | > 		Jacqueline says, "That... is weird."
Jacqueline says (to ClubFloyd), "shop" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > SHOP 		
CF | 		
CF | Welcome to XanMart, for all your needs in Xanmor ... and more! 		
CF | 		
CF | 1) Chain-mail armor. $100. 		
CF | 2) Plate-mail armor. $500. 		
CF | 3) Silver sword. $1,000. 		
CF | 4) Golden gauntlets. $5,000. 		
CF | 5) Amulet of Werdna. $100,000. 		
CF | 6) Exit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | [Chain-mail armor. $100.] 		
CF | 		
CF | "It doesn't seem like you have enough gold, warrior," a disembodied 		
CF | shopkeep's voice says. 		
CF | 		
CF | 1) Chain-mail armor. $100. 		
CF | 2) Plate-mail armor. $500. 		
CF | 3) Silver sword. $1,000. 		
CF | 4) Golden gauntlets. $5,000. 		
CF | 5) Amulet of Werdna. $100,000. 		
CF | 6) Exit. 		
CF | 		
CF | > 		Jade says, "shop"
		Jacqueline says, "I guess I've been earning XP, not gold."
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | Please enter a number corresponding to your choice. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "6" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 6 		
CF | 		
CF | [Exit.] 		
CF | 		
CF | Thank you for shopping at XanMart! 		
CF | 		
CF | Warriors of Xanmor 		
CF | You stand before the glorious fields of Xanmor: periods and pilcrows 		
CF | and ampersands and octothorps, all in a rainbow of colors, as far as 		
CF | the eye can see. But beware! The fields hold many dangers: evil 		
CF | letters in upper and lower cases. You can PLAY, SHOP, or QUIT. 		
CF | 		
CF | A strong-looking man stands before you, stopping briefly before 		
CF | resuming his patrol route. 		
CF | 		
CF | "Hark, young hero!" the man calls to you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You traversed the dangerous meadows of Xanmor. You slaughtered six 		
CF | orcs, three kobolds, and six turtle knights. You earned 99 experience 		
CF | points. 		
CF | 		
CF | You also found a snapped string, which you take. 		
CF | 		
CF | > 		DavidW says, "yeah, you have no money... yet."
		Jade says, "lag"
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You fought your away across the dangerous grasslands of Xanmor. You 		
CF | vanquished four hellhounds and eight lizards. You got 64 experience 		
CF | points. 		
CF | 		
CF | You also found a very dull knife, which you take. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | You traversed the verdant fields of Xanmor. You destroyed three 		
CF | basilisks and thirteen centaurs. You received 112 experience points. 		
CF | 		
CF | > 		Knight_Otu asks, "Have we talked to the man?"
		DavidW says, "nope"
		Jacqueline asks, "Can we?"
		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "talk to man" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > TALK TO MAN 		
CF | 		
CF | 1) "Hello, inconceivably muscled computer man!" 		
CF | 2) "What's your deal?" 		
CF | 		
CF | > 		Jacqueline says, "Oh"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Hello, inconceivably muscled computer man!"] 		
CF | 		
CF | "Hello, inconceivably muscled computer man!" you say. 		
CF | 		
CF | "Hello, young apprentice. My name is Gardon, Warrior of Xanmor. And 		
CF | what is your name?" 		
CF | 		
CF | 1) "My name is Emerson, but ... some people call me Em." 		
CF | 2) "I am Emerson Reynolds, freshman from the faraway land of Ohio!" 		
CF | 		
CF | > 		DavidW says, "You can talk to the stripper too."
		Jacqueline says, "..."
		Jacqueline says, "Oh dear"
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["I am Emerson Reynolds, freshman from the faraway land of 		
CF | Ohio!"] 		
CF | 		
CF | "I am Emerson Reynolds, freshman from the faraway land of Ohio!" 		
CF | 		
CF | "Very good to meet you, Emerson. Welcome to Xanmor!" 		
CF | 		
CF | 1) "What on earth is Xanmor?" 		
CF | 2) "So, I've got these experience points ..." 		
CF | 3) "That's a nice ... dress you're wearing." 		
CF | 4) "Farewell." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What on earth is Xanmor?"] 		
CF | 		
CF | You look around the odd landscape of characters and symbols. "What on 		
CF | earth is Xanmor?" you say. 		
CF | 		
CF | "Xanmor is my beautiful home," Gardon says. "It has lush valleys, 		
CF | fertile soil, and towering mountains." He makes a sweeping gesture 		
CF | across the beautiful typography. "But we are not on Earth, Emerson. 		
CF | Verily, Xanmor is a kingdom on a continent on a planet very far away. 		
CF | We are a kind and peace-loving people ... that is, we were, 		
CF | until the rise of Sarnox." 		
CF | 		
CF | 1) "Sarnox?" 		
CF | 2) "So, I've got these experience points ..." 		
CF | 3) "That's a nice ... dress you're wearing." 		
CF | 4) "Farewell." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		Pinkunz exclaims, "Ciao and good luck!"
		Jacqueline says, "Bye, Pinkunz"
		DavidW says, "bye Pinkunz"
Pinkunz- Ah Ha! A tourist trap. This giant metal facsimile of a space beast is nothing more than a cheap marketing ploy designed to suck in any moron dumb enough to fall for such trickery... You suddenly feel like a dumb moron. 		Jade says, "bye bye"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Sarnox?"] 		
CF | 		
CF | "Sarnox?" you say. You wonder where these people were when workers 		
CF | were handing out real names at the alphabet factory. 		
CF | 		
CF | Gardon hangs his beautiful head of golden hair low. "Yea, she is 		
CF | Sarnox, the Snake-Queen of Hissington. She has wreaked a terrible 		
CF | devastation upon this land. And that is why I, Gardon, the Warrior of 		
CF | Xanmor, must rise to defeat her, ere her destruction reign for all 		
CF | eternity!" Gardon strikes the tip of his sword against the ground in 		
CF | resolve. 		
CF | 		
CF | 1) "They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?" 		
CF | 2) "So, I've got these experience points ..." 		
CF | 3) "That's a nice ... dress you're wearing." 		
CF | 4) "Farewell." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		Roger says, "There does seem to be quite a lot of this game"
		DavidW says, "mmhm"
		Jacqueline says, "Aw, Em, I thought Hissington was adorable."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["So, I've got these experience points ..."] 		
CF | 		
CF | "So, I've got these experience points," you say, reaching into your 		
CF | pocket and presenting a few in your palm, where they shine dully. 		
CF | 		
CF | "Well done, young warrior! Clearly, you have experienced something!" 		
CF | Gardon says. 		
CF | 		
CF | 1) "They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?" 		
CF | 2) "Do these experience points do anything?" 		
CF | 3) "That's a nice ... dress you're wearing." 		
CF | 4) "Farewell." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		Jacqueline says, "hahahaha"
		Jacqueline says, "I don't know why but that really made me laugh."
		Knight_Otu says, "Well, that' quite a visual."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Do these experience points do anything?"] 		
CF | 		
CF | You jangle the experience points around in your hand. "Do they do 		
CF | anything?" you ask. 		
CF | 		
CF | "Emerson, I have millions of them. I am convinced they will help me 		
CF | save Xanmor," Gardon says, and then mutters, "... one day ..." 		
CF | 		
CF | 1) "They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?" 		
CF | 2) "That's a nice ... dress you're wearing." 		
CF | 3) "Farewell." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["That's a nice ... dress you're wearing."] 		
CF | 		
CF | You behold Gardon for a moment. "That's a nice ... dress you're 		
CF | wearing," you say. 		
CF | 		
CF | "Forsooth, Emerson! But, I beseech you, please call it by its correct 		
CF | name: a tunic," Gardon says, and he points proudly at his chest. The 		
CF | tunic is brown and made of some sort of uncomfortable-looking cloth. 		
CF | "But alas, it does not provide much protection from the evil beasts 		
CF | that now plague Xanmor." He slides the tunic off one shoulder, 		
CF | revealing a long and deep slash that must be quite painful, even if it 		
CF | is digital. 		
CF | 		
CF | 1) "They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?" 		
CF | 2) "Why don't you get something better to wear? Some sort of armor?" 		
CF | 3) "Farewell." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Why don't you get something better to wear? Some sort of 		
CF | armor?"] 		
CF | 		
CF | You think about Gardon's injury. "Why don't you get something better 		
CF | to wear?" you say. "Some sort of armor?" 		
CF | 		
CF | "New armor would be excellent. But there appears to be none in the 		
CF | fields. The only armor I've found is in the Shop, and, woe, I do not 		
CF | have the coin of the realm. It is very nice chain-mail armor, too. If 		
CF | I had some of that armor, I might be able to rid Xanmor of Sarnox's 		
CF | terror forever!" Gardon looks almost majestic as he says that final 		
CF | sentence, a fist outstretched to the sky. But then he looks down, 		
CF | realizes he's still wearing his tunic, and drops his hand to his side. 		
CF | 		
CF | 1) "They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?" 		
CF | 2) "I'll get you some armor!" 		
CF | 3) "Farewell." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Jacqueline says, "I know how it feels to be unable to afford armor."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["They couldn't come up with a better name for her home planet or 		
CF | whatever than Hissington?"] 		
CF | 		
CF | "So ... they couldn't come up with a better name for her home planet 		
CF | or whatever than Hissington?" 		
CF | 		
CF | "Pray tell, who are they? But Emerson, speaking one warrior 		
CF | to another, you needs believe that Hissington is a wretched place of 		
CF | doom and misery." Gardon flashes his eyes upward, as if he can see 		
CF | Hissington from here. 		
CF | 		
CF | 1) "They as in the people who made this game." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["They as in the people who made this game."] 		
CF | 		
CF | "They as in the people who made this game," you say, 		
CF | clarifying your earlier pronoun. And you're not quite sure if it's 		
CF | your impatience with Infinite Adventure or what, but you feel 		
CF | the need to dig in here. "The Snake-Queen is from Hissington? How come 		
CF | you're not from Swordsville?" 		
CF | 		
CF | Gardon bristles. "Hey, I don't write the lines, I just say 'em, okay? 		
CF | That is ... shit." Gardon exhales through his wide nose. "Yea, 		
CF | verily," he says, "the Snake-Queen and the treacherous dominion of 		
CF | Hissington have threatened our land for ages and, uh,"—he ruffles his 		
CF | hand through his hair—"I must stop it. We must stop it. For Xanmor!" 		
CF | 		
CF | 1) "Who are you, exactly?" 		
CF | 		
CF | > 		Jacqueline laughs.
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Who are you, exactly?"] 		
CF | 		
CF | "Who are you, exactly?" you say, unnerved at Gardon's break in 		
CF | character. 		
CF | 		
CF | "Yeah, what the hell, time for a smoke break, I guess," Gardon says. 		
CF | He reaches inside his tunic and withdraws a pack of Camels. "No need 		
CF | for a light when you live in electricity," he says, looking at you 		
CF | like he's accusing you of something. He snaps his fingers and his 		
CF | cigarette is lit. He drags deeply and exhales a cloud of white 		
CF | S"s. "Look, my name is Brian, okay? I'm 23 and I live in L.A. 		
CF | So they had this audition for warrior guys, right? I figure I'm 		
CF | ripped,"—he ashes his cigarette and then needlessly flexes his left 		
CF | bicep—"and I've got great hair. Walked in and got the part. Bitchin'. 		
CF | Then they tell me it's for this game that's playing in little geek 		
CF | boxes all over this U.S. of A., so here I am." 		
CF | 		
CF | "What about Xanmor?" you say. Even if it's made of punctuation, the 		
CF | grass smells sweet. 		
CF | 		
CF | "Yeah, kind of a bummer about the low-budget set. You say you're in 		
CF | Ohio? I grew up in Cincy." 		
CF | 		
CF | "I'm in Columbus." 		
CF | 		
CF | "Cool. Anyway, so here I am, waiting for my break. My agent is looking 		
CF | into General Hospital. Sorry to freak out on you there. I 		
CF | never did like all that Shakespearean hark, witherfore, 		
CF | prithee crap in high school. Heh." He looks away and puffs. 		
CF | 		
CF | "We're reading Romeo and Juliet right now. Valentine's Day 		
CF | and all." You have no idea why you're explaining the rationale behind 		
CF | the ninth-grade English curriculum at Rutherford B. Hayes High School 		
CF | to a struggling actor portraying a computer warrior. 		
CF | 		
CF | "Two households, both alike in dignity ..." Gardon / Brian says, then 		
CF | trails off, his eyes following the smoke of his cigarette as it drifts 		
CF | up toward the permanently asterisked sky. He sighs. "Truth is, I loved 		
CF | Shakespeare. But as my father said, it ain't gonna pay the rent. So 		
CF | instead, something is rotten in the state of Xanmor." 		
CF | 		
CF | "Oh," you say, and silence stills the land. You think about what to 		
CF | say next. "So, is this a good game?" 		
CF | 		
CF | "Beats me. I never had an Atari or anything growing up. Seems good 		
CF | enough. Anyway," he says, and takes another long drag, "smoke break's 		
CF | gonna be over soon. Listen: once this cig's finished, I'm gonna have 		
CF | to be Gardon again, okay?" You nod dutifully, as if you're a child 		
CF | being entrusted with an important secret, which is exactly what you 		
CF | are. Brian clamps one of his meaty hands on your shoulder. "But, 		
CF | Emerson. Be good to Riley, okay? She ... needs someone, I guess." 		
CF | Brian takes a final drag, then exhales a swirling cloud of text. He 		
CF | throws the cigarette butt into a pool of blue tildes—a thin river. 		
CF | "Verily," he says, and he winks like it's a joke. "Now go forth, brave 		
CF | warrior!" 		
CF | 		
CF | 1) "Could I get a cigarette?" 		
CF | 2) "I'll get you some armor!" 		
CF | 3) "Farewell." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Knight_Otu says, "Riley should get a fourth wall installed on her computer."
		Jacqueline says, "aw"
		Jacqueline says (to KO), "True"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Could I get a cigarette?"] 		
CF | 		
CF | "Could I get a cigarette?" you say, in as mature of a voice as you can 		
CF | muster. 		
CF | 		
CF | Gardon's eyes flash. "Ixnay on the igarette-say," he whispers through 		
CF | clenched teeth, and then, in a booming voice: "Why, warrior Emerson, I 		
CF | believe you are interested in a 'torch'! Indeed, I have a few. But 		
CF | torches are in very high demand in Xanmor, and it is quite difficult 		
CF | to get them here. Yes, I need to limit my torch intake quite severely. 		
CF | But if you could bring me something of value, perhaps we could arrange 		
CF | a trade." 		
CF | 		
CF | 1) "What would you trade for a ... 'torch'?" 		
CF | 2) "I'll get you some armor!" 		
CF | 3) "Farewell." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What would you trade for a ... 'torch'?"] 		
CF | 		
CF | If Gardon / Brian can smoke and get a gig starring in a video game, 		
CF | maybe smoking's not so bad. "What would you trade for a ... 'torch'?" 		
CF | you say as casually as possible. 		
CF | 		
CF | "Yes, good warriors need torches, don't they? How about this: you 		
CF | might have noticed my fine sword here. It works well for enemies at a 		
CF | certain distance. But sometimes they get too close. Or sometimes I 		
CF | would like to sneak up on them, which is hard to do with such an 		
CF | impressive weapon as my sword, clattering around as it does. A dagger 		
CF | might serve me and Xanmor well. Yea, if you bring me a dagger, kind 		
CF | traveler, I could bear to part with one of my precious torches. I got 		
CF | my first torch at about the same age as you, so I'd happy to continue 		
CF | that venerable Xanmor tradition." 		
CF | 		
CF | 1) "So, if I bring you some sort of dagger ..." 		
CF | 2) "I'll get you some armor!" 		
CF | 3) "Farewell." 		
CF | 4) What did he ask for? 		
CF | 5) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["So, if I bring you some sort of dagger ..."] 		
CF | 		
CF | "So, if I bring you some sort of dagger ... " you say, "I could get 		
CF | a—" and then you make what you think is a smoking gesture: two 		
CF | fingers 		
CF | that look like scissors in front of your lips. 		
CF | 		
CF | "Verily!" Gardon says, and you realize that it's possible neither of 		
CF | you know what that means. "Now let us not discuss the matter again. I 		
CF | must protect Xanmor!" 		
CF | 		
CF | 1) "I'll get you some armor!" 		
CF | 2) "Farewell." 		
CF | 3) What did he ask for? 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Jacqueline asks, "Should we also promise to get him armor?"
		Knight_Otu says, "I mean, we have no money and nothing truly to sell..."
		DavidW says, "Up to you. I think I did when I played."
		Jacqueline asks (of KO), "Why should that stop us?"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["I'll get you some armor!"] 		
CF | 		
CF | Gardon's confidence has inspired your own. "I'll get you some armor!" 		
CF | you say in your bravest voice. 		
CF | 		
CF | "Warrior Emerson, I would be most grateful. 'Tis available in the 		
CF | Shop, should you have the currency. Or perhaps you will encounter some 		
CF | other suitable armor in your travels." 		
CF | 		
CF | 1) "Farewell." 		
CF | 2) What did he ask for? 		
CF | 3) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Farewell."] 		
CF | 		
CF | "Farewell," you say. 		
CF | 		
CF | "Fare thee well, Emerson!" Gardon says. 		
CF | 		
CF | Warriors of Xanmor 		
CF | You stand before the glorious fields of Xanmor: periods and pilcrows 		
CF | and ampersands and octothorps, all in a rainbow of colors, as far as 		
CF | the eye can see. But beware! The fields hold many dangers: evil 		
CF | letters in upper and lower cases. You can PLAY, SHOP, or QUIT. 		
CF | 		
CF | Gardon stands before you, glowering at some distant undead unicorns 		
CF | drinking from a stream made of blue tildes. 		
CF | 		
CF | > 		DavidW says, "I don't think the game can be put into an unwinnable state, but you can still miss opportunities."
		Jacqueline asks, "So, I guess we quit this game and play the others to figure out how they all combine?"
		DavidW says, "Verily"
		Knight_Otu says, "I guess."
		Jacqueline says (to DW), "That's a nice tunic you're wearing."
Jacqueline says (to ClubFloyd), "q" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > Q 		
CF | 		
CF | Dost thou truly wish to cease your adventuring? 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | Dost thou truly wish to cease your adventuring? 		
CF | > Y 		
CF | 		
CF | 		
CF | Return soon, warrior! 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "4" 		
CF ] Program Menu 		
CF | > 		
CF | > 4 		
CF | 		
CF | [Password] 		
CF | 		
CF | Password 		
CF | The password is ... 		
CF | 		
CF | Password! 		
CF | 		
CF | INVALID PARAMETER. 		
CF | 		
CF | "What happened?" you say, not looking at Riley since she's still 		
CF | partially stripped. 		
CF | 		
CF | "I forgot—it's broken." 		
CF | 		
CF | "Broken?" 		
CF | 		
CF | "Yeah, I don't know," Riley says, brushing a strand of hair from her 		
CF | face. "It's supposed to be like that game show," she says, and then 		
CF | she drops her voice an octave and booms: "The password is ... 		
CF | transdimensional." She gives you a patronizing smirk that you 		
CF | catch in your periphery. "And you're supposed to get someone else to 		
CF | guess that. But you can only give one word as a clue." 		
CF | 		
CF | "I've seen that show," you say. 		
CF | 		
CF | "I don't know what's wrong with it. Dad couldn't figure it out either. 		
CF | I should take that out of the file. Maybe later." 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tell Riley to put her shirt on" 		
CF ] Program Menu 		
CF | > 		
CF | > TELL RILEY TO PUT HER SHIRT ON 		
CF | 		
CF | Please enter a number corresponding to your choice. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 5 		
CF | 		
CF | [CompuDoctor] 		
CF | 		
CF | |---COMPUDOCTOR---| 		
CF | TRIAL VERSION!!! 		
CF | 		
CF | .----. 		
CF | ===(_)== 		
CF | // 6 6 \\ 		
CF | ( 7 ) 		
CF | \ "--" / 		
CF | \_ ._/ 		
CF | __) (__ 		
CF | /'`/`\`V/`\`\ 		
CF | / \ `Y _/_ \ 		
CF | / |DR|\_ |/ / /\ 		
CF | | ( \/ / / / 		
CF | \ \ \ / 		
CF | \ `-/` _.` 		
CF | `=._`=./ 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor looks out at the void with his back toward you, sighing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "Riley, wear shirt" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > RILEY, WEAR SHIRT 		
CF | 		
CF | (Riley first taking the sequined shirt) 		
CF | Try TALK TO RILEY instead. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to riley" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > TALK TO RILEY 		
CF | 		
CF | Without looking at her, you try to think of the best way of addressing 		
CF | the issue of how Riley is currently bereft of a shirt. 		
CF | 		
CF | 1) "You can have your shirt back if you want." 		
CF | 2) "Could you please put a different shirt on?" 		
CF | 3) Forget it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["You can have your shirt back if you want."] 		
CF | 		
CF | You clutch Riley's shirt in your hand. "You ... can have your shirt 		
CF | back if you want," you say, trying to offer it to her without looking 		
CF | too carefully. 		
CF | 		
CF | "Aw, Em, how positively unadventurous of you," she says. "But I guess 		
CF | it's kinda cold in here." You see gooseflesh on her arm as she reaches 		
CF | for the shirt. She shakes it out and puts it back on. "But at least 		
CF | you got to witness the wonder," she says, and laughs when you refuse 		
CF | to meet her gaze. 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor mumbles, "It can't be that hard. They're just words." 		
CF | 		
CF | > 		DavidW says, "huh. Didn't know you could give the shirt back."
		DavidW says, "Game's full of surprises."
Jade has left. 		
Jade has arrived. 		Jacqueline smiles.
		Jade says, "oops It crashed"
Jacqueline says (to ClubFloyd), "study" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > STUDY 		
CF | 		
CF | What would you like to learn about today, VALERIE? 		
CF | 		
CF | 1) HEART 		
CF | 2) SPINE 		
CF | 3) QUIT 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | [HEART] 		
CF | 		
CF | CompuDoctor glides over to the left side of the blackboard, which 		
CF | comes to life with a crude animation of a human heart, lurid red and 		
CF | blue arrows entering and leaving various ventricles and atria. He 		
CF | says, in a voice meant for children at a library storytime: "The heart 		
CF | is one of most importent organs in the body! It pumps blood everywhere 		
CF | you need it. Blood goes out from the heart through artaries. It comes 		
CF | back to the heart through vains. The heart is a strong muscle ... you 		
CF | shoud love your heart!" CompuDoctor points vaguely around with his 		
CF | left hand. 		
CF | 		
CF | A model of the human heart glows on the blackboard. 		
CF | 		
CF | 1) HEART 		
CF | 2) SPINE 		
CF | 3) QUIT 		
CF | 		
CF | > 		Jade asks, "are you there?"
		Knight_Otu says, "We are."
		Jade says, "ok"
		Jade says, "it crashed"
		Jacqueline says, "veins"
		DavidW asks (of Jade), "What crashed?"
pbparjeter goes home. 		Jacqueline says (to Jade), "We're here."
		Knight_Otu says, "Jade's client, I would assume."
Jacqueline says (to ClubFloyd), "2" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 2 		
CF | 		
CF | [SPINE] 		
CF | 		
CF | A diagram of the top part of the human spine lights up the blackboard. 		
CF | 		
CF | 1) ATLAS (C1 VERTABRE) 		
CF | 2) AXIS (C2 VERTABRE) 		
CF | 3) TYPICAL (C3 VERTABRE) 		
CF | 4) SPINAL DISKS 		
CF | 5) RETURN TO MAIN MENU 		
CF | 		
CF | > 		Jacqueline says, "It's misspelling body stuff... wild."
		Jacqueline says, "Intentionally? Or just ... well, it's just weird since I've only seen one typo outside of this. First vein, not vertebrae"
		Jacqueline says, "Also, disc"
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | [ATLAS (C1 VERTABRE)] 		
CF | 		
CF | CompuDoctor stands at the blackboard. His voice is patient and high: 		
CF | "The atlas is the top of the spine. Its made of bone. It conects to 		
CF | your skull. The atlas allows your head to move up and down. If your 		
CF | parents ever told you that you'd loose your head if it wasn't 		
CF | attatched, you can thank your atlas for keeping your head on strait!" 		
CF | Then CompuDoctor offers a grim smile. 		
CF | 		
CF | A model of the human spine glows on the blackboard. 		
CF | 		
CF | 1) ATLAS (C1 VERTABRE) 		
CF | 2) AXIS (C2 VERTABRE) 		
CF | 3) TYPICAL (C3 VERTABRE) 		
CF | 4) SPINAL DISKS 		
CF | 5) RETURN TO MAIN MENU 		
CF | 		
CF | > 		DavidW says, "It's a trial version."
		Jade says, "yes, it's misspelling a lot"
		Jacqueline says, "Well, true."
		Knight_Otu says, "Artaries, Vain, Vertabre. Mh."
		Jacqueline says, "Oh, it... yeah, must be intentional"
		Roger says, "our blood-pumper has been wronged"
		DavidW says, "Also, SPOILER"
		Jacqueline says, "conects"
Jacqueline says (to ClubFloyd), "2" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 2 		
CF | 		
CF | [AXIS (C2 VERTABRE)] 		
CF | 		
CF | CompuDoctor looks at the diagram of the spine. He says in a tone meant 		
CF | to placate children: "The axis is below the atlas. It makes up part of 		
CF | your neck. Would you like to eat a pickle dipped in caster oil? If you 		
CF | just shook your head no, you were useing your axis! The axis lets you 		
CF | rotate your head back and fourth." CompuDoctor spends a few extra 		
CF | seconds considering the glowing spine. "A pickle dipped into castor 		
CF | oil?" he says mostly to himself. "Kids don't even know what castor oil 		
CF | is." 		
CF | 		
CF | A model of the human spine glows on the blackboard. 		
CF | 		
CF | 1) ATLAS (C1 VERTABRE) 		
CF | 2) AXIS (C2 VERTABRE) 		
CF | 3) TYPICAL (C3 VERTABRE) 		
CF | 4) SPINAL DISKS 		
CF | 5) RETURN TO MAIN MENU 		
CF | 		
CF | > 		Jacqueline says, "hahaha"
Jacqueline says (to ClubFloyd), "3" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 3 		
CF | 		
CF | [TYPICAL (C3 VERTABRE)] 		
CF | 		
CF | "All vertabre have a letter and a number," he says. "Did you know 		
CF | vertabre means turn in Latin?" Then he's cut off and 		
CF | replaced with a message: "MORE INFORMATION PROOVIDED IN FULL VERSION." 		
CF | "Proovided, indeed," CompuDoctor mutters. 		
CF | 		
CF | A model of the human spine glows on the blackboard. 		
CF | 		
CF | 1) ATLAS (C1 VERTABRE) 		
CF | 2) AXIS (C2 VERTABRE) 		
CF | 3) TYPICAL (C3 VERTABRE) 		
CF | 4) SPINAL DISKS 		
CF | 5) RETURN TO MAIN MENU 		
CF | 		
CF | > 		Jacqueline says, "So pianfyl"
Jacqueline says (to ClubFloyd), "4" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 4 		
CF | 		
CF | [SPINAL DISKS] 		
CF | 		
CF | "Spinal disks are very importent!" CompuDoctor says overexcitedly. 		
CF | "They act like shock absorbors. You wouldn't want to have a bone 		
CF | grinding against another bone, would you? Spinal disks help cushon the 		
CF | below. They have a lot of water in them. They are made in layers. The 		
CF | outside layers are tough. But the inside is very soft, almost like 		
CF | gellatin. But don't eat it!" Then CompuDoctor shudders. "Because kids 		
CF | are going to get spinal discs in their trick-or-treat pumpkins and try 		
CF | eating them, naturally." 		
CF | 		
CF | A model of the human spine glows on the blackboard. 		
CF | 		
CF | 1) ATLAS (C1 VERTABRE) 		
CF | 2) AXIS (C2 VERTABRE) 		
CF | 3) TYPICAL (C3 VERTABRE) 		
CF | 4) SPINAL DISKS 		
CF | 5) RETURN TO MAIN MENU 		
CF | 		
CF | > 		Knight_Otu says, "attatched in the first spine entry."
		Knight_Otu says, "also on strait."
Jacqueline says (to ClubFloyd), "5" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 5 		
CF | 		
CF | [RETURN TO MAIN MENU] 		
CF | 		
CF | 1) HEART 		
CF | 2) SPINE 		
CF | 3) QUIT 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 3 		
CF | 		
CF | [QUIT] 		
CF | 		
CF | Come back soon to learn more about the amazeing human body, VALERIE! 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor shakes his head in disagreement with himself. 		
CF | 		
CF | > 		Jade asks, "are those clues?"
		Knight_Otu asks, "Can we talk to the doc?"
		DavidW says, "yes, you can talk to him"
		Jacqueline says, ".Aschultz I can be, but I can also just add you. Sorry, I meant to do that."
		Jacqueline asks, "All, can we pause for a sec?"
		Knight_Otu says, "Sure."
		Jacqueline says, "Gonna add ASchultz to the room lock."
		Jade says, "yes, of course"
		DavidW says, "hooray!"
		Jacqueline says, "I thought I already had, but I had not. One sec."
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		ASchultz exclaims, "peanut-gallery I'll add my happy birthday wishes even though we may not know each other!"
Jacqueline has arrived. 		
ASchultz has arrived. 		Jacqueline says, "Yay"
		Jade says, "ok"
		ASchultz says, "thanks for taking the time to let me on board! I could see what the game was from the channel chatter :)"
Jacqueline says (to ClubFloyd), "yes" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > YES 		
CF | 		
CF | That was a rhetorical question. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > L 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor shudders in frustration. 		
CF | 		
CF | > 		DavidW says, "hi ASchultz"
Jacqueline says (to ClubFloyd), "quit" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | *Are you sure you want to quit CompuDoctor?* 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | *Are you sure you want to quit CompuDoctor?* 		
CF | > Y 		
CF | 		
CF | 		
CF | Ok. 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		DavidW asks, "oh, not talking to the doc?"
		Jacqueline says, "So, we've played them --oh. I guess we could, yeah."
Jacqueline says (to ClubFloyd), "5" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 5 		
CF | 		
CF | [CompuDoctor] 		
CF | 		
CF | |---COMPUDOCTOR---| 		
CF | TRIAL VERSION!!! 		
CF | 		
CF | .----. 		
CF | ===(_)== 		
CF | // 6 6 \\ 		
CF | ( 7 ) 		
CF | \ "--" / 		
CF | \_ ._/ 		
CF | __) (__ 		
CF | /'`/`\`V/`\`\ 		
CF | / \ `Y _/_ \ 		
CF | / |DR|\_ |/ / /\ 		
CF | | ( \/ / / / 		
CF | \ \ \ / 		
CF | \ `-/` _.` 		
CF | `=._`=./ 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor says to himself, "I mean, ceph is the prefix for 		
CF | head, so the rest should work like that." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to doctor" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > TALK TO DOCTOR 		
CF | 		
CF | 1) "Uh, hello?" 		
CF | 2) "Excuse me." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Uh, hello?"] 		
CF | 		
CF | "Uh, hello?" you say. 		
CF | 		
CF | CompuDoctor says "WELCOM VALERIE" and then lets out an agitated groan. 		
CF | He turns around. "Oh, you're not Valerie at all," he says. "Sorry 		
CF | about that, Emerson. Things are in such a mess." His voice is tinny 		
CF | and high, like AM radio. 		
CF | 		
CF | 1) "What's wrong?" 		
CF | 2) "Things don't seem very messy." 		
CF | 		
CF | > 		Jacqueline says (to Em), "Things are VERY messy"
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What's wrong?"] 		
CF | 		
CF | "You look over the few things that are present. Nothing seems odd 		
CF | except the whole situation. "What's wrong?" you say. 		
CF | 		
CF | "Oh, it's just this program. And its atrocious spelling. Everyone 		
CF | knows welcome has an e at the end of it. So much of 		
CF | everything here is higgledy-piggledy like that," he says. He sighs 		
CF | again. 		
CF | 		
CF | 1) "Wait—how do you know my name?" 		
CF | 2) "What is this place?" 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) Never mind. 		
CF | 		
CF | You think you hear distant thunder. Somebody at school mentioned it 		
CF | was going to be something like a month's rainfall in one day. 		
CF | 		
CF | > 		Knight_Otu says, ""Nothing seems od except the whole sitution" indeed."
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Wait—how do you know my name?"] 		
CF | 		
CF | "Wait—how do you know my name?" 		
CF | 		
CF | "It's pretty simple," CompuDoctor says. He drifts over to the 		
CF | blackboard and it lights up, showing some sort of electric-white 		
CF | medical chart. "Computers. Databases. It's amazing what you can find 		
CF | when you're patched in. See?" he says, and points at the chart. 		
CF | "Emerson J. Reynolds. DOB 5/15/72. Allergies: None. Inoculations: Up 		
CF | to date. Father: Michael R. Reynolds. Mother: Ellen—" and here he 		
CF | catches himself at the information that immediately follows. He looks 		
CF | downward. "Oh, I ... I didn't know," he says, as if his voice is made 		
CF | of feathers. "I'm so sorry." 		
CF | 		
CF | "Thank you for your sympathy," you say, daggers hanging like 		
CF | stalactites on the roof of your mouth. 		
CF | 		
CF | "No, Emerson, I—well. It's amazing how much you can know and still 		
CF | not 		
CF | know anything, you know?" He purses his lips and looks at you again. 		
CF | 		
CF | "You sound like a moron," you say, and turn your head to reconsider 		
CF | the void. 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why the hell you're here or even where "here" is or 		
CF | why you're still here. Theoretically, you're in some sort of 		
CF | medical classroom, but at best, it's a blank space you've been 		
CF | abstracted into. There's an electronic blackboard that shimmers. 		
CF | There's a teacher's desk in what would be a corner, if there were any 		
CF | corners, or walls, or a room. Everything is eerily suspended in a 		
CF | black void, including you. You can STUDY to learn the art of medicine 		
CF | from the jerk who thinks he knows about your mom or QUIT and do 		
CF | something more fun, which would be anything. 		
CF | 		
CF | CompuDoctor drifts around by the blackboard, muttering to himself. 		
CF | 		
CF | > 		DavidW says, "I thought we were allergic to digital vegetables."
Jacqueline says (to ClubFloyd), "talk to doctor" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > TALK TO DOCTOR 		
CF | 		
CF | You think about it, but you know what? No. He didn't need to bring up 		
CF | your mom like that. You feel like you need to cool down for a minute 		
CF | or two. 		
CF | 		
CF | > 		Jacqueline says, "gosh"
Jacqueline says (to ClubFloyd), "z" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Z 		
CF | 		
CF | You take a deep breath. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Z 		
CF | 		
CF | You shift in your chair. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Z 		
CF | 		
CF | You sit silently for a bit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Z 		
CF | 		
CF | You blink a few times. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Z 		
CF | 		
CF | You do nothing, although you're tempted to do something else next. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to doctor" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > TALK TO DOCTOR 		
CF | 		
CF | You grudgingly decide to try talking to CompuDoctor again. 		
CF | 		
CF | 1) "What is this place?" 		
CF | 2) "What's a database?" 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What is this place?"] 		
CF | 		
CF | You look around again at the strange emptiness which now seems blacker 		
CF | that it already did. And even though you're not the kind of person to 		
CF | curse, you say, "What the hell is this place, anyway?" 		
CF | 		
CF | CompuDoctor turns his voice cloyingly sweet. "Welcome to CompuDoctor! 		
CF | It's a place where kids can learn about the human body! And I'm 		
CF | CompuDoctor. And the program is called CompuDoctor. The programmer 		
CF | wasn't ... very inventive, certainly." 		
CF | 		
CF | "Why did you say Riley's mom's name when I got here?" 		
CF | 		
CF | CompuDoctor pushes his glasses up the bridge of his nose. "Valerie is 		
CF | supposed to be evaluating the program. It's educational software they 		
CF | want to sell to schools. But I'd give it a snowball's chance in heck 		
CF | for anyone to buy it. It's embarrassing," CompuDoctor says. 		
CF | 		
CF | 1) "One typo isn't the end of the world." 		
CF | 2) "What's a database?" 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Knight_Otu says, "I think that may have been the infinite adventures pc."
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["One typo isn't the end of the world."] 		
CF | 		
CF | "One typo isn't the end of the world," you say with a dismissive 		
CF | sniff. 		
CF | 		
CF | "Emerson, have you ever been to the beach?" 		
CF | 		
CF | "Of course I've been to the beach. Everyone's been to the beach," you 		
CF | say. 		
CF | 		
CF | "Have you ever gotten sand in your eye?" 		
CF | 		
CF | Who is this guy? "Maybe there was a typo in your name, and 		
CF | you're actually CompuDork." 		
CF | 		
CF | "Emerson—" he stops and breathes deeply. "I know you think this is 		
CF | stupid. The point is a typo is like a grain of sand in your eye. One 		
CF | isn't so bad. A thousand of them will blind you." 		
CF | 		
CF | "We're learning about metaphors in English class, and that's a 		
CF | terrible one," you say. 		
CF | 		
CF | "It's a good thing I'm not a poet, because I can't spell worth a darn, 		
CF | either," CompuDoctor says, and he offers a sad smile as a truce. 		
CF | 		
CF | 1) "Why don't you fix things?" 		
CF | 2) "What's a database?" 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Jacqueline says, "I like that metaphor"
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Why don't you fix things?"] 		
CF | 		
CF | "So, if the typos or whatever bother you so much, why don't you fix 		
CF | things?" you say. 		
CF | 		
CF | "If only it were that easy, Emerson," CompuDoctor says. "I imagine 		
CF | you've looked around here. Things aren't what I might call finished." 		
CF | 		
CF | "Yeah, but you're here. You could change the broken stuff." 		
CF | 		
CF | "Am I here, Emerson?" CompuDoctor says. He waves his arm in a 		
CF | broad arc around the blank expanse. "Do you want to guess what I'm 		
CF | wearing underneath my lab coat?" No, no you do not, but he answers 		
CF | anyway: "Nothing." Then he takes his hands and undoes his top five or 		
CF | so buttons. You have no interest in looking, but you do because you 		
CF | think it's polite or something, then you see what he means. He is 		
CF | literally made of nothing beneath his coat. Just more black void. He 		
CF | waves his hand inside himself for effect. "Nothing up my sleeves, 		
CF | either," he says, sliding up one arm of his coat to reveal the same 		
CF | nothing where you previously thought there was an arm. It's just a 		
CF | hand out in space. 		
CF | 		
CF | "But how are you even standing?" you say. CompuDoctor drifts over to 		
CF | his desk, and you realize that drifting is not the same as walking. Of 		
CF | course: he has no legs nor feet. "Does ... it hurt?" 		
CF | 		
CF | "It can't hurt you if you don't have it," he says, running a hand over 		
CF | his desk. Then he looks straight at you. "And I know you know that's a 		
CF | lie." 		
CF | 		
CF | 1) "Why are you so worried about spelling?" 		
CF | 2) "What's a database?" 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		Jade asks, "we needed a dagger and a suit fot the warrior?"
		Knight_Otu says, "I do, too."
		Knight_Otu says, "Dagger and armor, yes."
		Jacqueline says, "hahaha"
		Jacqueline says, "That hahaha was for the game, before I learned of CompuDoc's pain."
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Why are you so worried about spelling?"] 		
CF | 		
CF | "Why are so worried about spelling, anyway?" 		
CF | 		
CF | "It's not just spelling. This is supposed to be a professional 		
CF | program," CompuDoctor says, then frowns. "I should know these things. 		
CF | Is it who should I refer this patient to, or is it 		
CF | whom should I refer them to?" (You resist your urge to tell 		
CF | him, as Mrs. Aliota would certainly tell you, that one should not end 		
CF | a sentence with a preposition.) "If your blood pressure is 130/98, do 		
CF | I need to write that with words or numbers? But, yes!" And he starts 		
CF | drifting around rather agitatedly. "Spelling, too! The tailbone is 		
CF | called the coccyx, right? But is that one c or two?" 		
CF | 		
CF | "I think it's one," you say, trusting the same sharp instincts that 		
CF | placed you forty-third out of sixty-two participants in your 		
CF | sixth-grade spelling bee. 		
CF | 		
CF | He looks at you over his glasses. "The database the programmer built 		
CF | is corrupted," he says, as if you know what means. "He knew he was 		
CF | writing incorrect things and didn't care. It was sheer laziness." He 		
CF | drifts away from you again. "Kids should learn this stuff. This is a 		
CF | good program. Or, at least, it could be." 		
CF | 		
CF | "So, because you're a doctor, you want to it to be right," you say. 		
CF | 		
CF | He drifts further away. "Do you like feet?" 		
CF | 		
CF | "What?" 		
CF | 		
CF | "Do you like feet? Do you want to learn about them, like metatarsals 		
CF | and phalanges and stuff?" 		
CF | 		
CF | "You ask weird questions, and no," you say with finality, but he turns 		
CF | away from the conversation before you can. 		
CF | 		
CF | "No one ever does," he says, and he deflates like the balloon that he 		
CF | kind of is. He drags himself to the edge of the imagined classroom. 		
CF | "I'm a podiatrist. I live in New Jersey. There was an ad in the back 		
CF | of a computer magazine that my son subscribes"—he halts, pauses for 		
CF | too long, then clears his throat as if he's struggling to say the next 		
CF | word—"subscribed to. Are you a doctor? Do you want to 		
CF | help kids learn with a computer program? That sort of thing. I 		
CF | wrote them a letter about how I wanted to help kids become the future 		
CF | of medicine. So I was hired. They got my face and my red hair. But 		
CF | they just want to scam schools out of money. They don't want to help 		
CF | kids," he says, and you almost imagine at that moment he could fall to 		
CF | his knees, if he had knees. A voice like a cotton swab: "They don't 		
CF | give a damn." 		
CF | 		
CF | You never know what kind of burdens people are carrying, your 		
CF | mother used to say, even at the end when all she could do was die. 		
CF | Dammit, why did he have to bring her up in the first place? "It can be 		
CF | tough for kids," you finally say, not quite sure what you mean. 		
CF | 		
CF | He doesn't say anything for a moment. "Emerson, if you happen to have 		
CF | one of those typists' spelling dictionaries or something, I'd 		
CF | appreciate it if you would loan it to me. English was always my worst 		
CF | subject." 		
CF | 		
CF | "Oh, okay," you say, and CompuDoctor just looks into the blackness 		
CF | like it has the answers to everything or at least the key to a 		
CF | spelling test. 		
CF | 		
CF | 1) "What's a database?" 		
CF | 2) "What's going on between Riley and her mom?" 		
CF | 3) "I met someone who could use a doctor." 		
CF | 4) "Well, I think I've learned enough for now." 		
CF | 5) What did he want again? 		
CF | 6) Never mind. 		
CF | 		
CF | > 		Jade says, "as I can't see nothing outside, I think there should be in the games"
		Knight_Otu says, "Maybe we can raid the moving boxes."
		Jacqueline says, "There were books in the strip poker game"
		DavidW says, "And one was a dictionary."
		Jacqueline says, "But I want to keep talking to the Doc for a few..."
		Jacqueline says (to DW), "Yeah"
		Roger asks, "did we get any ascii art yet and I just missed it?"
		Jacqueline asks, "Mind if I roll through some more conversation first?"
		Jacqueline says, "Yeah, we got some."
		DavidW says (to Roger), "yes"
		Jade says, "no, go ahead"
		Jacqueline | CF | .----.
		Jacqueline | CF | ===(_)==
		Jacqueline | CF | // 6 6 \\
		Jacqueline | CF | ( 7 )
		Jacqueline | CF | \ "--" /
		Jacqueline | CF | \_ ._/
		Jacqueline | CF | __) (__
		Jacqueline | CF | /'`/`\`V/`\`\
		Jacqueline | CF | / \ `Y _/_ \
		Jacqueline | CF | / |DR|\_ |/ / /\
		Jacqueline | CF | | ( \/ / / /
		Jacqueline | CF | \ \ \ /
		Jacqueline | CF | \ `-/` _.`
		Jacqueline | CF | `=._`=./
		DavidW says, "The strip poker one was too large to display properly, but the others were fine."
		Jacqueline says (to Roger), "That's who we're talking to right now."
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What's a database?"] 		
CF | 		
CF | "I don't use a computer very much except at Riley's house. What's this 		
CF | database thing?" you say. 		
CF | 		
CF | "A database is a collection of information. It could have everyone's 		
CF | telephone number in a city. Or a giant list of medical facts. It's 		
CF | kind of like an encyclopedia. They're pretty amazing." 		
CF | 		
CF | "But encyclopedias are huge," you say, although both of you know that. 		
CF | 		
CF | "They're big, but they become a lot smaller if they're just words. 		
CF | Computers are good at storing words. Unless somebody screws it up 		
CF | somehow," CompuDoctor says, and drifts to his desk, a bit lost in 		
CF | thought. 		
CF | 		
CF | 1) "What's going on between Riley and her mom?" 		
CF | 2) "I met someone who could use a doctor." 		
CF | 3) "Well, I think I've learned enough for now." 		
CF | 4) What did he want again? 		
CF | 5) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["What's going on between Riley and her mom?"] 		
CF | 		
CF | You soften your voice to a hush. "So ... do you know what's going on 		
CF | between Riley and her mom? Riley complains about her all the time at 		
CF | school." 		
CF | 		
CF | "There's no need to whisper, Emerson," CompuDoctor says at a normal 		
CF | volume. "She doesn't know we're talking. I'd be surprised if you 		
CF | weren't already aware of that." He drifts across the void and looks 		
CF | out through the monitor's screen, out at Riley and you and the Office. 		
CF | He sighs. "Valerie seems to be gone a lot, usually working, or else 		
CF | she's somewhere at a conference. I think Riley would just like some 		
CF | time with her. I suppose when we really miss someone, it can lead us 		
CF | to do strange things." 		
CF | 		
CF | 1) "I met someone who could use a doctor." 		
CF | 2) "Well, I think I've learned enough for now." 		
CF | 3) What did he want again? 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["I met someone who could use a doctor."] 		
CF | 		
CF | "I met someone who could use a doctor," you say, thinking of the red 		
CF | slash on Gardon's shoulder. "Have you ever been to Xanmor?" 		
CF | 		
CF | "Is that lummox wounded again?" CompuDoctor says. 		
CF | 		
CF | "Gardon's a good person. Can't you help him?" 		
CF | 		
CF | "I can," he says, looking out into the void. "But I won't." 		
CF | 		
CF | You point at CompuDoctor. "You're a doctor. Your job is to heal 		
CF | people!" 		
CF | 		
CF | "I'm a teacher and my job is to teach," he says. "Do you know what the 		
CF | problem with a healed warrior is, Emerson?" 		
CF | 		
CF | "No," you say, already guessing you won't like the answer. 		
CF | 		
CF | "A healed warrior is only one who will get hurt again. All in the name 		
CF | of glory or righteousness or whatever." He shakes his head. "I imagine 		
CF | you'd agree with me if I said that it's better to keep our wounds." 		
CF | 		
CF | 1) "Well, I think I've learned enough for now." 		
CF | 2) What did he want again? 		
CF | 3) Never mind. 		
CF | 		
CF | > 		Knight_Otu says, "Harsh."
		Jacqueline says, "gosh, that's deep"
Jacqueline says (to ClubFloyd), "1" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Well, I think I've learned enough for now."] 		
CF | 		
CF | "Well, I think I've learned enough for now," you say. 		
CF | 		
CF | "GOOD BY VALERIE," CompuDoctor says, then slowly exhales. "You know 		
CF | what I mean, Emerson," he says. 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor stops in front the blackboard, shaking his head. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "q" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > Q 		
CF | 		
CF | "Emerson, if you're leaving, before you go, can I ask a favor of you?" 		
CF | CompuDoctor says. 		
CF | 		
CF | "I guess," you say. 		
CF | 		
CF | "Wonderful. Could you bring me something to eat?" 		
CF | 		
CF | "You don't have ... a stomach," you say. 		
CF | 		
CF | "You'd think that would change things. But I'm hungrier than I've ever 		
CF | been." He tries to pat his stomach for emphasis, but his hand just 		
CF | leaves a large dent in his coat. "Something healthy, though, like an 		
CF | apple? Yes, an apple! You know, an apple a day ..." 		
CF | 		
CF | "... keeps the CompuDoctor away?" 		
CF | 		
CF | "Yes! Well—no. Well—I really don't have a way with words, do I?" he 		
CF | says. 		
CF | 		
CF | *Are you sure you want to quit CompuDoctor?* 		Knight_Otu says, "Also, I think Riley should also install second and third walls on the computer in addition to the fourth."
		DavidW says, "Not only do the programs spy on Riley, they know each other too, it seems."
		Jacqueline says, "Yep"
		Jade says, "your answers take to me every 2 minutes, all in a group"
		DavidW says (to Jade), "That's called lagging. You must have a poor connection."
		Jacqueline says, "I think Jade may be on a reader."
		Jacqueline asks, "Are you on a screen reader, Jade? Would it help if I slow down?"
		Jade says, "I am on an ipad"
Jacqueline oh. Okay. 		Jade says, "it always have been working fine"
		Jacqueline says, "Oh, okay."
		Jade says, "I will reconnect"
		Jacqueline asks, "So, get the dictionary for the doc next?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | *Are you sure you want to quit CompuDoctor?* 		
CF | > Y 		
CF | 		
CF | 		
CF | Ok. 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "3" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Strip Poker] 		
CF | 		
CF | 8XZ2qSPFFFk2F2S5F5SFF1k1SFS1S5S1k1k5F5kFkFS5F5SU5ukBMB@B@MMMMMBMOM@B@PP 		
CF | kN0ZqE0 		
CF | S211u1UUu2uuu2U2uUu2u2uUu2uUuUu2uUu2u2j2j2u5U1u52jk@BMM@B@B@M@@@MBMBB8j 		
CF | 5SNXPkP 		
CF | S2F11552F1S1F1F5F5SFS21U5U2UUU2uU21U222u5U5U5kqNqEMM@EZMEO@B@MN0@M8M@B5 		
CF | 2XSkPkq 		
CF | 521F251S155F1F151F2121U221u2u2jUu1UUu2u225u5PPvi.1GGEk.v..,i;. 		
CF | LMNG@M@Z2SPPNPq 		
CF | FuS1F5S151S1F1F2521U1U2U2u2u1uuuUUUjUuUUUUFqFi. ,5ZMM..:i. 		
CF | .,rZMMBBBBOuX0qk0P 		
CF | F52F151F1F1F5F51U1U1U1U1U1u1uUU1UUu2uUu2uSPv...,:FMOZ@M777ii:Y1@O8MMMBB 		
CF | ONEkXq0 		
CF | S25FF2F551S5F22U1U1u2u1U525U122U2U1u2uuuPX;....i:q@GGE@BuirLULFBMMMOBB@ 		
CF | BOS0NqP 		
CF | 2U251F5F5F1SU2UF2515FqqZ0GE80EqqFS11u2uP1:.,.::: 		
CF | ,UEO8M@B@u7iqBMMMB@BMOEFXk0NF 		
CF | 5UF1F1F155SU1251SX88NUL::,:::7vYkZOqX2P1:...i,,ii:::YLYUY;,,:j@B@B@B@BN 		
CF | SqXXXqF 		
CF | UF5125551FFF2SF0MP7. ,7F8u, .i .. .i7 ...,::i: YY: 		
CF | .:MB8q0q0kZ 		
CF | XUS112F2F2F5S0Bq: STRIP v:..,, :v:..,:ii::: 		
CF | :,....U@8O0ZGGN 		
CF | P1FF252521SkOMi POKER .i,::Y. .;vUr:;;ii:::. 		
CF | ::::iiii5M88OZOE8 		
CF | PSqPX5SuS5PMJ PLUS r::,::vii ,L7::,,.,,,,, 		
CF | i;rriii:7EBGOOOOMO 		
CF | EG0E0EqNqE8r . .. irr:..,i7L, ,.,: 		
CF | 7SMF:7YBBMMMOOG@ 		
CF | 52SFXFqkNjvii, .. , r2u7i,.,::i::,. 		
CF | ,:,7kr7PBB@irvOBXuk1F22k 		
CF | S111uUYuLvi::i;i:. . :vY2Fu7:. 		
CF | .,::i:.vMiY@MkEJ:7kB0j21k1k5F 		
CF | Lir;r:i::...::iivN@ZL, , r..:rL2Uu7r,.,iGBv 		
CF | M@FjSr:rMOj1512115u 		
CF | 2Luuvi::. .,i750ULuu2Y7: , . uX2UYFP8@@@@B@B@S 		
CF | L@0kPUi::@kXkN1FXqqF 		
CF | 0Fkkk2Lr77riv7;77::,:ir72U. .: 		
CF | 7SMOMZGZE0PFSkX0Z0Yr@PS5qriiJO5uUjuU1F1L 		
CF | MMOBB@MBB@B@q7::. ,iiuP .:i, 		
CF | :7Uk1vv777v7LvLvL7LYYirrJ1YivY2MkLuU5SGEE5S 		
CF | kFMM88@B@BS8MOM8qqqM2OjM@BOGrM@BOB@B@B@B@B@B@B@@@B@B@B@MOEGB@M@B@B@B@@@ 		
CF | B@PG5@@ 		
CF | iv11kLB@B@7u7rvk252@N@O@B@jB,P@@@@B@B@B@@@B@M@B@@@B@@@B@@@B@M@B@B@B@B@M 		
CF | BZuqiMB 		
CF | 		
CF | Strip Poker Plus 		
CF | You're standing in some sort of photographer's studio where the colors 		
CF | are mostly cyan and magenta. Several lights on stands illuminate a 		
CF | dull backdrop. In the middle of the room there's a small, raised floor 		
CF | with a stack of textbooks on it. The backs of five playing cards hover 		
CF | in the foreground. You can PLAY a hand, or QUIT because you should 		
CF | know better. 		
CF | 		
CF | A stripper reclines on the floor, casting a specious look in your 		
CF | direction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take dictionary" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > TAKE DICTIONARY 		
CF | 		
CF | The stripper huddles over the dictionary. "Come on, Emerson, we both 		
CF | know we live in a world where you can't get something for nothing," 		
CF | she says. 		
CF | 		
CF | > 		Jacqueline says, "oh no"
Knight_Otu We may also want to check our inventory. 		
Jade has left. 		
Jade has arrived. 		Jacqueline says, "oh no oh no"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a very dull knife 		
CF | a snapped string 		
CF | a pink potion 		
CF | 653 experience points 		
CF | a gray sweatshirt 		
CF | 		
CF | > 		
Jade has left. 		
Jade has arrived. 		Jade says, "hi again"
Jacqueline says (to ClubFloyd), "give sweatshirt to stripper" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > GIVE SWEATSHIRT TO STRIPPER 		
CF | 		
CF | Even if you're not entirely comfortable with the stripper's outfit, 		
CF | you have no interest in giving your own clothes to her. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "Hi"
Jacqueline says (to ClubFloyd), "talk to stripper" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > TALK TO STRIPPER 		
CF | 		
CF | 1) "Um, hi." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Um, hi."] 		
CF | 		
CF | "Um, hi," you say, realizing you have no idea where you're supposed to 		
CF | be looking. You glance at your hands, a flash of thigh, one of the 		
CF | photographer's lights. 		
CF | 		
CF | "Hello, Emerson," the stripper says, and you're a bit taken aback that 		
CF | she knows your name. "Of course I know your name," she says, and now 		
CF | you're taken aback by her telepathy. "We all know. I'm Ashley. My eyes 		
CF | are up here, by the way," she says, circling her face with a finger. 		
CF | 		
CF | "Sorry," you mumble, but at least now you're looking at her. 		
CF | 		
CF | "First time, I imagine. How old are you anyway, Em?" 		
CF | 		
CF | 1) "Eighteen, of course. I have to be eighteen, right?" 		
CF | 2) "... fourteen, I guess." 		
CF | 3) "Old enough to know better." 		
CF | 		
CF | > 		Jade says, "it seems to work fine"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Eighteen, of course. I have to be eighteen, right?"] 		
CF | 		
CF | "Eighteen, of course. I have to be eighteen, right?" 		
CF | 		
CF | Ashley sighs. "Ten seconds in and I already know you're a liar," she 		
CF | says. "God knows I see enough of them in this business. What are you 		
CF | really? Twelve?" You begin to speak, but she cuts you off. "You know 		
CF | what? Get lost." 		
CF | 		
CF | Strip Poker Plus 		
CF | You're standing in some sort of photographer's studio where the colors 		
CF | are mostly cyan and magenta. Several lights on stands illuminate a 		
CF | dull backdrop. In the middle of the room there's a small, raised floor 		
CF | with a stack of textbooks on it. The backs of five playing cards hover 		
CF | in the foreground. You can PLAY a hand, or QUIT because you should 		
CF | know better. 		
CF | 		
CF | Ashley reclines on the floor. 		
CF | 		
CF | > 		
Jade has left. 		
Jade has arrived. 		Jacqueline asks, "oh no my lie got us booted?"
Jacqueline says (to ClubFloyd), "talk to ashley" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > TALK TO ASHLEY 		
CF | 		
CF | 1) "No, I'm really eighteen!" 		
CF | 2) "I'm sorry." 		
CF | 		
CF | > 		Knight_Otu says, "Seems so."
Jacqueline says (to ClubFloyd), "2" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["I'm sorry."] 		
CF | 		
CF | "I'm sorry," you mutter. "I'm fourteen." 		
CF | 		
CF | "Yeah, I know, Emerson. I know a lot of things about you. Again, we 		
CF | all do. Fourteen. Freshman. Hayes High School. It was a test and you 		
CF | failed. So keep it clean, okay?" She exhales through her nose. "I know 		
CF | I will be." 		
CF | 		
CF | 1) "So, you're a stripper ..." 		
CF | 2) "That CompuDoctor is pretty weird." 		
CF | 3) Never mind. 		
CF | 		
CF | > 		Jade says, "oh my god"
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["So, you're a stripper ..."] 		
CF | 		
CF | "So, you're a stripper ..." you say, not sure where else to begin. 		
CF | 		
CF | "You're an observant one, aren't you?" Ashley says. 		
CF | 		
CF | 1) "Do you like your, uh, job?" 		
CF | 2) "What do you mean, 'We all know?' Who is we? 		
CF | 3) "What do you know about Gardon?" 		
CF | 4) "That CompuDoctor is pretty weird." 		
CF | 5) "Well, goodbye, I guess." 		
CF | 6) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["What do you mean, 'We all know?' Who is we?] 		
CF | 		
CF | "What do you mean, 'We all know?'", you ask, not quite sure what 		
CF | you're asking. "Who is we?" 		
CF | 		
CF | Ashley shifts until she's sitting cross-legged. She looks right at 		
CF | you. "We as in all of us. All of us here," she says, and 		
CF | waves her hand around the studio. "Like, all of us," she says, and you 		
CF | realize that even if you didn't know the question, she doesn't quite 		
CF | know the answer. "Okay, so there's me. And you've already met Elise, 		
CF | right? She's the witch. There's CompuDoctor, too. And then of course 		
CF | there's that jackass Gardon. But we know a lot about Riley, Em. And 		
CF | about you." 		
CF | 		
CF | 1) "Do you like your, uh, job?" 		
CF | 2) "How do you know so much about us?" 		
CF | 3) "Why do say Gardon is a ..." 		
CF | 4) "That CompuDoctor is pretty weird." 		
CF | 5) "Well, goodbye, I guess." 		
CF | 6) Never mind. 		
CF | 		
CF | > 		Jacqueline says, "I'm pretty curious about 3, tbh"
		Jacqueline says, "And I'd almost forgotten about the darn witch at this point."
		Jade says, "yes"
Jacqueline says (to ClubFloyd), "3" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 3 		
CF | 		
CF | ["Why do say Gardon is a ..."] 		
CF | 		
CF | "Why do you say Gardon is a ..." (and here you lower your voice to a 		
CF | hush) "... jackass?" 		
CF | 		
CF | "Oh, Em, always the prude. Believe me, I cleaned up my words for your 		
CF | precious little ears," Ashley says, puckers her lips, and makes little 		
CF | kissy noises. "I say he's a jackass because he is one." 		
CF | 		
CF | "But why?" 		
CF | 		
CF | She sighs. "Well, we had ..." she says, then shakes her head. "You 		
CF | know what, Em? It's none of your business. If a stripper says a guy's 		
CF | a jackass, just trust her," Ashley says. 		
CF | 		
CF | 1) "Do you like your, uh, job?" 		
CF | 2) "How do you know so much about us?" 		
CF | 3) "That CompuDoctor is pretty weird." 		
CF | 4) "Well, goodbye, I guess." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		Jacqueline says, "wow. huh."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Do you like your, uh, job?"] 		
CF | 		
CF | "Do you like your, uh, job?" you say. 		
CF | 		
CF | "I know I said my face was up here," Ashley says, again circling her 		
CF | head with her finger, "but that doesn't mean you should stare me 		
CF | down." You look past her to the backdrop but catch a wry smile and 		
CF | subtle shake of her head. "I don't have some sob story, if that's what 		
CF | you're hoping for. It's a gig. Yes, I've danced in clubs, because 		
CF | you're wondering that, too. This is better. No one gets frisky—with 		
CF | me, anyway—although they keep the air-conditioning on too long here, 		
CF | as I'm sure you've noticed." She glances down at her chest, and you 		
CF | realize her skin is paler than it should be. "I've been an artist's 		
CF | model. I lay on a couch or stand by a bowl of fruit or whatever. One 		
CF | time this artist showed me the finished painting and I was just pink 		
CF | triangles atop blue squares. I told him he needed his eyesight 		
CF | checked." She laughs to herself. "It's just a body, Em. Nothing wrong 		
CF | with using it to make a little money." Ashley makes it sound so normal 		
CF | that you almost feel compelled to agree with her. 		
CF | 		
CF | 1) "There isn't much around here, is there?" 		
CF | 2) "How do you know so much about us?" 		
CF | 3) "That CompuDoctor is pretty weird." 		
CF | 4) "Well, goodbye, I guess." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["How do you know so much about us?"] 		
CF | 		
CF | "How do you know so much about us?" 		
CF | 		
CF | "Well, it helps that Riley insists on keeping her diary here rather 		
CF | than in some tear-stained journal like a normal girl," Ashley says. 		
CF | Then she looks—well, not at as much as through you. 		
CF | "But c'mon, Em," she says in a voice that sounds somehow different. 		
CF | "You already know the answer." 		
CF | 		
CF | 1) "There isn't much around here, is there?" 		
CF | 2) "What do you know about Riley?" 		
CF | 3) "Riley has a diary?" 		
CF | 4) "That CompuDoctor is pretty weird." 		
CF | 5) "Well, goodbye, I guess." 		
CF | 6) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "2" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["What do you know about Riley?"] 		
CF | 		
CF | "What do you know about Riley?" you say, and you can't quite hide your 		
CF | aggressive tone, like you're defending her. 		
CF | 		
CF | "She can't hear us, if that's what you're worried about," Ashley says. 		
CF | She sighs. "I don't know. She's played my game a lot. She never wins, 		
CF | because I don't let her, for reasons we've already covered. But she 		
CF | keeps playing. I don't know what she thinks she's going to find." 		
CF | 		
CF | "If you're so moral or whatever, why don't you tell her she can't 		
CF | play?" you ask, the edge in your voice now bare. 		
CF | 		
CF | "Hey, easy, okay?" She shifts a bit and for once she's the one looking 		
CF | away. "To be honest, we're a little worried about her," she says, 		
CF | returning to you. "She's stolen a few cigarettes from her mom and 		
CF | smoked them. Even poured herself, like, an eighth of a glass of wine 		
CF | and drank that, too." She gives a breath of a laugh. "She says she 		
CF | hated all of it, yet she says she wants to do it again. Typical 		
CF | rebellious stuff, I guess, but it seems ... different. I don't know," 		
CF | she repeats, then pauses, as if she's trying to explain it to herself, 		
CF | too. "I don't think this move is going to be good for her." 		
CF | 		
CF | "Oh," you say, because that's all you can think of to say. 		
CF | 		
CF | 1) "There isn't much around here, is there?" 		
CF | 2) "Riley has a diary?" 		
CF | 3) "That CompuDoctor is pretty weird." 		
CF | 4) "Well, goodbye, I guess." 		
CF | 5) Never mind. 		
CF | 		
CF | > 		Jade says, "2"
Jacqueline says (to ClubFloyd), "2" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 2 		
CF | 		
CF | ["Riley has a diary?"] 		
CF | 		
CF | "Wait ... Riley has a diary? On the computer?" 		
CF | 		
CF | "Sure. But don't tell me a sweetheart like you is going to try to read 		
CF | it now," Ashley says, then she smirks. "Now tell me, what do 		
CF | you know about Riley, Em?" You're not quite sure what she's 		
CF | insinuating, but you instinctively look away. 		
CF | 		
CF | 1) "There isn't much around here, is there?" 		
CF | 2) "That CompuDoctor is pretty weird." 		
CF | 3) "Well, goodbye, I guess." 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["There isn't much around here, is there?"] 		
CF | 		
CF | You look around the studio a bit, struck by its relative emptiness. 		
CF | "There isn't much around here, is there?" you say. 		
CF | 		
CF | Ashley gives a little exhale of a laugh. "Yeah. And you can only read 		
CF | these books so many times." 		
CF | 		
CF | "Do you ... want something else?" you say. You're not sure you even 		
CF | like Ashley, but your father has ensured your good manners. 		
CF | 		
CF | "I'd kill for a drink. You wouldn't believe how dry it is in this 		
CF | beautiful ocean of color." She gestures grandly with the arm she's not 		
CF | leaning on, and you get a hint of her perfume. It smells like 		
CF | fermenting apples. "Usually at the club I could get a beer on the 		
CF | house, at least. Hell, a smoke wouldn't be bad, either." 		
CF | 		
CF | "But ... I don't—" 		
CF | 		
CF | "Yeah, yeah, where are you gonna come up with either of those. Like I 		
CF | said, it's also freezing in here. You got a coat or blanket or 		
CF | something?" You shake your head no. "Well, I'd take something like 		
CF | that, too. Want to write my order down and repeat it back to me?" 		
CF | 		
CF | "Booze, cigarette, warm whatever. Anything any good stripper would 		
CF | want." 		
CF | 		
CF | Ashley gives a genuine smile. "Now you're learning something, kid," 		
CF | she says. 		
CF | 		
CF | 1) "That CompuDoctor is pretty weird." 		
CF | 2) "Well, goodbye, I guess." 		
CF | 3) What did she say she wanted? 		
CF | 4) Never mind. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["That CompuDoctor is pretty weird."] 		
CF | 		
CF | "I checked out that medical program or whatever. That CompuDoctor guy 		
CF | is pretty weird," you say. 		
CF | 		
CF | "I suppose. He comes over sometimes, though. We play cards. But 		
CF | nothing you might find distasteful," she says, lowering her head and 		
CF | blinking coquettishly. 		
CF | 		
CF | "He got kinda heavy for a while. Did he ... lose someone?" 		
CF | 		
CF | "We've all lost someone, Em." She shifts a bit so she can address you 		
CF | more directly. "I guess it can be pretty hard if you're still trying 		
CF | to find them." 		
CF | 		
CF | 1) "Well, goodbye, I guess." 		
CF | 2) What did she say she wanted? 		
CF | 3) Never mind. 		
CF | 		
CF | > 		Jade says, "2"
		Jacqueline says, "I feel like playing strip poker against the doc would not be terribly fair."
		Jacqueline says, "He has no body under his lab coat."
Jacqueline says (to ClubFloyd), "1" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 1 		
CF | 		
CF | ["Well, goodbye, I guess."] 		
CF | 		
CF | "Well, goodbye, I guess," you say. 		
CF | 		
CF | "Yeah, okay," Ashley says, sighing just a bit. She resumes her glassy 		
CF | stare past the cards she's been dealt. 		
CF | 		
CF | Strip Poker Plus 		
CF | You're standing in some sort of photographer's studio where the colors 		
CF | are mostly cyan and magenta. Several lights on stands illuminate a 		
CF | dull backdrop. In the middle of the room there's a small, raised floor 		
CF | with a stack of textbooks on it. The backs of five playing cards hover 		
CF | in the foreground. You can PLAY a hand, or QUIT because you should 		
CF | know better. 		
CF | 		
CF | Ashley reclines on the floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give sweatshirt to ashley" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > GIVE SWEATSHIRT TO ASHLEY 		
CF | 		
CF | "Here, this should keep you warm," you say. 		
CF | 		
CF | "No, that's yours, Em, I couldn't take it," Ashley says. 		
CF | 		
CF | "I've got another one at home. My dad thinks I'm going to college or 		
CF | something." 		
CF | 		
CF | "Well ... you should." She pauses. "Here, let me give you something to 		
CF | get you started." Ashley sits up, takes the sweatshirt, puts it on, 		
CF | then hands you the dictionary from her pile of books. "It's not much. 		
CF | But you can say you got it from a stripper who looked like she was 		
CF | going to a pajama party." 		
CF | 		
CF | > 		DavidW says, "They played another game instead, like HEARTS."
		Jacqueline asks (of DW), "Are you sure it wasn't HAERTS?"
		Jacqueline says, "Okay, so I got the dictionary"
		Jacqueline says, "We are also at 2 hours, but I'm okay to keep going."
		DavidW says, "oh no, BROKEN HAERTS"
		Jade says, "I am understanding the high rated this game is"
		Jacqueline smiles at David.
Jacqueline says (to ClubFloyd), "q" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > Q 		
CF | 		
CF | Are you sure you want to leave me, baby? 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | Are you sure you want to leave me, baby? 		
CF | > Y 		
CF | 		
CF | 		
CF | Come back soon, honey! 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 5 		
CF | 		
CF | [CompuDoctor] 		
CF | 		
CF | |---COMPUDOCTOR---| 		
CF | TRIAL VERSION!!! 		
CF | 		
CF | .----. 		
CF | ===(_)== 		
CF | // 6 6 \\ 		
CF | ( 7 ) 		
CF | \ "--" / 		
CF | \_ ._/ 		
CF | __) (__ 		
CF | /'`/`\`V/`\`\ 		
CF | / \ `Y _/_ \ 		
CF | / |DR|\_ |/ / /\ 		
CF | | ( \/ / / / 		
CF | \ \ \ / 		
CF | \ `-/` _.` 		
CF | `=._`=./ 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor floats toward his desk with seeming resolve. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give dictionary to doctor" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > GIVE DICTIONARY TO DOCTOR 		
CF | 		
CF | "I found this for you. Seems like something you need," you say. You 		
CF | struggle through the stasis and hand the book to him. 		
CF | 		
CF | He weighs it in his hand, then leafs through a few pages. "Yes, 		
CF | Emerson. Yes! Although I might be a doctor, you are the real lifesaver 		
CF | here." 		
CF | 		
CF | "You're a podiatrist," you feel obligated to remind him. 		
CF | 		
CF | "Yes, well." He smiles. "Be that as it may. I must offer you something 		
CF | in exchange." 		
CF | 		
CF | You're not even sure if there's anything here in CompuDoctorLand or 		
CF | whatever that would be worth having. "It's just a dictionary," you 		
CF | say. 		
CF | 		
CF | "So much more," he says, but then kind of seems at a loss about what 		
CF | to say next. "Emerson, about Riley," he begins. "God knows I'm not a 		
CF | psychiatrist. I didn't even see the signs when he—" and he cuts 		
CF | himself off, drawing in a shuddering breath like he's going to cry. 		
CF | "And then Riley seems—" he tries to say, and again fails. 		
CF | 		
CF | "Are you ... all right?" you say. 		
CF | 		
CF | He stops, literally shakes his head to clear his thoughts, and says 		
CF | nothing for a long time. He breathes deeply, then gives you a soft 		
CF | smile. "I'm fine," he says, avuncular. "Or at least I will be. Now, 		
CF | let's see. Something in exchange," he repeats, like his little mental 		
CF | detour never happened. "Not much has been implemented here, as I've 		
CF | said. But," he says, and floats to his desk. He whispers 		
CF | conspiratorially: "I've learned a few other things from that 		
CF | programmer. Did you know you can make long-distance phone calls for 		
CF | free?" 		
CF | 		
CF | "I doubt it." 		
CF | 		
CF | "Well, it isn't exactly above the board, so to speak. But Riley's 		
CF | moving, and you want to talk to her, right?" 		
CF | 		
CF | "Yeah, of course." 		
CF | 		
CF | "It's called phreaking. And it's spelled with a ph because I 		
CF | know they deliberately spell it wrong. It's like playing a game with 		
CF | the phone company where you always win. The two of you can talk for as 		
CF | long as you want, no charge. Amazing what computers can do when you 		
CF | know their tricks." 		
CF | 		
CF | "That sounds ... illegal." 		
CF | 		
CF | "Well, it's just a few basic electrical parts," he says. "You can 		
CF | always say a doctor prescribed it to you. A podiatrist who pretends to 		
CF | be a doctor, anyway." He produces a blue booklet from somewhere within 		
CF | the desk, even though it just looks like a solid box. "Happy 		
CF | phreaking, you freak." 		
CF | 		
CF | "You are so uncool," you say, and he just chuckles and says, 		
CF | "I know." 		
CF | 		
CF | > 		Knight_Otu says, "Well..."
		Jacqueline says, "Well, through searching the internet I just learned that podiatrists don't actually go to medical school. huh."
		Jacqueline says, "I don't see how the phreaking electronics help us just now."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | *Are you sure you want to quit CompuDoctor?* 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | *Are you sure you want to quit CompuDoctor?* 		
CF | > Y 		
CF | 		
CF | 		
CF | Ok. 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		DavidW says, "It'll be important later."
		Jade says, "I think in Europe they go"
		Jacqueline says, "Yeah, I'm sure."
		Jacqueline says, "I mostly only know about phone phreaking from the bio of Steve Wozniak"
		Jade says, "I don't really know anything"
		DavidW says, "I think there was a cereal box whistle that mimicked the exact tone the phone recognized as special."
		Jacqueline says, "So, we know where we can get cigarettes, but not how to get them. We can't get the doctor to help the warrior. Let's see..."
		Jacqueline asks, "What next, do you all think?"
		DavidW says, "I think the potion might be a drink for the stripper."
		Jacqueline says, "Oh! True."
Jacqueline says (to ClubFloyd), "3" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > 3 		
CF | 		
CF | [Strip Poker] 		
CF | 		
CF | 8XZ2qSPFFFk2F2S5F5SFF1k1SFS1S5S1k1k5F5kFkFS5F5SU5ukBMB@B@MMMMMBMOM@B@PP 		
CF | kN0ZqE0 		
CF | S211u1UUu2uuu2U2uUu2u2uUu2uUuUu2uUu2u2j2j2u5U1u52jk@BMM@B@B@M@@@MBMBB8j 		
CF | 5SNXPkP 		
CF | S2F11552F1S1F1F5F5SFS21U5U2UUU2uU21U222u5U5U5kqNqEMM@EZMEO@B@MN0@M8M@B5 		
CF | 2XSkPkq 		
CF | 521F251S155F1F151F2121U221u2u2jUu1UUu2u225u5PPvi.1GGEk.v..,i;. 		
CF | LMNG@M@Z2SPPNPq 		
CF | FuS1F5S151S1F1F2521U1U2U2u2u1uuuUUUjUuUUUUFqFi. ,5ZMM..:i. 		
CF | .,rZMMBBBBOuX0qk0P 		
CF | F52F151F1F1F5F51U1U1U1U1U1u1uUU1UUu2uUu2uSPv...,:FMOZ@M777ii:Y1@O8MMMBB 		
CF | ONEkXq0 		
CF | S25FF2F551S5F22U1U1u2u1U525U122U2U1u2uuuPX;....i:q@GGE@BuirLULFBMMMOBB@ 		
CF | BOS0NqP 		
CF | 2U251F5F5F1SU2UF2515FqqZ0GE80EqqFS11u2uP1:.,.::: 		
CF | ,UEO8M@B@u7iqBMMMB@BMOEFXk0NF 		
CF | 5UF1F1F155SU1251SX88NUL::,:::7vYkZOqX2P1:...i,,ii:::YLYUY;,,:j@B@B@B@BN 		
CF | SqXXXqF 		
CF | UF5125551FFF2SF0MP7. ,7F8u, .i .. .i7 ...,::i: YY: 		
CF | .:MB8q0q0kZ 		
CF | XUS112F2F2F5S0Bq: STRIP v:..,, :v:..,:ii::: 		
CF | :,....U@8O0ZGGN 		
CF | P1FF252521SkOMi POKER .i,::Y. .;vUr:;;ii:::. 		
CF | ::::iiii5M88OZOE8 		
CF | PSqPX5SuS5PMJ PLUS r::,::vii ,L7::,,.,,,,, 		
CF | i;rriii:7EBGOOOOMO 		
CF | EG0E0EqNqE8r . .. irr:..,i7L, ,.,: 		
CF | 7SMF:7YBBMMMOOG@ 		
CF | 52SFXFqkNjvii, .. , r2u7i,.,::i::,. 		
CF | ,:,7kr7PBB@irvOBXuk1F22k 		
CF | S111uUYuLvi::i;i:. . :vY2Fu7:. 		
CF | .,::i:.vMiY@MkEJ:7kB0j21k1k5F 		
CF | Lir;r:i::...::iivN@ZL, , r..:rL2Uu7r,.,iGBv 		
CF | M@FjSr:rMOj1512115u 		
CF | 2Luuvi::. .,i750ULuu2Y7: , . uX2UYFP8@@@@B@B@S 		
CF | L@0kPUi::@kXkN1FXqqF 		
CF | 0Fkkk2Lr77riv7;77::,:ir72U. .: 		
CF | 7SMOMZGZE0PFSkX0Z0Yr@PS5qriiJO5uUjuU1F1L 		
CF | MMOBB@MBB@B@q7::. ,iiuP .:i, 		
CF | :7Uk1vv777v7LvLvL7LYYirrJ1YivY2MkLuU5SGEE5S 		
CF | kFMM88@B@BS8MOM8qqqM2OjM@BOGrM@BOB@B@B@B@B@B@B@@@B@B@B@MOEGB@M@B@B@B@@@ 		
CF | B@PG5@@ 		
CF | iv11kLB@B@7u7rvk252@N@O@B@jB,P@@@@B@B@B@@@B@M@B@@@B@@@B@@@B@M@B@B@B@B@M 		
CF | BZuqiMB 		
CF | 		
CF | Strip Poker Plus 		
CF | You're standing in some sort of photographer's studio where the colors 		
CF | are mostly cyan and magenta. Several lights on stands illuminate a 		
CF | dull backdrop. In the middle of the room there's a small, raised floor 		
CF | with a stack of textbooks on it. The backs of five playing cards hover 		
CF | in the foreground. You can PLAY a hand, or QUIT because you should 		
CF | know better. 		
CF | 		
CF | Ashley reclines on the floor, thumbing through one of the books near 		
CF | her. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give potion to ashley" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > GIVE POTION TO ASHLEY 		
CF | 		
CF | "I've got this for you. Maybe it's alcohol?" you say and hand the 		
CF | bottle to her. 		
CF | 		
CF | "Ah yes, straight from the glorious vineyards of Xanmor." Ashley says, 		
CF | takes out the stopper, and sniffs what's inside. She shudders. "But 		
CF | any port in a storm." She takes the smallest of sips then sucks in air 		
CF | through clenched teeth. "Smooth," she whispers, then composes herself. 		
CF | "Regardless, you brought me a drink. Hmm. We're not supposed to do 		
CF | this, but what the hell." She lifts a hand and pulls a business card 		
CF | out of the air like a magician. "This is a BBS," she says. She beckons 		
CF | you over and then hands the card to you. 		
CF | 		
CF | "What's that?" 		
CF | 		
CF | "It stands for bulletin board system. It's ... where some of us live, 		
CF | sort of. It's a phone number your computer can call. And then you can 		
CF | do things like talk to people." 		
CF | 		
CF | "But I could just call them," you say. 		
CF | 		
CF | "No, you write them messages and stuff. It's for you. And Riley! You 		
CF | two can talk and play games just like you do here. The phone number is 		
CF | in the town where she's going to live in Wisconsin." 		
CF | 		
CF | "How does a computer make a phone call?" 		
CF | 		
CF | "Look, I'm breaking a couple of rules here, okay? Just ... make sure 		
CF | Riley gets this," Ashley says, and you walk back to a more comfortable 		
CF | distance for both of you. 		
CF | 		
CF | > 		DavidW says, "You should also quit and examine the stuff in the real Office. There's stuff there too, but not in the boxes."
		Jacqueline says, "I should do that and then take inventory in game."
		ASchultz says, "yes David there was a toy/whistle, just verified it was in a Cap'n Crunch box"
		Jade says, "yes, of course"
Jacqueline says (to ClubFloyd), "quit" 		
CF ] Strip Poker Plus 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to leave me, sugar? 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | Are you sure you want to leave me, sugar? 		
CF | > Y 		
CF | 		
CF | 		
CF | Come back soon, lover! 		
CF | 		
CF | (Then Ashley makes some sort of disgusted sound about the quality of 		
CF | her dialogue.) 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Program Menu 		
CF | > 		
CF | > L 		
CF | 		
CF | Please enter a number corresponding to your choice. 		
CF | 		
CF | > 		Jacqueline asks, "6? Is 6 safe here?"
		Jacqueline asks, "It is, right?"
		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "6" 		
CF ] The Office 		
CF | > 		
CF | > 6 		
CF | 		
CF | [Quit] 		
CF | 		
CF | The Office 		
CF | You're sitting in front of the computer in the room Riley's family 		
CF | calls the Office. But the room doesn't look like much of anything 		
CF | anymore. Most of the contents are packed in moving boxes shoved 		
CF | against one wall. The furniture has been removed, save for the desk 		
CF | upon which the computer sits, the office chair you're sitting in, and 		
CF | the chair Riley's sitting in, an old folding one she must have dug out 		
CF | of somewhere. One framed artwork remains hanging on the wall. 		
CF | 		
CF | Riley sits next to you. 		
CF | 		
CF | On the desk are a computer and a notebook. 		
CF | 		
CF | "Are you hungry? I'm hungry," Riley says abruptly. "I'm gonna get some 		
CF | popcorn or chips or something. Do you want anything?" 		
CF | 		
CF | 1) "Yeah, popcorn." 		
CF | 2) "Sure, some chips would be good." 		
CF | 3) "Do you have any fruit? Like an apple, maybe?" 		
CF | 4) "No, I'm okay for now." 		
CF | 		
CF | > 		DavidW says, "Doctor wanted an apple."
Jacqueline says (to ClubFloyd), "3" 		
CF ] The Office 		
CF | > 		
CF | > 3 		
CF | 		
CF | ["Do you have any fruit? Like an apple, maybe?"] 		
CF | 		
CF | "Do you have any fruit? Like an apple, maybe?" 		
CF | 		
CF | "Becoming a health nut, are we, Em? I mean, probably. Lemme check," 		
CF | she says. "And don't play anything while I'm gone. I don't want to 		
CF | miss anything, even if it is Infinite Adventure." With that, 		
CF | she leaves the Office. 		
CF | 		
CF | So you just sit there for a few moments, surrounded by moving boxes 		
CF | inside the house and a deluge outside of it. Eventually Riley returns. 		
CF | "We don't have any snacky stuff," she says. "Guess Dad needs to go 		
CF | shopping. But I found an apple for you, weirdo," she says, and tosses 		
CF | it to you. Despite your overall athletic ineptitude, you manage to 		
CF | catch it. "You may proceed, dearest Emerson," she says. 		
CF | 		
CF | The Office 		
CF | You're sitting in front of the computer in the room Riley's family 		
CF | calls the Office. But the room doesn't look like much of anything 		
CF | anymore. Most of the contents are packed in moving boxes shoved 		
CF | against one wall. The furniture has been removed, save for the desk 		
CF | upon which the computer sits, the office chair you're sitting in, and 		
CF | the chair Riley's sitting in, an old folding one she must have dug out 		
CF | of somewhere. One framed artwork remains hanging on the wall. 		
CF | 		
CF | Riley sits next to you, tapping her fingers against her knee. 		
CF | 		
CF | On the desk are a computer and a notebook. 		
CF | 		
CF | > 		Jade says, "yes"
Jacqueline says (to ClubFloyd), "x art" 		
CF ] The Office 		
CF | > 		
CF | > X ART 		
CF | 		
CF | It's some sort of pop-art portrait of a woman with black hair and 		
CF | nearly white skin. Her lipstick is blood red. The severe lines and few 		
CF | colors remind you of the cover of a Duran Duran record your father 		
CF | has. 		
CF | 		
CF | > 		DavidW says, "a Nigel, I think"
Jacqueline says (to ClubFloyd), "x notebook" 		
CF ] The Office 		
CF | > 		
CF | > X NOTEBOOK 		
CF | 		
CF | As you pick up the notebook, a paper clip falls out of it onto the 		
CF | desk. 		
CF | 		
CF | It's a small notebook with a spiral binding at the top. It has lined, 		
CF | yellowish paper. It's full of random notes and scribbles, but nothing 		
CF | important. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper clip" 		
CF ] The Office 		
CF | > 		
CF | > TAKE PAPER CLIP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take notebook" 		
CF ] The Office 		
CF | > 		
CF | > TAKE NOTEBOOK 		
CF | 		
CF | You pick up the notebook. It looks like it's pages of doodles and 		
CF | scrawled notes like "milk, eggs." Nothing in it seems worth keeping, 		
CF | so you decide to put it back. 		
CF | 		
CF | > 		DavidW says, "Check out the desk."
Jacqueline says (to ClubFloyd), "x desk" 		
CF ] The Office 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | A desk made of wood upon which the computer sits. You're not very good 		
CF | at naming different types of wood. Maple? Let's say it's maple. 		
CF | 		
CF | The desk has a drawer on the left-hand side. The drawer is closed. 		
CF | 		
CF | On the desk are a computer and a notebook. 		
CF | 		
CF | What sounds like a pretty large branch drops on the roof of Riley's 		
CF | house. It spooks you. 		
CF | 		
CF | > 		Knight_Otu says, "A paper clip, eh."
		Jacqueline says, "mmhmm"
Jacqueline says (to ClubFloyd), "open drawer" 		
CF ] The Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You open the drawer. It's almost empty, except for a compact disc 		
CF | magazine thing inside of it. It's for the stereo that used to be in 		
CF | this room but must already be packed away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take magazine" 		
CF ] The Office 		
CF | > 		
CF | > TAKE MAGAZINE 		
CF | 		
CF | You've got nothing at home to put it in. You may as well let Riley's 		
CF | family keep it. You could take the CD that's in it, though. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take cd" 		
CF ] The Office 		
CF | > 		
CF | > TAKE CD 		
CF | 		
CF | You pick up the magazine and slide the disc out. "Hey, cool! It's the 		
CF | Journey CD you were looking for," you say to Riley. You hold it up, 		
CF | faint rainbows dancing across its surface. 		
CF | 		
CF | "So that's where it went," she says. "That's weird. I thought Dad had 		
CF | packed it up already." 		
CF | 		
CF | You look away for a moment. The two of you listened to this CD a lot, 		
CF | and now Riley is moving to Wisconsin and taking this CD and her other 		
CF | CDs and everything else with her. "Do you—would you mind if I keep 		
CF | it?" you say. 		
CF | 		
CF | "Em, you don't even have—" she says, then stops. "Of course you can 		
CF | have it. I'll just say mine got lost in the move so my parents get me 		
CF | another one." 		
CF | 		
CF | You try to think of some appropriate thank-you lyrics from a Journey 		
CF | song, but none come. "Okay," you say instead. 		
CF | 		
CF | > 		Jacqueline says, "aw"
Jacqueline says (to ClubFloyd), "i" 		
CF ] The Office 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an important item from the stripper: a BBS business card 		
CF | an important item from the doctor: a booklet about phreaking 		
CF | a Journey CD 		
CF | a paper clip 		
CF | an apple 		
CF | a very dull knife 		
CF | a snapped string 		
CF | 653 experience points 		
CF | 		
CF | > 		Jacqueline asks, "Should I give the BBS card to Riley?"
		DavidW says, "no, not yet"
		Jacqueline asks, "And the booklet?"
		Jacqueline says, "Oh, okay."
		Jacqueline says, "So we could give the knife to the warrior..."
		Jacqueline says, "It's dull, though."
		DavidW says, "It might be good enough. I dunno."
		Jacqueline says, "And the apple to the doctor, of course."
		Jade says, "ooh, the experience points are in the inventary"
		Jacqueline says, "Yep"
Jacqueline says (to ClubFloyd), "play" 		
CF ] Program Menu 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | Through the Office window, you can see the wind bend a tree in Riley's 		
CF | backyard. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "5" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > 5 		
CF | 		
CF | [CompuDoctor] 		
CF | 		
CF | |---COMPUDOCTOR---| 		
CF | TRIAL VERSION!!! 		
CF | 		
CF | .----. 		
CF | ===(_)== 		
CF | // 6 6 \\ 		
CF | ( 7 ) 		
CF | \ "--" / 		
CF | \_ ._/ 		
CF | __) (__ 		
CF | /'`/`\`V/`\`\ 		
CF | / \ `Y _/_ \ 		
CF | / |DR|\_ |/ / /\ 		
CF | | ( \/ / / / 		
CF | \ \ \ / 		
CF | \ `-/` _.` 		
CF | `=._`=./ 		
CF | 		
CF | CompuDoctor TRIAL VERSION!!! 		
CF | You're not sure why you're here or even where "here" is. 		
CF | Theoretically, you're in some sort of medical classroom, but at best, 		
CF | it's a blank space you've been abstracted into. There's an electronic 		
CF | blackboard that shimmers. There's a teacher's desk in what would be a 		
CF | corner, if there were any corners, or walls, or a room. Everything is 		
CF | eerily suspended in a black void, including you. You can STUDY to 		
CF | learn the art of medicine or QUIT and do something more fun, which 		
CF | would probably be anything. 		
CF | 		
CF | CompuDoctor pauses, looking out into the void. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give apple to doctor" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > GIVE APPLE TO DOCTOR 		
CF | 		
CF | "One apple, as requested," you say, handing it to him. 		
CF | 		
CF | "Well, thank you, Emerson. That's very kind of you. I'll spare you the 		
CF | sight of me trying to eat it here. It's rather unpleasant, given the 		
CF | state of things." 		
CF | 		
CF | "Thanks, I guess." 		
CF | 		
CF | "Now, I've found something that the programmer left lying around. 		
CF | Maybe a way to get to other parts of the program once they're built." 		
CF | He hands you a small key. "Take a look at it." 		
CF | 		
CF | You see small engraving lines. "There's a skeleton etched into it," 		
CF | you say. 		
CF | 		
CF | "That's because it's ... a skeleton key!" he says, laughing a little 		
CF | too hard. 		
CF | 		
CF | "Hilarious," you say flatly. 		
CF | 		
CF | "Well, when all you've got is this," he says, and gestures across the 		
CF | emptiness, "you have to work with the materials you're given." He 		
CF | snaps his fingers and an entire human skeleton flashes on the 		
CF | blackboard. "Maybe you can use it for something." 		
CF | 		
CF | "Maybe," you say, not sure you'll ever have use for a key generated 		
CF | from the ether by a sad sack. CompuDoctor makes the skeleton appear 		
CF | one more time, scrutinizes it, sighs, and makes it disappear. 		
CF | 		
CF | > 		Jade asks, "the knife is a dagger?"
		DavidW says, "I don't remember."
		DavidW says, "I used something else."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] CompuDoctor TRIAL VERSION!!! 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | *Are you sure you want to quit CompuDoctor?* 		
Jacqueline says (to ClubFloyd), "y" 		
CF ] Program Menu 		
CF | *Are you sure you want to quit CompuDoctor?* 		
CF | > Y 		
CF | 		
CF | 		
CF | Ok. 		
CF | 		
CF | Program Menu 		
CF | Welcome, Riley! 		
CF | 		
CF | 1) Infinite Adventure 		
CF | 2) Warriors of Xanmor 		
CF | 3) Strip Poker 		
CF | 4) Password 		
CF | 5) CompuDoctor 		
CF | 6) Quit 		
CF | 		
CF | > 		Jade asks, "the clip will be for the witch?"
Jacqueline says (to ClubFloyd), "2" 		
CF ] Warriors of Xanmor 		
CF | > 		
CF | > 2 		
CF | 		
CF | [Warriors of Xanmor] 		
CF | 		

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ClubFloyd Transcript:
The Lonely Troll by Amanda Walker
As played on ifMUD on May 8, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Lonely Troll written by Amanda Walker. The Lonely Troll was written for the 2022 Text Adventure Literacy Jam, in which it took second place. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		MoyTravis asks, "So is there something in-progress now?"
		DavidW says, "No, unless you want some more Wry."
		Jacqueline says (to DW), "There's a Zork joke in there."
		DavidW says, "There is! Yay."
		Jade asks, "is there any from Talp?"
		DavidW asks (of Jade), "What's Talp?"
		MoyTravis asks, "Text Adventure...Literacy...Program?"
		DavidW says, "oh. I have no info on that."
		Jade says, "text adventure literacy jam, currently running"
		MoyTravis asks, "Why's there a P at the end if it's a jam?"
		DavidW says, "[LINK]"
		DavidW says, "I guess someone put P in the jam."
		Jade says, "The lonely troll by Amanda Walker that I betatested"
		MoyTravis asks, "Oh. Project?"
		MoyTravis says, "I dunno how big it is."
		Jade says, "I only see this two games"
		Jacqueline asks, "Oh, an Amanda Walker game?"
		Jade says, "yes, aliases Amanda B."
		Jade says, "it has ascii pictures"
		Jade says, "it is intended for child and is short and fun"
		Jade says, "ah, and Carpatian Vampire, I also betatested this glorb game"
		DavidW says, "hm, by Garry Francis. That name rings a bell."
		Jade says, "Acid rain, Danny Dipstick, Captain Cutters Treasure"
		MoyTravis says, "Oh he's done a lot ain't he? [LINK]"
		MoyTravis says, "Anyways, uh, I vote for Amanda's game."
		Roger says, "seconded"
		Jacqueline says, "Short and fun is my speed this morning."
		Jade says, "MoyTravis is a prolific author"
		Jade says, "sorry, Garry Francis"
		Jacqueline says, "MoyTravis as released some stuff too. ;)"
		Jade says, "ok let's play"
		Jade says, "yes, I know, I have also played and enjoyed some of his games"
DavidW says (to ClubFloyd), "load sleepmask lonelytroll" 		
CF | %% Critical error. 		
CF | %% Message: image_draw: graphics not supported. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] 		
CF | To play this game, you will type commands when the cursor (>) appears. 		
CF | The game uses a VERB NOUN parser to interact with the scenes and 		
CF | characters. This means that in any location, you can type something 		
CF | like GET HAT, and the game will know what you mean. Sometimes you only 		
CF | need the verb; for instance, you can type TALK in the presence of 		
CF | another character to talk to them. Make sure you TALK to every 		
CF | character! 		
CF | 		
CF | The game will tell you what directions you can go, and you can type S 		
CF | to go south, N for north, E for east, W for west. 		
CF | 		
CF | You can make your own map on paper (that's what I like to do), but you 		
CF | can also type MAP and see a map of all the locations and who is in 		
CF | each one. Typing EXITS will show you every direction you can go from 		
CF | your current location. 		
CF | 		
CF | You can type HINT for a hint. 		
CF | 		
CF | Type VERBS or V to see the list of verbs you need to use in the game. 		
CF | 		
CF | You can type ABOUT to see information about this game and its art. 		
CF | 		
CF | You can type HELP to come back to this information. 		
CF | 		
CF | Would you like the tutorial mode on? This will help you with the first 		
CF | few scenes of the game. Type Y for yes or N for no. > 		
DavidW says (to ClubFloyd), "n" 		
CF | few scenes of the game. Type Y for yes or N for no. > 		
CF | > N 		
CF | 		
CF | 		
CF | 		
CF | OK, tutorial mode off. You can turn it on by typing TUTORIAL ON. If 		
CF | you need a hint, you can type HINT at any time. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Home 		
CF | The Lonely Troll 		
CF | An Interactive Fiction by Amanda Walker 		
CF | Release 1 / Serial number 220501 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | 		
CF | You give the last apple on the tree a good polish and step back to 		
CF | survey your work. Every apple on your trees is shining clean. For the 		
CF | last one hundred years, you've lived here in your little valley of 		
CF | apple trees in your snug little house, alone. Recently the joy has 		
CF | gone out of everything, because you're getting lonely. You haven't 		
CF | seen another troll like you for ages. You haven't talked to anyone, or 		
CF | travelled, or had any adventures for all this time. And oh, how you 		
CF | wish something different would happen to you! 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		Jade says, "links in itchio are embebbed"
		Jade says, "oh, we can't see ascii graphics, it is a pitty"
		MoyTravis asks, "Huh I guess they're actually images, not ASCII graphics?"
		Jacqueline says, "I am eating breakfast, I am happy with whatever. If DW comes back and says, 'This isn't playable but how about a Garry Francis game,' I'd be fine."
		Jade says, "it seems to be as you say"
		DavidW says, "This seems playable so far."
DavidW says (to ClubFloyd), "x me" 		
CF ] Home 		
CF | > 		
CF | > X ME 		
CF | 		
CF | 		
CF | [Picture number 5 here.] 		
CF | 		
CF | You're a troll, of course. You have the big teeth and purple hair of 		
CF | your people, but since you haven't seen any other trolls for 		
CF | centuries, you're not sure if you're a good-looking one or not. You 		
CF | wonder where all the other trolls went. Surely there are still others 		
CF | somewhere. You've gotten quite lonely over the past hundred years, 		
CF | living alone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Home 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x house" 		
CF ] Home 		
CF | > 		
CF | > X HOUSE 		
CF | 		
CF | Your snug little house that you built with your own hands. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trees" 		
CF ] Home 		
CF | > 		
CF | > X TREES 		
CF | 		
CF | The apple trees you planted yourself. They are covered with delicious 		
CF | red apples. 		
CF | 		
CF | You suddenly stub your toe on something! You hop around for a minute 		
CF | on one foot yelling, "OUCH!" 		
CF | 		
CF | Then you bend down to look at what tripped you. It's a strange object 		
CF | half-buried in the grass, but you can't see it well. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x object" 		
CF ] Home 		
CF | > 		
CF | > X OBJECT 		
CF | 		
CF | ___ 		
CF | . . 		
CF | / \ 		
CF | / \ 		
CF | | STRANGE | 		
CF | | OBJECT | 		
CF | | | 		
CF | \ / 		
CF | _______ 		
CF | 		
CF | You scratch your purple hair and ponder the object. You've never seen 		
CF | anything like this before. It must have been buried here all this 		
CF | time. You remember that there's a Sphinx living in the desert to the 		
CF | south, and sphinxes are supposed to be very wise. Perhaps she can tell 		
CF | you what this is. And then you'd get to chat with somebody, which 		
CF | would be nice. You've been lonely. 		
CF | 		
CF | > 		Jade says, "graphics are only ilustrations of characters in the game, NPCs"
DavidW says (to ClubFloyd), "take object" 		
CF ] Home 		
CF | > 		
CF | > TAKE OBJECT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take apple" 		
CF ] Home 		
CF | > 		
CF | > TAKE APPLE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Home 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an apple 		
CF | a strange object 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter house" 		
CF ] Home 		
CF | > 		
CF | > ENTER HOUSE 		
CF | 		
CF | It's such a lovely day that going inside doesn't appeal to you. 		
CF | 		
CF | > 		DavidW asks, "South the sphinxie?"
		DavidW says, "er to sphinxie"
		DavidW says, "We haven't seen a sphinx since Dr Horror."
		Jacqueline says, "Oh. So, um, I'm not in the room. That's my problem."
Jacqueline has arrived. 		
DavidW says (to ClubFloyd), "s" 		
CF ] Desert 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Desert 		
CF | 		
CF | [Picture number 4 here.] 		
CF | 		
CF | In the golden sand dunes of the desert sits a magnificent sphinx. Her 		
CF | eyes widen when she sees you and she says, "Good heavens? It's a 		
CF | troll? You smell like apples? I love apples?" 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		Jade says, "hi"
		MoyTravis asks, "lol are Sphinxes only capable of communicating in questions in this world?"
		Roger says, "I like it"
		DavidW asks, "Good question?"
DavidW says (to ClubFloyd), "talk" 		
CF ] Desert 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the Sphinx) 		
CF | You try to talk to the sphinx, but she just keeps saying how much she 		
CF | loves apples. 		
CF | 		
CF | > 		MoyTravis exclaims, "You can't just pitch your voice up at the end of a sentence to make a question! She can't do that, right? That's, like, that's illegal!"
DavidW says (to ClubFloyd), "give apple" 		
CF ] Desert 		
CF | > 		
CF | > GIVE APPLE 		
CF | 		
CF | (to the Sphinx) 		
CF | You hold out the apple to the sphinx and she eats it all in one bite. 		
CF | "Thanks?" she says. "That was delicious? I'm ready to talk now?" 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		MoyTravis says, "GRR"
DavidW says (to ClubFloyd), "talk" 		
CF ] Desert 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the Sphinx) 		
CF | You smile at the sphinx, wondering if she might be a friend for you, 		
CF | and say, "I found this strange object in my yard, and I thought you 		
CF | might be able to tell me what it is." 		
CF | 		
CF | The sphinx examines it closely and purrs, "Surely I can tell you, but 		
CF | you'll have to answer a riddle first?" 		
CF | 		
CF | You say, "OK. But why do I have to answer a riddle?" 		
CF | 		
CF | The sphinx replies, "It's just the way sphinxes are? We know 		
CF | everything, but we can't answer any questions without getting the 		
CF | answer to a riddle first? I don't know why? It's just our nature? Are 		
CF | you ready for the riddle?" 		
CF | > 		MoyTravis says, "THAT'S NOT HOW QUESTIONS WORK"
DavidW says (to ClubFloyd), "yes" 		
CF ] Desert 		
CF | > 		
CF | > YES 		
CF | 		
CF | 		
CF | The sphinx intones: 		
CF | 		
CF | "I am made of this? 		
CF | Everything I say ends with this? 		
CF | Every question has one? 		
CF | What is it?" 		
CF | 		
CF | You can answer the riddle by typing SAY and then your answer. If 		
CF | you need a hint, type HINT. 		
CF | 		
CF | > 		Jade says, "funny"
		Jacqueline asks, "question mark?"
DavidW says (to ClubFloyd), "say question mark" 		
CF ] Desert 		
CF | > 		
CF | > SAY QUESTION MARK 		
CF | 		
CF | The sphinx says, "Wow? That's the right answer? Here's the answer to 		
CF | your question? That strange object? It's a dragon egg? And here's a 		
CF | book that should answer any questions you have about dragon eggs?" 		
CF | 		
CF | The sphinx pulls a book out of the sand at her feet and hands it to 		
CF | you. 		
CF | 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x book" 		
CF ] Desert 		
CF | > 		
CF | > X BOOK 		
CF | 		
CF | An old leather book with "MYTHICAL CREATURES AND THEIR HABITS" written 		
CF | on the cover in gold lettering. You flip it open. 		
CF | 		
CF | 		
CF | _______________________ 		
CF | || MYTHICAL | CREATURES|| 		
CF | ||and their | habits || 		
CF | || | || 		
CF | ||1 CYCLOPS |5 MERMAID || 		
CF | ||2 DRAGON |6 PHOENIX || 		
CF | ||3 FAIRY |7 TROLL || 		
CF | ||4 GRIFFIN |8 UNICORN || 		
CF | ----------------------- 		
CF | 		
CF | You can read about any of these sections by typing FIND and then 		
CF | the number of the creature you'd like to read about. 		
CF | 		
CF | > 		Jade says, "ok the book is shown properly"
		MoyTravis says, "Let's read about trolls."
		Roger says, "surely we'll read every entry, so why not in order"
		MoyTravis says, "I'm slightly miffed that there's no sphinx."
		DavidW says, "no, troll first"
		DavidW says, "Yes, sphinx SHOULD be in there."
DavidW says (to ClubFloyd), "find 7" 		
CF ] Desert 		
CF | > 		
CF | > FIND 7 		
CF | 		
CF | TROLL: 		
CF | 		
CF | Widely thought to be extinct, trolls were strong, purple-haired people 		
CF | who disliked associating with their own kind so much that they stopped 		
CF | having babies and died out. They were great growers of apples, 		
CF | wonderful builders, and could travel very quickly. 		
CF | 		
CF | This makes you so sad. No wonder you're alone! 		
CF | 		
CF | > 		Roger exclaims, "maybe the sphinx is entry 9!"
DavidW says (to ClubFloyd), "find 9" 		
CF ] Desert 		
CF | > 		
CF | > FIND 9 		
CF | 		
CF | There is no section of the book with that number. You can pick 1-8 to 		
CF | FIND. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "find 1" 		
CF ] Desert 		
CF | > 		
CF | > FIND 1 		
CF | 		
CF | CYCLOPS: 		
CF | 		
CF | Cyclopes (the plural of cyclops) are gentle, misunderstood creatures 		
CF | often treated as vicious and stupid. Nothing could be farther from the 		
CF | truth. Cyclopes are gifted farmers, especially in growing root 		
CF | vegetables like carrots. They are very tall, always bald, and have one 		
CF | eye in the center of their foreheads. Unfortunately, their single eye 		
CF | is often weak. 		
CF | 		
CF | > 		Roger says, "booo I say"
		Jade exclaims, "try it!"
DavidW says (to ClubFloyd), "find 2" 		
CF ] Desert 		
CF | > 		
CF | > FIND 2 		
CF | 		
CF | DRAGON: 		
CF | 		
CF | Dragons are sociable creatures who make excellent companions, provided 		
CF | they are raised correctly. A dragon egg must be put in a very hot fire 		
CF | to get it to hatch. 		
CF | 		
CF | Baby dragons must be fed a pearl and a heartblossom flower to grow 		
CF | properly. A baby dragon must also be touched by a fairy's wand in 		
CF | order to grow to adulthood. 		
CF | 		
CF | Once grown, if well cared for, a dragon is the best friend anyone 		
CF | could have. 		
CF | 		
CF | > 		DavidW says, "well, so we grow our own friend, I guess."
		Jacqueline says, "One wonders if we will experience all of this in such a short game."
		DavidW says, "At least it's not a sea monkey."
DavidW says (to ClubFloyd), "find 3" 		
CF ] Desert 		
CF | > 		
CF | > FIND 3 		
CF | 		
CF | FAIRY: 		
CF | 		
CF | Fairies are foul-tempered creatures who often have temper tantrums. 		
CF | The only way to calm a fairy down is to sing to her. 		
CF | 		
CF | Fairy wands get their power from griffin feathers. They are powerfully 		
CF | magical, and the touch of one is needed for a baby dragon to grow up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "find 4" 		
CF ] Desert 		
CF | > 		
CF | > FIND 4 		
CF | 		
CF | GRIFFIN: 		
CF | 		
CF | Griffins are noble and intelligent animals who suffer when it's time 		
CF | for them to shed their feathers and grow new ones. When old feathers 		
CF | are ready to come out, they get puffy and golden at the tip and itch 		
CF | terribly. Eating ripe bubbleberries helps griffins lose their old 		
CF | feathers. Bubbleberries must be fertilized with unicorn poop. 		
CF | 		
CF | > 		Jacqueline says, "teehee"
DavidW says (to ClubFloyd), "find 5" 		
CF ] Desert 		
CF | > 		
CF | > FIND 5 		
CF | 		
CF | MERMAID: 		
CF | 		
CF | Mermaids are vain, greedy creatures who love nothing so much as 		
CF | jewels. They don't tolerate intruders unless they are offered a gift 		
CF | of jewels, and are often protected by swarms of jellyfish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "find 6" 		
CF ] Desert 		
CF | > 		
CF | > FIND 6 		
CF | 		
CF | PHOENIX: 		
CF | 		
CF | Phoenixes are rather silly birds who frequently feel the urge to 		
CF | explode into flames in order to be reborn. The best source of fuel for 		
CF | a phoenix fire is a dragon egg. Phoenixes cry quite easily when they 		
CF | are trying to burn themselves, and their tears turn into opals. 		
CF | 		
CF | > 		MoyTravis says, "Man I know you said it'd be short but that's a pretty wide variety of monsters we're being introduced to."
		DavidW asks, "This book is like a map of the entire game's puzzles, isn't it?"
DavidW says (to ClubFloyd), "find 8" 		
CF ] Desert 		
CF | > 		
CF | > FIND 8 		
CF | 		
CF | UNICORN: 		
CF | 		
CF | Unicorns are a vicious species who exist only to find territory and 		
CF | protect it. Once a unicorn is established somewhere, it's impossible 		
CF | to remove it or convince it that anyone else has a reason to be there. 		
CF | The only way to distract a unicorn is to feed it carrots, for which 		
CF | they have a great weakness. 		
CF | 		
CF | > 		Jacqueline says (to DW), "It sounds like it, yeah."
		Jacqueline says, "Sounds/seems"
		DavidW says, "So, I guess we need to find where all this stuff is first."
		Roger says, "I can broadly-support this approach"
DavidW says (to ClubFloyd), "exits" 		
CF ] Desert 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | Possible exits from here are: north to Home, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Rocky Ledge 		
CF | 		
CF | [Picture number 6 here.] 		
CF | 		
CF | A barren, rocky ledge overlooking the ocean far down below and to the 		
CF | north. The phoenix is here in a nest of fire, clucking softly and 		
CF | crying. 		
CF | 		
CF | There's an opal in the fire, and as the phoenix's tears drip onto it, 		
CF | it grows larger. 		
CF | 		
CF | You can go west to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the phoenix) 		
CF | You say, "Hello!" and the phoenix glares at you, clucking like a 		
CF | chicken and weeping. 		
CF | 		
CF | He says, "I can't get my fire hot enough to burn me up." 		
CF | 		
CF | You say, "But why do you want to burn up?" and the phoenix replies, 		
CF | "Because that is my nature, silly troll. I have to do it. It's driving 		
CF | me crazy that I can't do it! It won't hurt me... I'll be reborn from 		
CF | the flames! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put egg in fire" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > PUT EGG IN FIRE 		
CF | 		
CF | 		
CF | [Picture number 10 here.] 		
CF | 		
CF | __ 		
CF | / \ 		
CF | |OPAL| 		
CF | \__/ 		
CF | 		
CF | You drop the dragon egg in the nest of fire, and it turns a brilliant 		
CF | green color, pulsing and expanding in the flames, which grow very hot. 		
CF | 		
CF | The phoenix bursts into flames, shoots into the air, and soars out of 		
CF | sight. 		
CF | 		
CF | The egg cracks with a loud BANG and the pieces of the eggshell fall 		
CF | into the flames and burn to ash. The fire sputters and dies, and a 		
CF | baby dragon is sitting on the ledge, blinking its little eyes and 		
CF | cooing softly. 		
CF | 		
CF | The opal is also here on the ledge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take opal" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > TAKE OPAL 		
CF | 		
CF | 		
CF | [Picture number 10 here.] 		
CF | 		
CF | Taken. 		
CF | 		
CF | A barren, rocky ledge overlooking the ocean far down below and to the 		
CF | north. A baby dragon is here. 		
CF | 		
CF | You can go west to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x opal" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > X OPAL 		
CF | 		
CF | __ 		
CF | / \ 		
CF | |OPAL| 		
CF | \__/ 		
CF | 		
CF | A beautiful milky jewel flashing orange and red in its heart. It's 		
CF | made of phoenix tears. 		
CF | 		
CF | > 		MoyTravis asks, "The...the dragon?"
DavidW says (to ClubFloyd), "x dragon" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > X DRAGON 		
CF | 		
CF | 		
CF | [Picture number 10 here.] 		
CF | 		
CF | It's an adorable baby dragon, looking around in wonder and making 		
CF | little cooing noises. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dragon" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > TAKE DRAGON 		
CF | 		
CF | 		
CF | 		
CF | ______ ____ 		
CF | _/ \ _| \__ 		
CF | / ROCKS \_____/ ROCKS \ 		
CF | 		
CF | 		
CF | You carefully pick up the baby dragon, and it snuggles into your hands 		
CF | and then leaps to your shoulder, perching there and nestling into your 		
CF | hair. You feel an ache in your heart, because it's been so long since 		
CF | anybody touched you, and this little dragon is so sweet. 		
CF | 		
CF | A barren, rocky ledge overlooking the ocean far down below and to the 		
CF | north. 		
CF | 		
CF | You can go west to the desert. 		
CF | 		
CF | > 		MoyTravis asks, "Pet the dragon? Put the dragon on our back?"
DavidW says (to ClubFloyd), "pet dragon" 		
CF ] Rocky Ledge 		
CF | > 		
CF | > PET DRAGON 		
CF | 		
CF | You stroke the baby dragon from its nose to the tip of its tail, and 		
CF | it wiggles happily and a jet of smoke toots out of its nose. 		
CF | 		
CF | > 		Jacqueline asks (of Travis), "I thought people didn't talk in questions?"
		MoyTravis says, "That's a shockingly capable literally-born-five-seconds-ago dragon."
		DavidW says, "Giraffes are able to stand seconds after birth."
		Jade says, "it is a kind of magic"
DavidW says (to ClubFloyd), "w" 		
CF ] Desert 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Desert 		
CF | 		
CF | [Picture number 4 here.] 		
CF | 		
CF | In the golden sand dunes of the desert sits a magnificent sphinx. 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Ruins 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Ruins 		
CF | 		
CF | [Picture number 8 here.] 		
CF | 		
CF | Ruins of the troll village. A bush covered with bubbleberry pods is 		
CF | here. 		
CF | 		
CF | A magnifying glass is lying half-hidden at the base of the bush. 		
CF | 		
CF | You can go east to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ruins" 		
CF ] Ruins 		
CF | > 		
CF | > X RUINS 		
CF | 		
CF | The ruins of a troll village. The ancient houses are crumbling and 		
CF | abandoned, and the wild bubbleberry bushes have grown up around them. 		
CF | You have a memory of living here once, long ago, but you're not sure 		
CF | what happened to all the other trolls. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x glass" 		
CF ] Ruins 		
CF | > 		
CF | > X GLASS 		
CF | 		
CF | 		
CF | 		
CF | .=========. 		
CF | // \\ 		
CF | // \\ 		
CF | ========|| MAGNIFYING || 		
CF | || GLASS || 		
CF | \\ // 		
CF | \\ // 		
CF | `=========" 		
CF | 		
CF | A big magnifying glass. 		
CF | It's really dirty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Ruins 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | 		
CF | [Picture number 7 here.] 		
CF | 		
CF | Taken. 		
CF | 		
CF | Ruins of the troll village. A bush covered with bubbleberry pods is 		
CF | here. 		
CF | 		
CF | You can go east to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bush" 		
CF ] Ruins 		
CF | > 		
CF | > X BUSH 		
CF | 		
CF | A green bubbleberry bush, topped with pods containing unripe 		
CF | bubbleberries. 		
CF | 		
CF | > 		MoyTravis says, "It's not that it's wrong to talk in questions, it's that pitching one's voice doesn't turn a question into a statement."
		MoyTravis says, "Though sticking question marks at the end of everything is effective at communicating tone of voice."
		DavidW asks, "I assume we bring the unicorn poop to the bush rather than the pods to the poop?"
		MoyTravis says, "Maybe we're a strong troll who has no trouble uprooting bushes."
		MoyTravis asks, "And, uh, replanting them?"
DavidW says (to ClubFloyd), "take bush" 		
CF ] Ruins 		
CF | > 		
CF | > TAKE BUSH 		
CF | 		
CF | It's firmly rooted in the ground. 		
CF | 		
CF | > 		DavidW says, "alas, we can't carry a bush"
		DavidW says, "We shall have to venture bushless."
DavidW says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Oh my gosh... You are on an adventure! You think you can travel to the 		
CF | other places near your home now. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Desert 		
CF | PRESS ANY KEY TO CONTINUE 		
CF | 		
CF | Desert 		
CF | 		
CF | [Picture number 4 here.] 		
CF | 		
CF | In the golden sand dunes of the desert sits a magnificent sphinx. 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Home 		
CF | > 		
CF | > N 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Garden 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Garden 		
CF | 		
CF | [Picture number 13 here.] 		
CF | 		
CF | A beautiful garden of blooming heartblossom trees. A unicorn is here, 		
CF | snorting angrily and threatening you with its sharp horn. It's 		
CF | guarding the blooming trees covered with heartblossom flowers. 		
CF | 		
CF | You can go east to your home. 		
CF | 		
CF | > 		DavidW says, "We need carrots for the unicorn."
DavidW says (to ClubFloyd), "e" 		
CF ] Home 		
CF | > 		
CF | > E 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Ocean 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Ocean 		
CF | 		
CF | [Picture number 11 here.] 		
CF | 		
CF | The ocean rolls gently in turquoise waves. A mermaid is bobbing in the 		
CF | clear water, gazing at you with a sulky look as you stand on the 		
CF | shore. 		
CF | 		
CF | She's carrying a big, beautiful pearl. 		
CF | 		
CF | You can go west to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk" 		
CF ] Ocean 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the mermaid) 		
CF | You call out, "Hello!" to the mermaid and she swims closer to you and 		
CF | says, "What do you want, troll?" 		
CF | 		
CF | You say, "I'd like to talk for a while. That's a beautiful pearl." 		
CF | 		
CF | The mermaid snorts and says, "Pearls, pearls, pearls. That's all I've 		
CF | got. How I long for different jewels!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give opal" 		
CF ] Ocean 		
CF | > 		
CF | > GIVE OPAL 		
CF | 		
CF | (to the mermaid) 		
CF | 		
CF | [Picture number 12 here.] 		
CF | 		
CF | You drop the opal on the shore, and the mermaid squeals in delight, 		
CF | swims to the sandy beach, gives you the pearl, grabs the opal, and 		
CF | swims back out, laughing and holding the opal up to catch the sun. 		
CF | 		
CF | The ocean rolls gently in turquoise waves. A mermaid is bobbing in the 		
CF | clear water, holding an opal up to the sun and laughing with joy at 		
CF | its beauty. 		
CF | 		
CF | You can go west to your home. 		
CF | 		
CF | The baby dragon is peeping excitedly and gazing at the pearl. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give pearl to dragon" 		
CF ] Ocean 		
CF | > 		
CF | > GIVE PEARL TO DRAGON 		
CF | 		
CF | You hold out the pearl to the baby dragon, and it gobbles it up, 		
CF | crunching it and slobbering all over you. It peeps with delight, and 		
CF | seems to look a little more mature. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF ] Ocean 		
CF | > 		
CF | > EXITS 		
CF | 		
CF | Possible exits from here are: west to Home and up to Rocky Ledge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Home 		
CF | > 		
CF | > W 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		Jacqueline says, "Aw. Our little one is growing up."
DavidW says (to ClubFloyd), "n" 		
CF ] Forest 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 15 here.] 		
CF | 		
CF | A majestic tree is here. Something is rustling in its branches, 		
CF | muttering and cursing angrily. You can't see what it is, although it 		
CF | sounds like the mean fairy who lives in this forest. Maybe there's a 		
CF | way to get her to come down. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | You hear cursing from the tree, and branches are shaking. Someone's in 		
CF | the tree. It's probably the mean fairy who lives here. Maybe there's a 		
CF | way to make her come down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sing" 		
CF ] Forest 		
CF | > 		
CF | > SING 		
CF | 		
CF | (the fairy) 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | You burst into a song about a troll in love with a frog, and suddenly 		
CF | the fairy comes zipping out of the tree, dancing awkwardly in the air 		
CF | in front of you. She says, "I love that song. It's helping me feel 		
CF | calmer about my broken wand." 		
CF | 		
CF | You say, "What happened to your wand?" and the fairy replies, "Fairy 		
CF | wands have griffin feathers at their tips, and my griffin feather 		
CF | broke. I can't do any magic at all until I get a new griffin feather. 		
CF | And I HATE EVERYBODY when I can't do magic!" 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | > 		Jade says, "the book has all the clues but there is a lot of info"
		Jacqueline says, "Can we examine the yard and the field? Curious if a carrot is growing."
		Roger says, "It's a wide structure"
DavidW says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | 		
CF | [Picture number 20 here.] 		
CF | 		
CF | A field green with the tops of growing carrots. A cyclops is here, 		
CF | whistling and tending his carrots. 		
CF | 		
CF | You can go west to the forest. 		
CF | 		
CF | > 		Jade says, "so you can read the book when you meet a creature"
		DavidW says, "I wrote down notes about the book entries."
DavidW says (to ClubFloyd), "talk" 		
CF ] Field 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the cyclops) 		
CF | You greet the cyclops, who smiles and says, "Hello, young troll! I'd 		
CF | love to chat, but I'm so busy. I only have the one eye, and my vision 		
CF | is getting blurry. It's so hard to see my carrots like this, and it 		
CF | takes so much more time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give glass" 		
CF ] Field 		
CF | > 		
CF | > GIVE GLASS 		
CF | 		
CF | (to the cyclops) 		
CF | You show the magnifying glass to the cyclops, and he peers closely at 		
CF | it and says, "It might work for me if it wasn't so dirty. Thanks for 		
CF | the thought, though." 		
CF | 		
CF | > 		Jade says, "ok then"
		DavidW says, "ah, forgot the glass was dirty"
DavidW says (to ClubFloyd), "w" 		
CF ] Forest 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Cave 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Cave 		
CF | 		
CF | [Picture number 18 here.] 		
CF | 		
CF | A dimly lit cave. A griffin is here, scratching at his feathers and 		
CF | looking sad. 		
CF | 		
CF | You can go east to the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk" 		
CF ] Cave 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the griffin) 		
CF | You greet the griffin, and it sighs and says, "Oh, it's time to shed 		
CF | my feathers and grow new ones, but it's so hard, and my wings are so 		
CF | itchy." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Forest 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | The fairy makes a rude noise at you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Home 		
CF | > 		
CF | > S 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Ocean 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Ocean 		
CF | 		
CF | [Picture number 12 here.] 		
CF | 		
CF | The ocean rolls gently in turquoise waves. A mermaid is bobbing in the 		
CF | clear water, holding an opal up to the sun and laughing with joy at 		
CF | its beauty. 		
CF | 		
CF | You can go west to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "clean glass" 		
CF ] Ocean 		
CF | > 		
CF | > CLEAN GLASS 		
CF | 		
CF | You dip the dirty lens in the ocean and the clear water washes all the 		
CF | dirt away. You rub it dry on your shirt and see that it's shiny clean. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Home 		
CF | > 		
CF | > W 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Forest 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Field 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Field 		
CF | 		
CF | [Picture number 20 here.] 		
CF | 		
CF | A field green with the tops of growing carrots. A cyclops is here, 		
CF | whistling and tending his carrots. 		
CF | 		
CF | You can go west to the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give glass" 		
CF ] Field 		
CF | > 		
CF | > GIVE GLASS 		
CF | 		
CF | (to the cyclops) 		
CF | You hand the magnifying glass to the cyclops, who claps his hands in 		
CF | delight and holds it up to his eye. "I can see so well with this!" he 		
CF | says. "Thanks so much. Here's a carrot in repayment." And the cyclops 		
CF | pulls a beautiful carrot from the ground, blows the dirt off it, and 		
CF | hands it to you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x carrot" 		
CF ] Field 		
CF | > 		
CF | > X CARROT 		
CF | 		
CF | 		
CF | [Picture number 25 here.] 		
CF | 		
CF | A single, beautiful orange carrot, perfect in every way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Forest 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Home 		
CF | > 		
CF | > S 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Garden 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Garden 		
CF | 		
CF | [Picture number 13 here.] 		
CF | 		
CF | A beautiful garden of blooming heartblossom trees. A unicorn is here, 		
CF | snorting angrily and threatening you with its sharp horn. It's 		
CF | guarding the blooming trees covered with heartblossom flowers. 		
CF | 		
CF | You can go east to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give carrot" 		
CF ] Garden 		
CF | > 		
CF | > GIVE CARROT 		
CF | 		
CF | (to the Unicorn) 		
CF | 		
CF | [Picture number 14 here.] 		
CF | 		
CF | You hold out the carrot to the unicorn, and it neighs and grabs it, 		
CF | chewing it up and saying "MMMMMM." It finishes the carrot, burps 		
CF | loudly, and poops. Then it looks off into the distance, eyes whirling, 		
CF | and seems unaware of you. 		
CF | 		
CF | A beautiful garden of blooming heartblossom trees. A unicorn is here, 		
CF | chewing on carrots and snorting peacefully. 		
CF | 		
CF | A small pile of sweet-smelling, sparkly unicorn poop is here. 		
CF | 		
CF | You can go east to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take heartblossom" 		
CF ] Garden 		
CF | > 		
CF | > TAKE HEARTBLOSSOM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x it" 		
CF ] Garden 		
CF | > 		
CF | > X IT 		
CF | 		
CF | 		
CF | 		
CF | ^ 		
CF | ^ /***\ ^ 		
CF | |**\***/**| 		
CF | |***\*/***| 		
CF | \****V****/ 		
CF | \***|***/ 		
CF | \**|**/ 		
CF | \*|*/ 		
CF | \|/ 		
CF | 		
CF | A gorgeous scarlet heartblossom with silky petals. 		
CF | 		
CF | The baby dragon is peeping excitedly and gazing at the heartblossom 		
CF | flower. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give it to dragon" 		
CF ] Garden 		
CF | > 		
CF | > GIVE IT TO DRAGON 		
CF | 		
CF | You give the heartblossom to the baby dragon and it gulps it down and 		
CF | shoots sparks out of its nose. It coos happily, and you feel it grow a 		
CF | little bigger and heavier. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take poop" 		
CF ] Garden 		
CF | > 		
CF | > TAKE POOP 		
CF | 		
CF | 		
CF | [Picture number 24 here.] 		
CF | 		
CF | Taken. 		
CF | 		
CF | A beautiful garden of blooming heartblossom trees. A unicorn is here, 		
CF | chewing on carrots and snorting peacefully. 		
CF | 		
CF | You can go east to your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poop" 		
CF ] Garden 		
CF | > 		
CF | > X POOP 		
CF | 		
CF | 		
CF | 		
CF | _ 		
CF | _(_)_ 		
CF | _(_____)_ 		
CF | (_________) 		
CF | 		
CF | A pile of sweet-smelling, sparkly unicorn poop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Home 		
CF | > 		
CF | > E 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		Roger says, "ha"
DavidW says (to ClubFloyd), "s" 		
CF ] Desert 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Desert 		
CF | 		
CF | [Picture number 4 here.] 		
CF | 		
CF | In the golden sand dunes of the desert sits a magnificent sphinx. 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		DavidW says, "I remember once getting snowman poop at Xmas time. Marshmellows, of course."
DavidW says (to ClubFloyd), "w" 		
CF ] Ruins 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Ruins 		
CF | 		
CF | [Picture number 7 here.] 		
CF | 		
CF | Ruins of the troll village. A bush covered with bubbleberry pods is 		
CF | here. 		
CF | You can go east to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put poop on bush" 		
CF ] Ruins 		
CF | > 		
CF | > PUT POOP ON BUSH 		
CF | 		
CF | 		
CF | [Picture number 9 here.] 		
CF | 		
CF | You put the unicorn poop at the base of the bubbleberry bush and it 		
CF | scatters into glitter and sinks into the bush's roots. The pods on the 		
CF | bush suddenly burst open, revealing ripe bubbleberries. 		
CF | 		
CF | Ruins of the troll village. A bush covered with ripe bubbleberries is 		
CF | here. 		
CF | 		
CF | You can go east to the desert. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take berries" 		
CF ] Ruins 		
CF | > 		
CF | > TAKE BERRIES 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x berries" 		
CF ] Ruins 		
CF | > 		
CF | > X BERRIES 		
CF | 		
CF | 		
CF | 		
CF | OOO OOO 		
CF | BERRY BERRY 		
CF | OOO OOO 		
CF | 		
CF | Ripe bubbleberries. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Desert 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Desert 		
CF | 		
CF | [Picture number 4 here.] 		
CF | 		
CF | In the golden sand dunes of the desert sits a magnificent sphinx. 		
CF | 		
CF | You can go east to the rocky ledge, west to the ruins, or north to 		
CF | your home. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Home 		
CF | > 		
CF | > N 		
CF | 		
CF | Home 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | Your little house is here, surrounded by apple trees and your pretty 		
CF | yard. 		
CF | 		
CF | The desert is south. The forest is north. The ocean is east. The 		
CF | garden is west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Forest 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | The fairy makes a rude noise at you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Cave 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Cave 		
CF | 		
CF | [Picture number 18 here.] 		
CF | 		
CF | A dimly lit cave. A griffin is here, scratching at his feathers and 		
CF | looking sad. 		
CF | 		
CF | You can go east to the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give berries" 		
CF ] Cave 		
CF | > 		
CF | > GIVE BERRIES 		
CF | 		
CF | (to the griffin) 		
CF | 		
CF | [Picture number 22 here.] 		
CF | 		
CF | You give the bubbleberries to the griffin, who snarfs them up, sighs 		
CF | and says, "Ahhhh. That feels better. Thanks!" 		
CF | 		
CF | The griffin scratches his feathers, shakes, and the gold feather falls 		
CF | to the ground. 		
CF | 		
CF | A dimly lit cave. A griffin is here, smoothing his feathers and 		
CF | purring contentedly. A gold feather lies on the ground. 		
CF | 		
CF | You can go east to the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take feather" 		
CF ] Cave 		
CF | > 		
CF | > TAKE FEATHER 		
CF | 		
CF | 		
CF | [Picture number 19 here.] 		
CF | 		
CF | Taken. 		
CF | 		
CF | A dimly lit cave. A griffin is here, smoothing his feathers and 		
CF | purring contentedly. 		
CF | 		
CF | You can go east to the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x feather" 		
CF ] Cave 		
CF | > 		
CF | > X FEATHER 		
CF | 		
CF | 		
CF | [Picture number 26 here.] 		
CF | 		
CF | A gold feather from the griffin's wing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk" 		
CF ] Cave 		
CF | > 		
CF | > TALK 		
CF | 		
CF | (to the griffin) 		
CF | You try to talk to the griffin, but he yawns and says, "Losing my 		
CF | feathers and growing new ones makes me so sleepy. I'm too tired to 		
CF | talk." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Forest 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Forest 		
CF | 		
CF | [Picture number 16 here.] 		
CF | 		
CF | A bad-tempered fairy is zipping around, flying into your face, waving 		
CF | a useless wand. 		
CF | 		
CF | You can go east to the field, west to the cave, or south to your home. 		
CF | 		
CF | The fairy throws a leaf at you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "give feather" 		
CF | > 		
CF | > GIVE FEATHER 		
CF | 		
CF | (to the fairy) 		
CF | 		
CF | [Picture number 17 here.] 		
CF | 		
CF | You hold the golden griffin feather out to the fairy, and she screams 		
CF | and grabs it. She shoves it into the tip of her wand, which shudders 		
CF | and lets out a cloud of sparks. 		
CF | "YAH!" yells the fairy. "I guess you want me to zap that little 		
CF | dragon, huh? Alrighty, you little booger..." 		
CF | 		
CF | She points the wand at the baby dragon and zaps it square in its nose. 		
CF | The baby dragon burbles, curls up in a ball, and then seems to explode 		
CF | into... 		
CF | 		
CF | a huge, adult dragon! 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF | PRESS ANY KEY TO CONTINUE 		
CF | [Picture number 21 here.] 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Forest 		
CF | PRESS ANY KEY TO CONTINUE 		
CF | 		
CF | 		
CF | 		
CF | The dragon spreads its enormous wings and snorts a plume of fire at 		
CF | the fairy, who shrieks and flies up into the tree again. The dragon 		
CF | comes over to you, licks your hand (burning you a little with its 		
CF | lava-like spit) and then shoots off into the sky, leaving you alone. 		
CF | Again. A tear leaks from your eye and you snuffle sadly. Will you 		
CF | never find a friend? 		
CF | 		
CF | The sun is setting. It's time to go home. 		
CF | 		
CF | > 		MoyTravis says, "hmm that seems inconvenient if it was still, like, on us"
		MoyTravis says, "Bye dragon, I guess."
DavidW says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | You trudge home along the twilit road with a heavy heart, missing the 		
CF | dragon. Today has been an adventure, but the best part was nurturing 		
CF | that baby and having a companion. And now you're right back where you 		
CF | started: alone. 		
CF | 		
CF | The sun disappears over the horizon, and you go into your house, fall 		
CF | into your bed, and cry yourself to sleep. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
DavidW pushes the green 'space' button. 		
CF ] Inside House 		
CF | PRESS ANY KEY TO CONTINUE## Inside House 		
CF | 		
CF | [Picture number 23 here.] 		
CF | 		
CF | This is your snug little house, with your bed, table, and chair. The 		
CF | door is to the south. 		
CF | 		
CF | A loud noise wakes you up, and you get out of bed. The early morning 		
CF | sun is just peeking through your windows. THUMP. THUMP. THUMP. Someone 		
CF | is pounding on your door. 		
CF | 		
CF | Something is thumping on the door! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Inside House 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the door, and there's the dragon, dancing in glee and 		
CF | snorting sparks. You smile and say, "I thought you left." 		
CF | 		
CF | The dragon prances happily and says, "I only meant to fly a little bit 		
CF | and try my wings out, but I got lost. So I waited for morning, and 		
CF | followed the smell of apples here, back to you." 		
CF | 		
CF | You hug the dragon and say, "I'm so glad you're here." 		
CF | 		
CF | And then you see figures coming down the roads to your house: the 		
CF | griffin, the cyclops, and the sphinx. More friends! You say, "Where 		
CF | are the rest of them? The fairy? The unicorn? The mermaid?" 		
CF | 		
CF | And your dragon replies, "A sad truth is that you can't be friends 		
CF | with everybody. Maybe one day those folks will learn to get along with 		
CF | others better. But these friends are a good start." 		
CF | 		
CF | And the two of you go into the yard to pick apples for your visitors 		
CF | to eat, laughing and talking. And just as your three visitors arrive, 		
CF | the phoenix plummets into the yard, clucking and chuckling and burning 		
CF | a bald spot in your lawn. 		
CF | 		
CF | And just like that, your lonely days are over. 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | Would you like to read the author's end notes? > 		Roger says, "entirely-pleasant all around"
		Jade says, "fast, superfast"
		MoyTravis says, "Hooray."
DavidW says (to ClubFloyd), "yes" 		
CF ] Inside House 		
CF | Would you like to read the author's end notes? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | This is my third game, and it was written for newcomers to 		
CF | parser-based interactive fiction for the 2022 Text Adventure Literacy 		
CF | Project (TALP) competition. All the art was done by me in MS Word 		
CF | using only keyboard symbols. I hereby give you permission to copy this 		
CF | art and use it any way you like. 		
CF | 		
CF | Thanks to Emily Short for her extensions Basic Screen Effects and 		
CF | Glulx Image Centering, and to Gavin Lambert for his extension Exit 		
CF | Lister. 		
CF | 		
CF | Thanks to my wonderful beta testers: Dee Cooke, Garry Francis, Nils 		
CF | Fagerburg, Jade, Eva Radke, and Andrew Schultz. 		
CF | 		
CF | Abiding gratitude to everyone at the intfiction.org forums for all 		
CF | their patient help. 		
CF | 		
CF | Thanks always most of all to Tom. 		
CF | 		
CF | Amanda Walker 		
CF | April 2022 		
CF | 		
CF | PS: If you want to send me feedback or a transcript, please email me 		
CF | at beachwalkera@gmail.com 		
CF | 		
CF | Do you want more information on how to make ASCII art? > 		DavidW says, "I'll have to replay this to see all the artwork properly."
		DavidW says, "also yay testers"
		DavidW says, "Testers are the best."
DavidW says (to ClubFloyd), "yes" 		
CF ] Inside House 		
CF | Do you want more information on how to make ASCII art? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | To make ASCII art, you need to find a fixed-width (or monospace) font 		
CF | in your text writing program. That means that every character you type 		
CF | will be the same width so your text document becomes a grid with every 		
CF | space being the same width. I use Word, and the font I used in all 		
CF | these pictures is Lucida Console. You can Google "fixed width fonts" 		
CF | for your program and find out which are fixed-width. 		
CF | 		
CF | The second step is to make your picture on graph paper, using keyboard 		
CF | characters you think will work for your image. You can find a picture 		
CF | you like, print it out, and put it under your graph paper so that you 		
CF | can trace the image before converting it into keyboard characters. One 		
CF | thing to note is that the character spaces in your writing program are 		
CF | usually taller than they are wide, so when doing your image on graph 		
CF | paper, it always helps to make it a little shorter and fatter than you 		
CF | want it to be in the end. 		
CF | 		
CF | Finally, copy your symbols from the graph paper into your writing 		
CF | program on your computer. It takes some practice, but it's a really 		
CF | fun way to make art. 		
CF | 		
CF | Amanda Walker 		
CF | April 2022 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		MoyTravis says, "Well that was nice."
		Jade says, "yes, cool"
		Jacqueline says, "That was very lovely."
		Jacqueline says, "And perfect for today for me."
		DavidW says, "yes, that was delightful."
		Jade says, "this is an easy, cool and short game"
		Jacqueline says, "I think that's all for me today. But if you all want to play one more, feel free."
		Jacqueline says, "That one just hit the spot and I'd like to leave it there."
		MoyTravis says, "Yeah, I think I'm going to be done for today."
		DavidW says, "ah, we're stopping. That's fine."
		Jade says, "yes I see we are done for today"
		Jade says, "GG, thank you"
		DavidW says, "and thank you for the suggestion"
		Jade says, "goodbye"
		DavidW says, "see you next week"
clubfloyd] Jade says, "you're welcome"	



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ClubFloyd Transcript:
Ghosts Within by Kyriakos Athanasopoulos
As played on ifMUD on May 15, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Ghosts Within written by Kyriakos Athanasopoulos. Ghosts Within was released as part of the 2021 Interactive Fiction Competition, in which it took 28th place. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		DavidW says, "and, I've unloaded it. I suppose I should add it to the CFS."
		DavidW says, "er UPloaded it"
DavidW signed ClubFloyd Suggestions. 		Jacqueline says, "Hm, rather than sign the CFS, just tell me and I'll update it again today."
Skeet hollers, "I think she's connected now" 		
Jacqueline has arrived. 		
Jacqueline hollers, "SHE IS" 		
Jacqueline hollers, "THANK YOU!" 		Jacqueline laughs.
DavidW hollers, "Yes, Thank You" 		Knight_Otu holds his ears.
		Jacqueline says (to KO), "Sorry. I think we're done with that now."
		Knight_Otu says, "Heh."
		Jacqueline asks, "So, what have you all discussed, if anything, prior to my arrival?"
		DavidW says, "I'm now reminded of Black Bolt of the Inhumans, whose whisper can shatter a mountain."
		Jacqueline asks, "And do I need to update the CFS?"
		DavidW says, "All that's happened is that I've suggested Ghosts Within for today's game, and uploaded it."
		DavidW says, "I signed the CFS, in case we decide on another game."
		Jacqueline asks, "Okay, sounds dark, but sure - where'd you encounter it? Is it ST?"
		DavidW says, "I simply asked IFDB to list TADS games published from 2020 or later."
		DavidW says, "It's a short list."
		Jacqueline says, "Ah. Cool idea."
		Jacqueline asks, "Well, shall we just play?"
		DavidW says, "sure"
		Knight_Otu says, "Sure."
		DavidW says, "I think IFDB said this is a merciful game."
		Jacqueline says, "Thanks for doing that, David."
DavidW says (to ClubFloyd), "load sleepmask ghostswithin" 		
CF | Somewhere in a dark forest 0/0 		
CF | Exits: south east west 		
CF | "Ghosts Within" by Kyriakos Athanasopoulos 		
CF | 		
CF | The smell of damp moss fills the air. Wet grass and dirt surround you 		
CF | while 		
CF | you are lying face down on the cold forest floor. Your clothes are 		
CF | dirty, wet, 		
CF | and slightly torn in places. Your head's left side is throbbing, your 		
CF | heart is 		
CF | pounding irregularly, and your limbs have gone numb from the pain. 		
CF | You try to 		
CF | examine your surroundings, but the lighting is dim from your current 		
CF | position 		
CF | to do that. You try to stand up, but it feels way too exhausting. 		
CF | You try a 		
CF | second time with the help of a nearby fallen branch; finally, you 		
CF | manage to 		
CF | raise yourself from the ground... 		
CF | 		
CF | [More] 		DavidW asks, "Oh, before we get deep into this, remember the bubbleberries in The Lonely Troll?"
		Jacqueline says, "heh. Yeah."
		DavidW says, "There's a second game, by another author, that also has a bubbleberry bush, with the first author's permission."
		DavidW says, "Dessert Island Adventure."
		Jacqueline says, "ha - I'm not sure you have to get permission for that sort of thing, but that's amusing."
		DavidW says, "Fortunately, you don't need unicorn poop to get it to grow the berries in the second game."
		Knight_Otu says, "At least it's right to ask."
		Jacqueline says, "Sure"
		Jacqueline asks, "I've already forgotten. What did the berries themselves do again?"
		DavidW says, "They helped the griffin shed his itchy gold feather."
		Jacqueline says, "Right. Pretty specific. Wonder what this new game with them is."
		DavidW says, "Dessert Island Adventure. You're collecting magical ingredients like chocolate flan."
		Jacqueline says, "Ah. Okay, yeah. That fits."
		DavidW says, "The mountain caldera is filled with hot strawberry jam."
		Jacqueline says, "But, um, right now I think we're in a bad situation, possibly just survived an explosion or something."
		DavidW says, "yeah, tone shift"
DavidW pushes the green 'space' button. 		
CF | Somewhere in a dark forest 0/0 		
CF | Exits: south east west 		
CF | 		
CF | Now, standing on your feet though barely supporting yourself, you look 		
CF | at your 		
CF | surroundings once more. The forest is pretty dense to the north, and 		
CF | the heavy 		
CF | undergrowth also blocks your way there. Above you, the sky is almost 		
CF | black 		
CF | except for a few stars that pop out in between the foliage. Apart 		
CF | from them, 		
CF | you can barely spot light coming from a white building in the far west 		
CF | end of 		
CF | the forest and from what appear to be village houses not so far off to 		
CF | the 		
CF | south. You also see flickering candlelight coming from a small hut a 		
CF | lot 		
CF | closer to you to the east. 		
CF | 		
CF | (Before you settle on one path, take some time to read the ABOUT menu 		
CF | that 		
CF | describes a few important things about this game. Also, remember that 		
CF | you can 		
CF | RESTORE a previously saved position, if you have one!) 		
CF | 		
CF | > 		
Gunther hollers, "Good!" 		Jacqueline says, "ha"
		Knight_Otu says, "So much for being done hollering."
		Jacqueline says, "(Laughing at Gunther's holler, not the game.)"
		Jacqueline asks (of KO), "I know, right?"
DavidW says (to ClubFloyd), "about" 		
CF | >Information about Ghosts Within 		
CF | >Information for newcomers to a TADS 3 game or Interactive 		
CF | Fiction in general 		
CF | Information Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
CF | 		
CF | > ABOUT 		Jacqueline says, "I wish we could fix the line length in this game."
DavidW presses the yellow enter button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		Jacqueline says, "But that's not the game's fault, I suppose."
DavidW presses the yellow enter button. 		
CF | About the Game 		
CF | 		
CF | Ghosts Within is a mystery game for TADS 3, created by 		
CF | Kyriakos Athanasopoulos, as part of his Diploma thesis on Interactive 		
CF | Fiction, for the Department of Electrical and Computer Engineering at 		
CF | the University of Patras, Greece! It is the first-ever attempt of the 		
CF | author to create such a game. 		
CF | 		
CF | The game offers more than one endings and three different starting 		
CF | points. As such, it is highly improbable that you'll see all there is 		
CF | to see of the game in a single walkthrough. Nevertheless, the more 		
CF | thorough you are with each walkthrough, the better. You might even 		
CF | discover some hidden secrets! 		
CF | 		
CF | There're not many puzzles in this game, as Ghosts Within 		
CF | mainly focuses on NPC interactions, story, and player-character 		
CF | choices. That said, for the few puzzles it has to offer, the 		
CF | difficulty is adjustable as the game progresses to satisfy both 		
CF | newcomers and old-schoolers of interactive fiction. 		
CF | 		
CF | On the scope of exploration, you will almost certainly need to make a 		
CF | map, but there is no requirement of exploring the entire map to 		
CF | complete the game. 		
CF | 		
CF | Last but not least, the score indicates your game progress. However, 		
CF | the maximum score of 50 points can and will only be achieved after a 		
CF | complete traversal of the entire game. 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		Knight_Otu says, "I was about to say that it's a tad disorienting."
		Knight_Otu says, "Different starting points? Interesting."
		DavidW says, "yeah, which way we go from the start matters a lot."
		Jacqueline says, "huh"
DavidW says (to ClubFloyd), "n" 		Jacqueline asks (of KO), "What's disorienting? The funky line breaks?"
DavidW says (to ClubFloyd), "next" 		Knight_Otu says (to Jacq), "Yes."
		Jacqueline nods.
DavidW says (to ClubFloyd), "d" 		
DavidW pushes the green 'space' button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
Jacqueline presses the yellow enter button. 		
CF | About the Game 		
CF | 		
CF | Ghosts Within is a mystery game for TADS 3, created by 		
CF | Kyriakos Athanasopoulos, as part of his Diploma thesis on Interactive 		
CF | Fiction, for the Department of Electrical and Computer Engineering at 		
CF | the University of Patras, Greece! It is the first-ever attempt of the 		
CF | author to create such a game. 		
CF | 		
CF | The game offers more than one endings and three different starting 		
CF | points. As such, it is highly improbable that you'll see all there is 		
CF | to see of the game in a single walkthrough. Nevertheless, the more 		
CF | thorough you are with each walkthrough, the better. You might even 		
CF | discover some hidden secrets! 		
CF | 		
CF | There're not many puzzles in this game, as Ghosts Within 		
CF | mainly focuses on NPC interactions, story, and player-character 		
CF | choices. That said, for the few puzzles it has to offer, the 		
CF | difficulty is adjustable as the game progresses to satisfy both 		
CF | newcomers and old-schoolers of interactive fiction. 		
CF | 		
CF | On the scope of exploration, you will almost certainly need to make a 		
CF | map, but there is no requirement of exploring the entire map to 		
CF | complete the game. 		
CF | 		
CF | Last but not least, the score indicates your game progress. However, 		
CF | the maximum score of 50 points can and will only be achieved after a 		
CF | complete traversal of the entire game. 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
DavidW pushes the green 'space' button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW presses the yellow enter button. 		
CF | Conversations with the NPCs 		
CF | 		
CF | Ghosts Within uses the standard conversational ASK ABOUT/TELL 		
CF | ABOUT system. In other words, the basic way to engage in conversation 		
CF | with a Non-Player Character is to use ASK ABOUT or TELL ABOUT; for 		
CF | example, ASK FAY ABOUT VILLAGE or TELL FAY ABOUT THE BOULDER. Note 		
CF | that, especially in this game, repeating the same command may usually 		
CF | (almost 90% of the time) elicit further responses to the same topic; 		
CF | you are strongly encouraged to try this on any topic of 		
CF | interest to get the full story. 		
CF | 		
CF | Also, a list of suggested topics for each and every NPC in the game is 		
CF | always shown in response to a TOPICS command or an explicit greeting, 		
CF | such as TALK TO FAY and HELLO. Though these topics are essential for 		
CF | the main story and NPC background information, you are not obligated 		
CF | to walk through all of them, as it makes for much better gameplay to 		
CF | follow your nose in conversation with NPCs, asking them what naturally 		
CF | occurs to you in the context of the conversation. 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		DavidW says, "yay, TOPICS command. Makes conversation so much easier."
DavidW pushes the green 'space' button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW presses the yellow enter button. 		
CF | About the Game 		
CF | 		
CF | Ghosts Within is a mystery game for TADS 3, created by 		
CF | Kyriakos Athanasopoulos, as part of his Diploma thesis on Interactive 		
CF | Fiction, for the Department of Electrical and Computer Engineering at 		
CF | the University of Patras, Greece! It is the first-ever attempt of the 		
CF | author to create such a game. 		
CF | 		
CF | The game offers more than one endings and three different starting 		
CF | points. As such, it is highly improbable that you'll see all there is 		
CF | to see of the game in a single walkthrough. Nevertheless, the more 		
CF | thorough you are with each walkthrough, the better. You might even 		
CF | discover some hidden secrets! 		
CF | 		
CF | There're not many puzzles in this game, as Ghosts Within 		
CF | mainly focuses on NPC interactions, story, and player-character 		
CF | choices. That said, for the few puzzles it has to offer, the 		
CF | difficulty is adjustable as the game progresses to satisfy both 		
CF | newcomers and old-schoolers of interactive fiction. 		
CF | 		
CF | On the scope of exploration, you will almost certainly need to make a 		
CF | map, but there is no requirement of exploring the entire map to 		
CF | complete the game. 		
CF | 		
CF | Last but not least, the score indicates your game progress. However, 		
CF | the maximum score of 50 points can and will only be achieved after a 		
CF | complete traversal of the entire game. 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		DavidW says, "oops, saw that already"
DavidW pushes the green 'space' button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		DavidW asks, "Do we need to read about spelling correction or credits?"
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		Knight_Otu says, "Probably not spelling correction. Could be nice to have the credits in the transcript."
		Jacqueline says, "At least the credits."
DavidW presses the yellow enter button. 		
CF | Automatic Spelling Correction 		
CF | 		
CF | Ghosts Within incorporates Steve Breslin's Spelling Corrector 		
CF | library extension, which can correct a few typing errors for you. For 		
CF | example, if you type: 		
CF | 		
CF | >X LANTREN 		
CF | 		
CF | Then the game will most likely, depending on the context, be able to 		
CF | correct this to: 		
CF | 		
CF | >X LANTERN 		
CF | 		
CF | And proceed to execute the appropriate command. Although this can be 		
CF | very useful in correcting minor errors automatically, rather than 		
CF | having to retype the whole command, there are two things you should 		
CF | note about this feature: 		
CF | 		
CF | (1) The algorithm of this library extension will only make corrections 		
CF | that are obvious to it, rather than risking speculative corrections 		
CF | that were not in the player's intentions. It's far better not to have 		
CF | the game "correct" your input to something you didn't intend and 		
CF | execute a command you didn't want. 		
CF | 		
CF | (2) For the above reason, no automatic typo correction occurs in 		
CF | conversational commands (like ASK and TELL), where any input is 		
CF | potentially valid. 		
CF | 		
CF | In the end, if the typo-correction feature feels annoying and 		
CF | unhelpful, you can disable it with the TYPO OFF command or just TYPO. 		
CF | Additionally, if it is disabled, you can enable it again with the TYPO 		
CF | ON command or simply TYPO. 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
DavidW pushes the green 'space' button. 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW says (to ClubFloyd), "d" 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		
CF | Information about Ghosts Within Q=Quit 		
CF | P=Previous Menu 		
CF | U=Up D=Down 		
CF | ENTER=Select 		
DavidW presses the yellow enter button. 		
CF | Credits 		
CF | 		
CF | Ghosts Within was written in TADS 3, an amazing authoring IF system by 		
CF | Michael J. Roberts. 		
CF | 		
CF | The game makes use of one third-party extension called "Spelling 		
CF | Corrector" by Steve Breslin. 		
CF | 		
CF | Beta testing was performed by Nikos Kalantzis, John Vasilakopoulos, 		
CF | Elena Papakonstantinopoulou and Kyriakos Sgarbas. 		
CF | 		
CF | Special thanks to my good friend Athanasia Skondra, who helped create 		
CF | the beautiful cover art, and whose work can be found here 		
CF | [LINK], along with my family, who 		
CF | helped me out with some character creation ideas. 		
CF | 		
CF | This game is dedicated to my grandmother Christina Misichroni, who 		
CF | passed away on May 17th, 2021, due to pancreatic cancer! 		
CF | 		
CF | [The End] 		
CF | >About the Game 		
CF | >Automatic Spelling Correction 		
CF | >Conversations with the NPCs 		
CF | >Credits 		DavidW says, "Some Greek names seem a little bit longer than the average name."
Jacqueline I was reading and re-reading them, yes. 		Jacqueline says, "I was reading and re-reading them, yes."
		Jacqueline says, "So this is pretty recent, then."
		DavidW says, "I used to work at a registration company back in the 80s and I think the surname field was only 20 characters long."
		Jacqueline says, "My first name frequently doesn't fit in database fields. Very annoying."
		DavidW says, "gosh"
		Jacqueline says, "For some reason it's often 9 letters."
		Jacqueline says, "So weird."
		Jacqueline says, "Fortunately not as big a deal these days."
		Knight_Otu says, "Lots of weird decisions in the world."
		Jacqueline says, "So, since we are probably just flipping a three-sided coin, I would like to try the candlelit hut."
		DavidW says, "well, silly computers can have larger fields, but there's still the issue of it fitting in printed spaces on a card or name badge or something, where hard limits still apply."
		DavidW says, "hm, hut eh? okay."
DavidW says (to ClubFloyd), "q" 		
CF | Somewhere in a dark forest 0/0 		
CF | Exits: south east west 		
CF | Done. 		
CF | 		
CF | > 		Knight_Otu says, "The hut sounds he closest, sure."
DavidW says (to ClubFloyd), "x me" 		
CF | Somewhere in a dark forest 0/1 		
CF | Exits: south east west 		
CF | 		
CF | > X ME 		
CF | 		
CF | Looking at yourself, your clothes are dirty, wet, and even torn in 		
CF | places. You 		
CF | feel a lot of pain concentrated in both your limbs, your heartbeat is 		
CF | a bit 		
CF | irregular, and the left side of your head is throbbing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF | Somewhere in a dark forest 0/2 		
CF | Exits: south east west 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing, and are wearing some clothes. 		
CF | 		
CF | > 		Knight_Otu says, "Which, if we're hurt, could e important."
		DavidW says, "yeah."
		DavidW says, "Broken elbows need first aid."
		DavidW says, "uh, assuming we have one."
DavidW says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | Somewhere in a dark forest 		
CF | As you take some steps towards the candlelight coming from the little 		
CF | hut, you 		
CF | see a lone cloaked figure standing beside it and looking at you 		
CF | intensely. You 		
CF | start feeling your heart pounding faster and faster with every step, 		
CF | and before 		
CF | you can ask for help, with another look at the hut, both the figure 		
CF | and the 		
CF | candlelight are nowhere to be found. 		
CF | 		
CF | You try to turn around and move away as fast as you can, but you feel 		
CF | your last 		
CF | strength fading away as you stumble on a branch and fall. Without any 		
CF | power 		
CF | left to lift your body again, you try to crawl away until the feeling 		
CF | of a cold 		
CF | presence by your side and a genderless, raspy, strained voice calling 		
CF | out to 		
CF | you locks you in place. 		
CF | 		
CF | "Don't worry... I am here... to help you!" 		
CF | 		
CF | At that moment, you feel the darkness of the forest enveloping you, as 		
CF | once 		
CF | again you fall face-first to the cold wet forest floor...[More] 		Knight_Otu says, "And we're dead."
		Jacqueline exclaims, "heh. Maybe!"
		Jacqueline says, "Maybe not."
		DavidW says, "Death might not be the end of the story, though."
		DavidW says, "See might show us her goldfish."
		DavidW says, "er She"
		Jacqueline says, "Death ... is only a beginning."
		Knight_Otu says, "True, true."
DavidW pushes the green 'space' button. 		
CF | As you open your eyes once more and adjust to the surrounding low 		
CF | light, you 		
CF | don't see a forest before you, but rather the interior of a 		
CF | weirdly-shaped 		
CF | wooden structure. You are lying on a really uncomfortable wooden 		
CF | object, which 		
CF | gives off a musty smell. You can still feel the pain in your limbs, 		
CF | which is 		
CF | less severe, but still present, and you have a mild migraine on the 		
CF | left side 		
CF | of your head. 		
CF | 		
CF | "You are waking up, I see... It was about time, don't you think?" you 		
CF | hear the 		
CF | same raspy, strained voice you heard before coming from somewhere in 		
CF | your 		
CF | proximity. 		
CF | 		
CF | As you are lying down, you turn your head to the left, you see the 		
CF | same hooded 		
CF | figure you previously saw leaning against the south wall of the hut 		
CF | and holding 		
CF | a lit candle close to the chest. 		
CF | 		
CF | "... Hello Nemo, all's fine!" he talks to you after a long pause. 		
CF | 		
CF | Inside the Hut (lying on the wooden bed) 		
CF | There are not many things inside this weirdly-shaped hut; only the 		
CF | wooden bed 		
CF | near the north wall, which you are currently occupying and the door on 		
CF | the west 		
CF | wall, that lies closed. 		
CF | 		
CF | The hooded figure watches you with a cloudy and sad look on his face. 		
CF | [More] 		Jacqueline says, "We are Nemo, and we have been found."
DavidW says (to ClubFloyd), "x figure" 		
DavidW says (to ClubFloyd), "x figure" 		
Knight_Otu pushes the green 'space' button. 		
CF | Inside the Hut (lying on the wooden bed) 0/3 		
CF | Exits: out 		
CF | 		
CF | (You could ask him about yourself, himself, the hut, the forest, or 		
CF | the 		
CF | village.) 		
CF | 		
CF | > 		DavidW says, "thanks"
DavidW says (to ClubFloyd), "ask him about himself" 		
CF | Inside the Hut (lying on the wooden bed) 0/4 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT HIMSELF 		
CF | 		
CF | "And who might you be?" you enquire. 		
CF | 		
CF | "I go by the name Silas..." he pauses, "Silas Holt!" he continues. 		
CF | 		
CF | > 		Jacqueline says, "Silas Holt sounds like a Not Greek name."
DavidW says (to ClubFloyd), "ask him about hut" 		
CF | Inside the Hut (lying on the wooden bed) 0/5 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT HUT 		
CF | 		
CF | "Did you build this hut?" you ask him. 		
CF | 		
CF | "No... but it has been my home since I found it," he tells you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about forest" 		
CF | Inside the Hut (lying on the wooden bed) 0/6 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT FOREST 		
CF | 		
CF | "What do you think about the forest?" you enquire. "Is it dangerous?" 		
CF | 		
CF | "I love this forest... it is so calm and serene, it makes me feel like 		
CF | I'm in 		
CF | heaven!" he exclaims. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about me" 		
CF | Inside the Hut (lying on the wooden bed) 0/7 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT ME 		
CF | 		
CF | "Excuse me! Do we know each other?" you enquire. 		
CF | 		
CF | "Of course we do..." he pauses. "We've known each other for quite 		
CF | some time 		
CF | now," he continues. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "topics" 		
CF | Inside the Hut (lying on the wooden bed) 0/7 		
CF | Exits: out 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | You could ask him about the village. 		
CF | 		
CF | > 		Jacqueline asks, "Hrm. What happened to us?"
DavidW says (to ClubFloyd), "x me" 		
CF | Inside the Hut (lying on the wooden bed) 0/8 		
CF | Exits: out 		
CF | 		
CF | > X ME 		
CF | 		
CF | Upon inspecting yourself, your clothes are still dirty and laden with 		
CF | small 		
CF | tears, though they feel less damp than before. The pain in your limbs 		
CF | seems to 		
CF | be subsiding, and your head is not throbbing as much as previously. 		
CF | 		
CF | > 		Jacqueline says, "These topics feel disconnected from the overall situation."
DavidW says (to ClubFloyd), "touch head" 		
CF | Inside the Hut (lying on the wooden bed) 0/9 		
CF | Exits: out 		
CF | 		
CF | > TOUCH HEAD 		
CF | 		
CF | You feel nothing out of the ordinary. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about village" 		
CF | Inside the Hut (lying on the wooden bed) 0/10 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT VILLAGE 		
CF | 		
CF | "What do you think about the village?" you ask him. 		
CF | 		
CF | "I've never been there," he says. "But trust me... Never go there!" 		
CF | he 		
CF | admonishes you. 		
CF | 		
CF | > 		Knight_Otu says, "You're not disproving the whole "dead" thing Silas."
DavidW says (to ClubFloyd), "ask him about silas" 		
CF | Inside the Hut (lying on the wooden bed) 0/11 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT SILAS 		
CF | 		
CF | "Are you from around here?" you want to know. 		
CF | 		
CF | "... I come from somewhere very far away," he replies after a few 		
CF | moments of 		
CF | silence. 		
CF | 		
CF | > 		Jacqueline says, "Okay. So village = bad."
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/12 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | "How and why did you end up here?" you want to know. 		
CF | 		
CF | "You can find your answer by searching northwest of my hut," he tells 		
CF | you. 		
CF | 		
CF | > 		Jacqueline says, "But I am incapacitated, Silas, so please just tell me."
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/13 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | He has already mentioned that his name is Silas Holt, that he comes 		
CF | from 		
CF | somewhere very far away, and that he ended up because of something 		
CF | that exists 		
CF | to the northwest of the hut. You cannot think of anything more to ask 		
CF | him at 		
CF | the moment about himself. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about village" 		
CF | Inside the Hut (lying on the wooden bed) 0/14 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT VILLAGE 		
CF | 		
CF | "Why is it not a good idea to go to the village?" you wonder. 		
CF | 		
CF | "Because this damned place is the root of my problems," he says with 		
CF | bitterness. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about problems" 		
CF | Inside the Hut (lying on the wooden bed) 0/15 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT PROBLEMS 		
CF | 		
CF | He pretends not to hear you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about village" 		
CF | Inside the Hut (lying on the wooden bed) 0/16 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT VILLAGE 		
CF | 		
CF | "What problems did the village cause you?" you want to know. 		
CF | 		
CF | "I had an accident, and I'm sure someone from the village is 		
CF | responsible," he 		
CF | informs you with bitterness. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/17 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | Silas Holt has already shown his hatred and bitterness towards the 		
CF | village, as 		
CF | he accounts them responsible for the accident he had. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask him about accident" 		
CF | Inside the Hut (lying on the wooden bed) 0/18 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT ACCIDENT 		
CF | 		
CF | "Well..." he replies at first, but after a long pause, he seems lost 		
CF | in his 		
CF | train of thought. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/19 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | "Do you know anything about... " you try to ask him. 		
CF | 		
CF | "Sorry... I don't know," he responds with regret. 		
CF | 		
CF | > 		DavidW says, "hm. I think those are default responses."
		Jacqueline says, "Yes."
DavidW says (to ClubFloyd), "topics" 		
CF | Inside the Hut (lying on the wooden bed) 0/19 		
CF | Exits: out 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | You have nothing specific in mind right now to discuss with Silas 		
CF | Holt. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "ask him about hut" 		
CF | Inside the Hut (lying on the wooden bed) 0/20 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT HUT 		
CF | 		
CF | "Why do you live here?" you wonder. 		
CF | 		
CF | "Because I have nowhere else to go," he replies with despair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		Jacqueline says, "Though I thought 'ask about problems' being met with silence would have been nice if it had been intentional."
CF | Inside the Hut (lying on the wooden bed) 0/21 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | "Do you live here by yourself?" you ask him. 		
CF | 		
CF | "Yes... but I've seen someone, don't know who, passing by in the 		
CF | morning hours 		
CF | now and then," he says with a soft smile on his face. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/22 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | "I don't think the hut looks that comfortable," you point out. 		
CF | 		
CF | "I can't see your point," he responds in frustration, "for me it's all 		
CF | I need 		
CF | at the moment." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Inside the Hut (lying on the wooden bed) 0/23 		
CF | Exits: out 		
CF | 		
CF | > G 		
CF | 		
CF | You have learned by now that Silas Holt did not build this hut, but 		
CF | instead 		
CF | found it here and made it his home, however uncomfortable it may look. 		
CF | 		
CF | > 		Knight_Otu says, "We are in no position to judge our lodgings."
		DavidW says, "If topics have multiple responses, then TOPICS should continue to list them until they've been exhausted."
		Knight_Otu says, "Probably, yeah."
DavidW says (to ClubFloyd), "stand" 		
CF | Inside the Hut 0/24 		
CF | Exits: out 		
CF | 		
CF | > STAND 		
CF | 		
CF | Okay, you're now standing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cot" 		
CF | Inside the Hut 0/24 		
CF | Exits: out 		
CF | 		
CF | > X COT 		
CF | 		
CF | The word "cot" is not necessary in this story. 		
CF | 		
CF | (If this was an accidental misspelling, you can correct it by typing 		
CF | OOPS 		
CF | followed by the corrected word now. Any time the story points out an 		
CF | unknown 		
CF | word, you can correct a misspelling using OOPS as your next command.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF | Inside the Hut 0/25 		
CF | Exits: out 		
CF | 		
CF | > X BED 		
CF | 		
CF | It has a frame made from unevenly cut-out logs and planks and instead 		
CF | of a real 		
CF | mattress it has planks covered with filthy bed linens. It's not in 		
CF | the best 		
CF | condition. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x linens" 		
CF | Inside the Hut 0/26 		
CF | Exits: out 		
CF | 		
CF | > X LINENS 		
CF | 		
CF | The bed linens consisting of a sheet and a blanket look filthy, and 		
CF | torn in 		
CF | places. A musty smell emanates from them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell blanket" 		
CF | Inside the Hut 0/27 		
CF | Exits: out 		
CF | 		
CF | > SMELL BLANKET 		
CF | 		
CF | After taking a whiff, it is rather self-evident that the musty smell 		
CF | comes from 		
CF | the bed linens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell linens" 		
CF | Inside the Hut 0/28 		
CF | Exits: out 		
CF | 		
CF | > SMELL LINENS 		
CF | 		
CF | After taking a whiff, it is rather self-evident that the musty smell 		
CF | comes from 		
CF | the bed linens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF | Inside the Hut 0/29 		
CF | Exits: out 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | The shut door is made from logs, tied closely together. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "bye" 		
CF | Inside the Hut 0/30 		
CF | Exits: out 		
CF | 		
CF | > BYE 		
CF | 		
CF | Silas Holt lowers his gaze and stares at the candle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x candle" 		
CF | Inside the Hut 0/31 		
CF | Exits: out 		
CF | 		
CF | > X CANDLE 		
CF | 		
CF | The small red candle, although lit, it doesn't seem to be burning 		
CF | down. Still, 		
CF | it provides enough light to illuminate the interior of the hut. 		
CF | 		
CF | > 		Jacqueline asks, "We have judged the hut, now may we suggest he wash the bed sheets?"
		Jacqueline says, "Ooh. Magic candle."
		Jacqueline says, "Take it."
DavidW says (to ClubFloyd), "ask silas about linens" 		
CF | Inside the Hut 0/32 		
CF | Exits: out 		
CF | 		
CF | > ASK SILAS ABOUT LINENS 		
CF | 		
CF | "Hi, there!" you greet him. 		
CF | 		
CF | He looks at you. "... Hi," he responds, after a long awkward pause. 		
CF | 		
CF | "Why is this bed and linens in such a poor condition?" you ask. 		
CF | 		
CF | "They were already here when I came, and they're all I have," he 		
CF | explains. 		
CF | "But maybe, you can do something for me here. If you manage to, at 		
CF | least, 		
CF | fetch me new clean linens to replace the old, filthy ones, I will owe 		
CF | you a 		Jacqueline says, "(Maybe)"
CF | favor. Will you do it?" he looks intensely at you. 		
CF | 		
CF | (You could say yes, or no.) 		
CF | 		
CF | > 		DavidW says, "That was unexpected"
		Knight_Otu exclaims, "Fetch quests!"
DavidW says (to ClubFloyd), "yes" 		
CF | Inside the Hut 0/33 		
CF | Exits: out 		
CF | 		
CF | > YES 		
CF | 		
CF | "I will try to look for them, but no guarantees," you agree to the 		
CF | offer. 		
CF | 		
CF | "... I understand," he responds after a long pause. "I know that my 		
CF | matters 		
CF | are your top priority!" he also remarks out of nowhere. 		
CF | 		
CF | > 		Jacqueline | Say to Silas, "Sure, I will get you new sheets and search for a mystery outside your hut, but I am dying."
DavidW says (to ClubFloyd), "ask him about candle" 		
CF | Inside the Hut 0/34 		
CF | Exits: out 		
CF | 		
CF | > ASK HIM ABOUT CANDLE 		
CF | 		
CF | "Why isn't the candle burning down?" you want to know. 		
CF | 		
CF | "It is, but it does so very very slowly!" he answers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take candle" 		
CF | Inside the Hut 0/35 		
CF | Exits: out 		
CF | 		
CF | > TAKE CANDLE 		
CF | 		
CF | Silas Holt won't let you have that. 		
CF | 		
CF | > 		Knight_Otu asks, "His matters, or his matress?"
		DavidW says, "no matress"
		Knight_Otu says, "Exactly."
		DavidW asks, "Are we done here? Shall we look for a laundromat?"
		Knight_Otu says, "Let's go agitate our injuries, sure."
DavidW says (to ClubFloyd), "open door" 		
CF | Inside the Hut 0/36 		
CF | Exits: out 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | Opened. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF | In Front of the Hut 0/37 		
CF | Exits: west northeast southeast 		
CF | in 		
CF | 		
CF | > OUT 		
CF | 		
CF | As you head towards the exit, Silas Holt slowly turns his head towards 		
CF | you; his 		
CF | eyes following your movement. 		
CF | 		
CF | In Front of the Hut 		
CF | Standing in front of the wooden hut, you sense a cold breeze coming 		
CF | from a 		
CF | narrow path to the southeast of it, and leading to break in the 		
CF | foliage in the 		
CF | distance. Also, there is a dirt trail leading northeast around the 		
CF | little hut, 		
CF | while the main pathway runs off to the west, deeper into the forest. 		
CF | 		
CF | After you exit through the log door, Silas Holt carefully shuts it 		
CF | behind you. 		
CF | 		
CF | > 		Jacqueline says, "You are mapping, I presume? (I hope?)"
		DavidW asks, "hm. Silas said he came from the NW, did he not?"
		DavidW says, "I shall attempt to map, yes."
		DavidW says, "so far, it's just notes"
		Knight_Otu says, "He said the answer laid there."
DavidW says (to ClubFloyd), "exits" 		
CF | In Front of the Hut 0/38 		
CF | Exits: west northeast southeast 		
CF | in 		
CF | 		
CF | > EXITS 		
CF | 		
CF | Obvious exits lead west; northeast; southeast; and in, back to the 		
CF | hut's 		
CF | interior. 		
CF | 		
CF | (You can control the exit listings with the EXITS command. EXITS 		
CF | STATUS shows 		
CF | the exit list in the status line, EXITS LOOK shows a full exit list in 		
CF | each 		
CF | room description, EXITS ON shows both, and EXITS OFF turns off both 		
CF | kinds of 		
CF | exit lists.) 		
CF | 		
CF | > 		Knight_Otu says, "Not a straight path there I guess."
		DavidW says, "or a non-obvious one."
		DavidW says, "I'd like to try NW."
		Jacqueline says, "Same"
DavidW says (to ClubFloyd), "nw" 		
CF | In Front of the Hut 0/39 		
CF | Exits: west northeast southeast 		
CF | in 		
CF | 		
CF | > NW 		
CF | 		
CF | You can't go that way. Obvious exits lead west; northeast; southeast; 		
CF | and in, 		
CF | back to the hut's interior. 		
CF | 		
CF | There is some rustling in the undergrowth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x undergrowth" 		
CF | In Front of the Hut 0/40 		
CF | Exits: west northeast southeast 		
CF | in 		
CF | 		
CF | > X UNDERGROWTH 		
CF | 		
CF | Emerging in between the trees of the forest, the heavy undergrowth 		
CF | consisting 		
CF | of bushes and ferns looks impassable. 		
CF | 		
CF | A colony of fireflies darts by. 		
CF | 		
CF | > 		DavidW asks, "Which way, then? Northeast?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "ne" 		
CF | Mountainside 0/41 		
CF | Exits: west southwest 		
CF | 		
CF | > NE 		
CF | 		
CF | Mountainside 		
CF | At the northeastern corner of this forest, a cliff extends upwards on 		
CF | an angle 		
CF | too steep for you to climb. On the top, you can barely see something 		
CF | hanging. 		
CF | To the west, the forest appears to be more foreboding, while to the 		
CF | southwest, 		
CF | a dirt trail leads back to the front of the hut. 		
CF | 		
CF | You hear the sound of a nightingale on a tree close by. 		
CF | 		
CF | > 		Jacqueline says, "yeah"
DavidW says (to ClubFloyd), "x cliff" 		
CF | Mountainside 0/42 		
CF | Exits: west southwest 		
CF | 		
CF | > X CLIFF 		
CF | 		
CF | At the northeastern corner of this forest, a cliff extends upwards on 		
CF | an angle 		
CF | too steep for you to climb. On the top, you can barely see something 		
CF | hanging. 		
CF | To the west, the forest appears to be more foreboding, while to the 		
CF | southwest, 		
CF | a dirt trail leads back to the front of the hut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hanging" 		
CF | Mountainside 0/43 		
CF | Exits: west southwest 		
CF | 		
CF | > X HANGING 		
CF | 		
CF | It's too dark on this side of the forest and whatever object is 		
CF | hanging from up 		
CF | there is too far away to examine it. 		
CF | 		
CF | A small fox dashes across your path and then disappears into the 		
CF | undergrowth. 		
CF | 		
CF | > 		DavidW asks, "well, hmph. West from here?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "w" 		
CF | Dark Site 0/44 		
CF | Exits: east 		
CF | 		
CF | > W 		
CF | 		
CF | Dark Site 		
CF | In this part of the forest, the dense foliage obscures any visible 		
CF | light except 		
CF | for the one coming from the east behind you. 		
CF | 		
CF | A gust of wind makes you shiver a little. 		
CF | 		
CF | > 		Jacqueline asks, "Do we have inventory other than our clothes?"
DavidW says (to ClubFloyd), "i" 		
CF | Dark Site 0/45 		
CF | Exits: east 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing, and are wearing some clothes. 		
CF | 		
CF | > 		Knight_Otu says, "So, Silas came from the darkness."
DavidW says (to ClubFloyd), "search clothes" 		
CF | Dark Site 0/46 		
CF | Exits: east 		
CF | 		
CF | > SEARCH CLOTHES 		
CF | 		
CF | It's too dark to do that. 		
CF | 		
CF | > 		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "look in clothes" 		
CF | Dark Site 0/47 		
CF | Exits: east 		
CF | 		
CF | > LOOK IN CLOTHES 		
CF | 		
CF | It's too dark to do that. 		
CF | 		
CF | An owl hoots nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell" 		
CF | Dark Site 0/48 		
CF | Exits: east 		
CF | 		
CF | > SMELL 		
CF | 		
CF | You take a deep breath of fresh air. It smells like a mixture of damp 		
CF | moss and 		
CF | flowers. 		
CF | 		
CF | The nearby chirping of the crickets breaks the silence for a moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "exits" 		
CF | Dark Site 0/49 		
CF | Exits: east 		
CF | 		
CF | > EXITS 		
CF | 		
CF | The only obvious exit leads east, back to the mountainside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF | Dark Site 0/50 		
CF | Exits: east 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | Most of the lesser sounds are obscured by the rustling of the leaves 		
CF | above you, 		
CF | dancing with the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF | Dark Site 0/51 		
CF | Exits: east 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | The forest might be beautiful, but it's not worthy of your time right 		
CF | now. 		
CF | 		
CF | > 		DavidW says, "I suppose if we had a light, we might see more here."
		Knight_Otu says, "Yeah."
		DavidW asks, "Should we head out blindly and rashly, or sensibly retrace our steps?"
DavidW says (to ClubFloyd), "remove clothes" 		
CF | Dark Site 0/52 		
CF | Exits: east 		
CF | 		
CF | > REMOVE CLOTHES 		
CF | 		
CF | Your clothes might not be in the best condition, but keeping them on 		
CF | is far 		
CF | more appropriate than walking around naked. 		
CF | 		
CF | A small fox dashes across your path and then disappears into the 		
CF | undergrowth. 		
CF | 		
CF | > 		Jacqueline asks, "Will he give us the candle?"
		Knight_Otu says, "I suspect not, but we can ask."
		DavidW asks, "well, we couldn't just take it, and when I asked ABOUT the candle, he didn't offer it. But maybe ASK FOR could work?"
		Knight_Otu says, "That may be the favro we get for the fresh bed linens."
		DavidW says, "oh, yes, perhaps"
DavidW says (to ClubFloyd), "nw" 		
CF | Dark Site 0/53 		
CF | Exits: east 		
CF | 		
CF | > NW 		
CF | 		
CF | It's too dark; you can't see where you're going. 		
CF | 		
CF | > 		DavidW says, "I guess we must retrace"
DavidW says (to ClubFloyd), "e" 		
CF | Mountainside 0/54 		
CF | Exits: west southwest 		
CF | 		
CF | > E 		
CF | 		
CF | Mountainside 		
CF | At the northeastern corner of this forest, a cliff extends upwards on 		
CF | an angle 		
CF | too steep for you to climb. On the top, you can barely see something 		
CF | hanging. 		
CF | To the west, the forest appears to be more foreboding, while to the 		
CF | southwest, 		
CF | a dirt trail leads back to the front of the hut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF | In Front of the Hut 0/55 		
CF | Exits: west northeast southeast in 		
CF | 		
CF | > SW 		
CF | 		
CF | In Front of the Hut 		
CF | Standing in front of the wooden hut, you sense a cold breeze coming 		
CF | from a 		
CF | narrow path to the southeast of it, and leading to break in the 		
CF | foliage in the 		
CF | distance. Also, there is a dirt trail leading northeast around the 		
CF | little hut, 		
CF | while the main pathway runs off to the west, deeper into the forest. 		
CF | 		
CF | An owl hoots nearby. 		
CF | 		
CF | > 		DavidW asks, "West or southeast from here?"
		Knight_Otu says, "Let's try southeast first, I guess."
		DavidW says, "I'm hoping a cold breeze means water, not graveyard."
DavidW says (to ClubFloyd), "se" 		
CF | Downhill Ledge 0/56 		
CF | Exits: northwest southeast 		
CF | 		
CF | > SE 		
CF | 		
CF | Downhill Ledge 		
CF | At the eastern edge of the forest, on the ledge of a steep downhill, 		
CF | you see a 		
CF | sturdy and big tree jutting out from its edge. To the southeast, the 		
CF | downhill's slope gives its place to a sandy beach, and on the 		
CF | northwest, a 		
CF | small path leads you back into the forest. 		
CF | 		
CF | The nearby chirping of the crickets breaks the silence for a moment. 		
CF | 		
CF | > 		Jacqueline says, "Hm. I'll bet you're right about the linens for candle thing."
		Jacqueline says, "Maybe we just go a different direction, because the secret to the nw comes after we've done the tasks."
DavidW says (to ClubFloyd), "x tree" 		
CF | Downhill Ledge 0/57 		
CF | Exits: northwest southeast 		
CF | 		
CF | > X TREE 		
CF | 		
CF | This big sturdy pine tree almost defies gravity by leaning itself 		
CF | above and 		
CF | over the ledge. Taking a closer look, you discover carvings etched on 		
CF | its 		
CF | trunk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x carvings" 		
CF | Downhill Ledge 0/58 		
CF | Exits: northwest southeast 		
CF | 		
CF | > X CARVINGS 		
CF | 		
CF | The old carvings resemble letters. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read carvings" 		
CF | Downhill Ledge 0/59 		
CF | Exits: northwest southeast 		
CF | 		
CF | > READ CARVINGS 		
CF | 		
CF | There's not enough light to read those. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "touch carvings" 		
CF | Downhill Ledge 0/60 		
CF | Exits: northwest southeast 		
CF | 		
CF | > TOUCH CARVINGS 		
CF | 		
CF | You feel nothing out of the ordinary. 		
CF | 		
CF | A gust of wind makes you shiver a little. 		
CF | 		
CF | > 		DavidW says, "Touching doesn't need light. That should have helped."
		Knight_Otu says, "I like the ambience effects, but I think they fire a bit too often."
		DavidW says, "yeah, the fox and owl have already appeared twice each, I think."
DavidW says (to ClubFloyd), "climb tree" 		
CF | Downhill Ledge 0/61 		
CF | Exits: northwest southeast 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | Though the pine tree looks reasonably firm; you don't want to take the 		
CF | risk of 		
CF | a possible fall or the trunk breaking from the extra weight. 		
CF | 		
CF | > 		DavidW asks, "Continue to the beach?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "se" 		
CF | Downhill Ledge 0/62 		
CF | Exits: northwest southeast 		
CF | 		
CF | > SE 		
CF | 		
CF | The downhill is too steep and rocky that you fear to climb it down. 		
CF | 		
CF | A colony of fireflies darts by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF | Downhill Ledge 0/63 		
CF | Exits: northwest southeast 		
CF | 		
CF | > LOOK 		
CF | 		
CF | Downhill Ledge 		
CF | At the eastern edge of the forest, on the ledge of a steep downhill, 		
CF | you see a 		
CF | sturdy and big tree jutting out from its edge. To the southeast, the 		
CF | downhill's slope gives its place to a sandy beach, and on the 		
CF | northwest, a 		
CF | small path leads you back into the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push tree" 		
CF | Downhill Ledge 0/64 		
CF | Exits: northwest southeast 		
CF | 		
CF | > PUSH TREE 		
CF | 		
CF | You can't really uproot a tree of its size. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "crawl" 		
CF | Downhill Ledge 0/64 		
CF | Exits: northwest southeast 		
CF | 		
CF | > CRAWL 		
CF | 		
CF | The word "crawl" is not necessary in this story. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "slide" 		
CF | Downhill Ledge 0/64 		
CF | Exits: northwest southeast 		
CF | 		
CF | > SLIDE 		
CF | 		
CF | The word "slide" is not necessary in this story. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beach" 		
CF | Downhill Ledge 0/65 		
CF | Exits: northwest southeast 		
CF | 		
CF | > X BEACH 		
CF | 		
CF | This sandy strip of land in between the forest's edge and the sea to 		
CF | the east 		
CF | is mesmerizing. The small waves that splash ever so gently onto the 		
CF | shore in a 		
CF | repeating pattern along with the motion of the foliage of the forest 		
CF | around 		
CF | you, dancing with the wind flow, create a serene and majestic 		
CF | atmosphere, 		
CF | similar to a tropical island view. 		
CF | 		
CF | There is some rustling in the undergrowth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF | Downhill Ledge 0/66 		
CF | Exits: northwest southeast 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | Most of the lesser sounds are obscured by the rustling of the leaves 		
CF | above you, 		
CF | dancing with the wind. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x leaves" 		
CF | Downhill Ledge 0/66 		
CF | Exits: northwest southeast 		
CF | 		
CF | > X LEAVES 		
CF | 		
CF | You see no leaves here. 		
CF | 		
CF | > 		Jacqueline says, "It's funny how the thing I thought was a bit of a 'hack' in The Fire Tower to ensure that ambient affects didn't distract was, in reality, probably one of the better ways to implement that."
		DavidW says, "yeah, Fire Tower works well."
		Jacqueline says, "Thanks."
		DavidW says, "My Krakatoa Tuna Melt game is probably somewhere inbetween this and that."
		DavidW says, "I had a lot of location-specific stuff for the wandering NPCs to break up the monotony."
		Jacqueline says, "In Fire Tower I'm not sure anything repeats. The sounds, sightings, environmental things, are literally just a list that triggers by time, and varies a little depending on location."
		DavidW says, "cool"
		Jacqueline says, "And because time varied depending on what paths you took, and when, there might be some things you never see that other people do."
		Jacqueline says, "Which is why some people saw a bear in the game, and some did not."
		DavidW says, "yeah"
		DavidW says, "I don't think I ever saw the bear."
		DavidW says, "Maybe the way I ate the snack mix bothered him."
		Jacqueline says, "I guess a lot of people didn't, but one person who did was Emily Short, who mentioned it in a review, and then everyone was like, "WAIT WHAT BEAR??" which amused my greatly."
		DavidW says, "hee hee yay"
		Jacqueline says, "Amused *me*, rather."
		Jacqueline says, "Anyway, yeah, I did that to avoid this issue where you keep hearing or seeing the same thing."
		Knight_Otu says, "Quite cool."
		DavidW says, "You also had the light changing with the time of day, iirc."
		Jacqueline says, "Yes."
		Jacqueline says, "That was part of the timed effects."
		DavidW says, "Anyway, I think we need to backtrack yet again."
		Jacqueline nods.
		DavidW says, "We probably need a rope here."
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "nw" 		
CF | In Front of the Hut 0/67 		
CF | Exits: west northeast southeast in 		
CF | 		
CF | > NW 		
CF | 		
CF | In Front of the Hut 		
CF | Standing in front of the wooden hut, you sense a cold breeze coming 		
CF | from a 		
CF | narrow path to the southeast of it, and leading to break in the 		
CF | foliage in the 		
CF | distance. Also, there is a dirt trail leading northeast around the 		
CF | little hut, 		
CF | while the main pathway runs off to the west, deeper into the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | Forest Three-Way Junction 0/68 		
CF | Exits: south east west 		
CF | 		
CF | > W 		
CF | 		
CF | Forest Three-Way Junction 		
CF | This three-way junction, at what may be the center of the forest, is 		
CF | formed by 		
CF | a meeting of paths to the south, east, and west. The east path is 		
CF | fairly 		
CF | short, leading to a little wooden hut, while that to the west appears 		
CF | to be 		
CF | longer and leads deeper inside the forest. Finally, the southern one 		
CF | runs off 		
CF | to meet the village in the distance. Although this area is moderately 		
CF | more 		
CF | open, the foliage above you still blocks most of the sky view. 		
CF | 		
CF | You don't know why, but this place feels eerily familiar to you. 		
CF | 		
CF | A long branch lies on the ground near some trees. 		
CF | 		
CF | You hear the sound of a nightingale on a tree close by. 		
CF | 		
CF | > 		Knight_Otu says, "Truly a branch-ing path."
		Knight_Otu says, "(sorry)"
		Jacqueline exclaims, "ba-dum-TISH!"
DavidW says (to ClubFloyd), "x branch" 		
CF | Forest Three-Way Junction 0/69 		
CF | Exits: south east west 		
CF | 		
CF | > X BRANCH 		
CF | 		
CF | It's about three feet long, an inch in diameter, and a bit swirly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF | Forest Three-Way Junction 0/70 		
CF | Exits: south east west 		
CF | 		
CF | > TAKE IT 		
CF | 		
CF | You take the long branch. 		
CF | 		
CF | > 		DavidW says, "I suppose it could be used to poke with."
		Knight_Otu says, "Or to swing at things."
		DavidW says, "Shame neither this or the cliff gave an approximate measure. A very short cliff might make the unknown item proddable."
DavidW says (to ClubFloyd), "swing branch" 		
CF | Forest Three-Way Junction 0/70 		
CF | Exits: south east west 		
CF | 		
CF | > SWING BRANCH 		
CF | 		
CF | The word "swing" is not necessary in this story. 		
CF | 		
CF | > 		Jacqueline says, "A bit swirly. I wonder what that means."
		DavidW asks, "Do we brave the scary village or the dark forest?"
		DavidW says, "Twisted, I think."
		Knight_Otu says, "Maybe it's actually staff or wand."
		Knight_Otu says, "I guess We can try the forest first."
DavidW says (to ClubFloyd), "point staff" 		
CF | Forest Three-Way Junction 0/70 		
CF | Exits: south east west 		
CF | 		
CF | > POINT STAFF 		
CF | 		
CF | The word "point" is not necessary in this story. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x staff" 		
CF | Forest Three-Way Junction 0/70 		
CF | Exits: south east west 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | The word "staff" is not necessary in this story. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wand" 		
CF | Forest Three-Way Junction 0/71 		
CF | Exits: south east west 		
CF | 		
CF | > X WAND 		
CF | 		
CF | (x wind) 		
CF | (You can use the TYPO command to disable the typo-correction feature.) 		
CF | 		
CF | 		
CF | Most of the lesser sounds are obscured by the rustling of the leaves 		
CF | above you, 		
CF | dancing with the wind. 		
CF | 		
CF | An owl hoots nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | Rocky Forest Path 0/72 		
CF | Exits: east west 		
CF | 		
CF | > W 		
CF | 		
CF | Rocky Forest Path 		
CF | The forest around you seems to be getting darker, and due to the heavy 		
CF | undergrowth, it is too hard to traverse either north or south. Apart 		
CF | from 		
CF | that, you are walking across a cleared-out pathway running off both 		
CF | westward 		
CF | and eastward among the trees. The path appears to be wide enough for 		
CF | vehicles 		
CF | to pass through, and on its north side, a handful of rocks create a 		
CF | short rocky 		
CF | fence. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, that was unlikely."
DavidW says (to ClubFloyd), "x rocks" 		
CF | Rocky Forest Path 0/73 		
CF | Exits: east west 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | This is just a collection of unevenly cut stones, carefully placed on 		
CF | the north 		
CF | side of the road to form a low fence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take rock" 		
CF | Rocky Forest Path 0/74 		
CF | Exits: east west 		
CF | 		
CF | > TAKE ROCK 		
CF | 		
CF | You cannot find a reason to take a single rock from here, let alone 		
CF | the whole 		
CF | collection. 		
CF | 		
CF | > 		DavidW says, "There's ALWAYS a use for a rock!"
		Jacqueline says, "ha"
		DavidW says, "Gunmen were shooting at me once and throwing TNT at me, and a rock worked wonders!"
		Jacqueline says, "There are 69,105 rocks, but you don't NEED any of them, David."
		DavidW says, "well, I bet we come up with a reason later."
		DavidW says, "Or the rocks are a cairn and hide something."
		DavidW says, "Honestly, I could just scree."
		Knight_Otu says, "Disturbing resting places always works out wel."
		Knight_Otu says, "*well"
DavidW says (to ClubFloyd), "search rocks" 		
CF | Rocky Forest Path 0/75 		
CF | Exits: east west 		
CF | 		
CF | > SEARCH ROCKS 		
CF | 		
CF | There's nothing unusual in the rocky fence. 		
CF | 		
CF | You hear the sound of a nightingale on a tree close by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb fence" 		
CF | Rocky Forest Path 0/76 		
CF | Exits: east west 		
CF | 		
CF | > CLIMB FENCE 		
CF | 		
CF | Climbing on the fence isn't a particularly practical suggestion. 		
CF | 		
CF | > 		DavidW asks, "sigh. I guess we continue west?"
		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "w" 		
CF | Main Gate 0/77 		
CF | Exits: east west in 		
CF | 		
CF | > W 		
CF | 		
CF | Main Gate 		
CF | At the western edge of the forest lies the main gate leading to the 		
CF | yard of the 		
CF | white building, beside a security or guard outpost to the south. 		
CF | North and 		
CF | south from the gate stretches a metal trellis fence, alongside the 		
CF | edge of the 		
CF | forest blocking your path. On the gate, there is also a big flat 		
CF | metal sign. 		
CF | 		
CF | A security guard stands in front of the gate, checking the surrounding 		
CF | area 		
CF | with a flashlight. 		
CF | 		
CF | A small fox dashes across your path and then disappears into the 		
CF | undergrowth. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, that clarifies the approximate time period."
DavidW says (to ClubFloyd), "read sign" 		
CF | Main Gate 0/78 		
CF | Exits: east west in 		
CF | 		
CF | > READ SIGN 		
CF | 		
CF | It's a flat metal sign reading: 		
CF | 		
CF | F A.R.M.A. 		
CF | NO TRESSPASSING! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x guard" 		
CF | Main Gate 0/79 		
CF | Exits: east west in 		
CF | 		
CF | > X GUARD 		
CF | 		
CF | She is a young woman of about thirty, with dark skin and short kinky 		
CF | black hair 		
CF | covered by a black cap with the word SECURITY stamped on it. She 		
CF | looks 		
CF | physically fit and healthy, and her security guard uniform appears to 		
CF | be in 		
CF | immaculate condition. She is also holding a yellow flashlight. She's 		
CF | checking 		
CF | out the surrounding area with a flashlight. 		
CF | 		
CF | > 		Jacqueline says, "F A.R.M.A, not F.A.R.M.A"
Roger has arrived. 		DavidW says, "hi Roger"
		Jacqueline says, "Nice of you to join us, Roger. (Just kidding - Welcome!)"
		DavidW says, "I don't recognize the abbrev."
		Knight_Otu says, "Hey."
		Jacqueline says, "We've been playing forover an hour, but I feel like you haven't missed a ton."
		Roger says, "hi y'all"
		DavidW says, "geez, maybe I should play faster"
		Jacqueline says (to DW), "It makes me think of Big Pharma, but I doubt it's that."
DavidW says (to ClubFloyd), "greet guard" 		
CF | Main Gate 0/80 		
CF | Exits: east west in 		
CF | 		
CF | > GREET GUARD 		
CF | 		
CF | "Good evening!", you try to get her attention. 		
CF | 		
CF | "Stop right there, sir. Entry not allowed! What you need?" she 		
CF | proceeds to 		
CF | ask you. 		
CF | 		
CF | (You could ask her about herself, the village, or the white building.) 		
CF | 		
CF | > 		Knight_Otu says, "Or we should talk less theory."
		Jacqueline says (to DW), "I don't think it's you, yeah."
DavidW says (to ClubFloyd), "ask her about building" 		
CF | Main Gate 0/81 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT BUILDING 		
CF | 		
CF | "What do you know about this building?" you point to the white 		
CF | building behind 		
CF | the gate. 		
CF | 		
CF | "It's a research facility called FA.R.M.A., which stands for FAcility 		
CF | of 		
CF | Research on Meteorological Activities or somethin along those lines, 		
CF | but I 		
CF | ain't allowed to share more info about it," she tells you. 		
CF | 		
CF | There is some rustling in the undergrowth. 		
CF | 		
CF | > 		Jacqueline says, "Wow. You just went and spoke to her."
		DavidW says, "yeah, I did."
		Jacqueline exclaims, "I would have avoided that. But I guess it's fine!"
DavidW says (to ClubFloyd), "g" 		
CF | Main Gate 0/82 		
CF | Exits: east west in 		
CF | 		
CF | > G 		
CF | 		
CF | "Isn't there anything more you can tell me about the facility?" you 		
CF | beg her. 		
CF | 		
CF | "Excuse me, sir, but I'mma probably gonna lose my job, if I share 		
CF | somethin 		
CF | confidential, I ain't allowed to say," she replies. 		
CF | 		
CF | > 		Roger says, "she spoke to us first"
DavidW says (to ClubFloyd), "ask her about village" 		
CF | Main Gate 0/83 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT VILLAGE 		
CF | 		
CF | "What do you think of the nearby village?" you ask her. 		
CF | 		
CF | "It's pretty and quiet, but I ain't know much else 'bout it. You see, 		
CF | I have a 		
CF | room here at the facility and little to no free time to spare," she 		
CF | pauses. 		
CF | "But often in the mornings ma friend Fay, the mayor daughter, be 		
CF | passin by to 		
CF | bring me flowers and have a friendly chat! Also, the handsome officer 		
CF | Reeve is 		
CF | a close friend," she mentions as her eyes sparkle. "If you 		
CF | want more info 		
CF | about the village, you better ask Dr. Hughes herself, who does spend 		
CF | there most 		
CF | of her time or you could go to the station to talk to William," she 		
CF | suggests. 		
CF | 		
CF | > 		Knight_Otu says, "We can't murder all the security guards we come across."
		Jacqueline asks (of KO), "Are you sure?"
		Knight_Otu says, "I mean, I hope."
		Jacqueline says, "(I was thinking the same thing... surely there is a guillotine or explosive or werewolf around here somewhere.("
		Jacqueline says, ")"
		Jacqueline says, "I wonder if the person Silas sees in the mornings is Fay."
		DavidW says, "I think it probably is, yes."
		Knight_Otu says, "It's quite possible, yes."
DavidW says (to ClubFloyd), "ask her about fay" 		
CF | Main Gate 0/84 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT FAY 		
CF | 		
CF | "So, does the young girl come by here often?" you wonder. 		
CF | 		
CF | "She be passin by here many mornings to give me flowers from her 		
CF | garden. She 		
CF | be always so happy and sweet and willin to talk 'bout nothin and 		
CF | everythin at 		
CF | once. I'm tellin you sir, the young girl be the best company I had in 		
CF | many 		
CF | years," she confesses with an almost sad smile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about reeve" 		
CF | Main Gate 0/85 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT REEVE 		
CF | 		
CF | "What do you think of the officer?" you wonder. 		
CF | 		
CF | Her eyes sparkle a bit as you mention him. "He be a really charmin 		
CF | young 		
CF | officer; I'm sure he's gonna reach great heights," she remarks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about silas" 		
CF | Main Gate 0/86 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT SILAS 		
CF | 		
CF | "I was meaning to ask you about..." you begin, but you tail off when 		
CF | you notice 		
CF | that her attention is momentarily elsewhere. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about hughes" 		
CF | Main Gate 0/87 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT HUGHES 		
CF | 		
CF | "What can you tell me about Dr. Hughes?" you want to know. 		
CF | 		
CF | "I be feeling beholden for everything she has done for me, sir. She 		
CF | be always 		
CF | treating me in the best way possible," she informs you. 		
CF | 		
CF | A colony of fireflies darts by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about william" 		
CF | Main Gate 0/88 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT WILLIAM 		
CF | 		
CF | "I can see that the officer has left a good impression on you, is that 		
CF | right?" 		
CF | you point out. 		
CF | 		
CF | "He sure has, after all, we be havin a lot in common. You know, 		
CF | durin' his 		
CF | forest patrols, he stops for discussions 'bout detective stories, 		
CF | unusual 		
CF | crimes, and the like. Not to mention, I think he really likes me," 		
CF | she claims. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about station" 		
CF | Main Gate 0/89 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT STATION 		
CF | 		
CF | You ask your question. In reply, she says, "Answerin that now would 		
CF | take too 		
CF | long sir - maybe some other time." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about flashlight" 		
CF | Main Gate 0/90 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT FLASHLIGHT 		
CF | 		
CF | "What are your views on...?" you begin to ask. 		
CF | 		
CF | "Maybe I'mma tell you when I be finished with ma shift for the night." 		
CF | she 		
CF | replies, glancing at the building behind the gate. 		
CF | 		
CF | A gust of wind makes you shiver a little. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x building" 		
CF | Main Gate 0/91 		
CF | Exits: east west in 		
CF | 		
CF | > X BUILDING 		
CF | 		
CF | The rectangular white building is placed parallel to a 		
CF | southwest-northeast axis 		
CF | and has a very modern design with dark glass panels covering the main 		
CF | windows 		
CF | of the first and second floor of the facade. You can't make out any 		
CF | more exact 		
CF | details from behind the main gate and fence. 		
CF | 		
CF | > 		Roger says, "woo, she's into us"
DavidW says (to ClubFloyd), "ask her about shift" 		
CF | Main Gate 0/92 		
CF | Exits: east west in 		
CF | 		
CF | > ASK HER ABOUT SHIFT 		
CF | 		
CF | "Can you tell me about..." you begin. 		
CF | 		
CF | "Hang on a minute, sir," she interrupts you, checking a black device 		
CF | in her 		
CF | pocket, "I did think someone was callin me through the walkie." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x outpost" 		
CF | Main Gate 0/92 		
CF | Exits: east west in 		
CF | 		
CF | > X OUTPOST 		
CF | 		
CF | You see no outpost here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF | Main Gate 0/93 		
CF | Exits: east west in 		
CF | 		
CF | > L 		
CF | 		
CF | Main Gate 		
CF | At the western edge of the forest lies the main gate leading to the 		
CF | yard of the 		
CF | white building, beside a security or guard outpost to the south. 		
CF | North and 		
CF | south from the gate stretches a metal trellis fence, alongside the 		
CF | edge of the 		
CF | forest blocking your path. On the gate, there is also a big flat 		
CF | metal sign. 		
CF | 		
CF | The security guard has her hands clasped behind her back and awaits 		
CF | for your 		
CF | response. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fence" 		
CF | Main Gate 0/94 		
CF | Exits: east west in 		
CF | 		
CF | > X FENCE 		
CF | 		
CF | The tall metallic trellis fence wrapped up with barbed wire on top 		
CF | creates an 		
CF | artificial barrier separating the yard and the forest, with its only 		
CF | gap being 		
CF | the main iron gate. 		
CF | 		
CF | The nearby chirping of the crickets breaks the silence for a moment. 		
CF | 		
CF | > 		Jacqueline says, "She sure is a chatty security guard."
		DavidW says, "I think we have few options except to visit the village."
		Knight_Otu says, "Yeah, seems like it."
DavidW says (to ClubFloyd), "n" 		
CF | Main Gate 0/95 		
CF | Exits: east west in 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. Obvious exits lead east, back to the rocky 		
CF | forest path; 		
CF | west; and in. 		
CF | 		
CF | A small fox dashes across your path and then disappears into the 		
CF | undergrowth. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | Rocky Forest Path 0/96 		
CF | Exits: east west 		
CF | 		
CF | > E 		
CF | 		
CF | The security guard returns to her duties. 		
CF | 		
CF | Rocky Forest Path 		
CF | The forest around you seems to be getting darker, and due to the heavy 		
CF | undergrowth, it is too hard to traverse either north or south. Apart 		
CF | from 		
CF | that, you are walking across a cleared-out pathway running off both 		
CF | westward 		
CF | and eastward among the trees. The path appears to be wide enough for 		
CF | vehicles 		
CF | to pass through, and on its north side, a handful of rocks create a 		
CF | short rocky 		
CF | fence. 		
CF | 		
CF | The nearby chirping of the crickets breaks the silence for a moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | Forest Three-Way Junction 0/97 		
CF | Exits: south east west 		
CF | 		
CF | > E 		
CF | 		
CF | Forest Three-Way Junction 		
CF | This three-way junction, at what may be the center of the forest, is 		
CF | formed by 		
CF | a meeting of paths to the south, east, and west. The east path is 		
CF | fairly 		
CF | short, leading to a little wooden hut, while that to the west appears 		
CF | to be 		
CF | longer and leads deeper inside the forest. Finally, the southern one 		
CF | runs off 		
CF | to meet the village in the distance. Although this area is moderately 		
CF | more 		
CF | open, the foliage above you still blocks most of the sky view. 		
CF | 		
CF | A colony of fireflies darts by. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | Broad Forest Path 0/98 		
CF | Exits: north south west 		
CF | 		
CF | > S 		
CF | 		
CF | Broad Forest Path 		
CF | Traveling on this broad forest path, you come across a much narrower 		
CF | track that 		
CF | runs off to the west through the trees. The rest of the main pathway 		
CF | leads 		
CF | both north farther into the forest and south to the first houses of 		
CF | the 		
CF | village. 		
CF | 		
CF | A gust of wind makes you shiver a little. 		
CF | 		
CF | > 		DavidW says, "oh, we have a west option here."
		DavidW asks, "or are we more keen on seeing this village?"
		Jacqueline says, "Good either way"
		Knight_Otu says, "We can take a little detour."
		DavidW says, "I'm hoping for a witch's hut."
DavidW says (to ClubFloyd), "w" 		
CF | Orange Grove 0/99 		
CF | Exits: east up 		
CF | 		
CF | > W 		
CF | 		
CF | Orange Grove 		
CF | You are standing in between a beautiful orange grove as there are at 		
CF | least two 		
CF | dozen orange trees present here. A large rock can be spotted jutting 		
CF | out of 		
CF | the ground amongst the orange trees at the northwestern side of the 		
CF | grove, and 		
CF | the narrow track that emerges on the eastern side leads you directly 		
CF | into the 		
CF | forest. 		
CF | 		
CF | > 		Jacqueline smiles at David.
DavidW says (to ClubFloyd), "x rock" 		
CF | Orange Grove 0/100 		
CF | Exits: east up 		
CF | 		
CF | > X ROCK 		
CF | 		
CF | The rock juts abruptly out from the ground. It looks as if you could 		
CF | climb it 		
CF | with a little try. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x trees" 		
CF | Orange Grove 0/101 		
CF | Exits: east up 		
CF | 		
CF | > X TREES 		
CF | 		
CF | Some of the tall orange trees have oranges hanging from the lower 		
CF | branches. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take orange" 		
CF | Orange Grove 0/102 		
CF | Exits: east up 		
CF | 		
CF | > TAKE ORANGE 		
CF | 		
CF | With the help of the branch, you manage to retrieve an orange from the 		
CF | tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF | Orange Grove (On top of the rock) 0/103 		
CF | Exits: down 		
CF | 		
CF | > U 		
CF | 		
CF | By stepping on the small protrusions and with the branch at your aid 		
CF | you manage 		
CF | to climb the rock. 		
CF | 		
CF | Orange Grove (On top of the rock) 		
CF | You are standing on top of the rock at the grove. While being there, 		
CF | you can 		
CF | spot a small outpost to the northwest, near a long fence enclosing a 		
CF | two-story- 		
CF | tall white building. There is nowhere else to go from here except 		
CF | climbing 		
CF | down from the rock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x outpost" 		
CF | Orange Grove (On top of the rock) 0/104 		
CF | Exits: down 		
CF | 		
CF | > X OUTPOST 		
CF | 		
CF | It looks like an outpost, but from this distance appears too small to 		
CF | make out 		
CF | any more details. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x building" 		
CF | Orange Grove (On top of the rock) 0/105 		
CF | Exits: down 		
CF | 		
CF | > X BUILDING 		
CF | 		
CF | The rectangular white building is placed parallel to a 		
CF | southwest-northeast axis 		
CF | and has a very modern design. You can't make out any more exact 		
CF | details from 		
CF | this distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF | Orange Grove 0/106 		
CF | Exits: east up 		
CF | 		
CF | > D 		
CF | 		
CF | By stepping on the small protrusions, you manage to climb down the 		
CF | rock. 		
CF | 		
CF | Orange Grove 		
CF | You are standing in between a beautiful orange grove as there are at 		
CF | least two 		
CF | dozen orange trees present here. A large rock can be spotted jutting 		
CF | out of 		
CF | the ground amongst the orange trees at the northwestern side of the 		
CF | grove, and 		
CF | the narrow track that emerges on the eastern side leads you directly 		
CF | into the 		
CF | forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x orange" 		
CF | Orange Grove 0/106 		
CF | Exits: east up 		
CF | 		
CF | > X ORANGE 		
CF | 		
CF | Which orange do you mean, the oranges on the trees, or the orange? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "my orange" 		
CF | Orange Grove 0/107 		
CF | Exits: east up 		
CF | 		
CF | > MY ORANGE 		
CF | 		
CF | It's a ripe and fresh orange. 		
CF | 		
CF | > 		DavidW says, "Now to give this to a monkey who will fetch a ruby for us."
		Jacqueline says, "hee"
		Jacqueline says, "I want to eat it, but I'm assuming that it's for some other purpose."
DavidW says (to ClubFloyd), "e" 		
CF | Broad Forest Path 0/108 		
CF | Exits: north south west 		
CF | 		
CF | > E 		
CF | 		
CF | Broad Forest Path 		
CF | Traveling on this broad forest path, you come across a much narrower 		
CF | track that 		
CF | runs off to the west through the trees. The rest of the main pathway 		
CF | leads 		
CF | both north farther into the forest and south to the first houses of 		
CF | the 		
CF | village. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "eat orange" 		
CF | Broad Forest Path 0/109 		
CF | Exits: north south west 		
CF | 		
CF | > EAT ORANGE 		
CF | 		
CF | Slowly, yet surely, you manage to eat the orange. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | Orange Grove 0/110 		
CF | Exits: east up 		
CF | 		
CF | > W 		
CF | 		
CF | Orange Grove 		
CF | You are standing in between a beautiful orange grove as there are at 		
CF | least two 		
CF | dozen orange trees present here. A large rock can be spotted jutting 		
CF | out of 		
CF | the ground amongst the orange trees at the northwestern side of the 		
CF | grove, and 		
CF | the narrow track that emerges on the eastern side leads you directly 		
CF | into the 		
CF | forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take orange" 		
CF | Orange Grove 0/111 		
CF | Exits: east up 		
CF | 		
CF | > TAKE ORANGE 		
CF | 		
CF | With the help of the branch, you manage to retrieve an orange from the 		
CF | tree. 		
CF | 		
CF | > 		DavidW says, "have orange and eat it too."
		Knight_Otu says, "Infini-ranges."
DavidW says (to ClubFloyd), "e" 		
CF | Broad Forest Path 0/112 		
CF | Exits: north south west 		
CF | 		
CF | > E 		
CF | 		
CF | Broad Forest Path 		
CF | Traveling on this broad forest path, you come across a much narrower 		
CF | track that 		
CF | runs off to the west through the trees. The rest of the main pathway 		
CF | leads 		
CF | both north farther into the forest and south to the first houses of 		
CF | the 		
CF | village. 		
CF | 		
CF | An owl hoots nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | North End of the Village 0/113 		
CF | Exits: north south east 		
CF | 		
CF | > S 		
CF | 		
CF | North End of the Village 		
CF | A cold breeze catches you off guard as you stand on the northernmost 		
CF | corner of 		
CF | the village. The few houses and cottages to the west, although 		
CF | relatively old, 		
CF | are in moderately good condition. A lone brick house is located east 		
CF | through 		
CF | the fence gate. Also, here, the sealed road running off to the rest 		
CF | of the 		
CF | village south meets the forest path heading north into the woods. 		
CF | 		
CF | A small bat flies by and disappears behind a building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x brick" 		
CF | North End of the Village 0/114 		
CF | Exits: north south east 		
CF | 		
CF | > X BRICK 		
CF | 		
CF | It looks like a cozy little brick house, but you have to get closer to 		
CF | check 		
CF | for more details. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | Front Garden 0/115 		
CF | Exits: west in 		
CF | 		
CF | > E 		
CF | 		
CF | (first trying to open the fence gate) 		
CF | As you pull the latch, the white fence gate opens with a small squeak. 		
CF | 		
CF | Front Garden 		
CF | The garden is full of beautiful flowers all around you. Tulips and 		
CF | orchids are 		
CF | planted in the ground, while gardenias and roses are contained in 		
CF | smaller and 		
CF | larger pots on the front porch accordingly. The front door of the 		
CF | abode is to 		
CF | the east, and through the white gate of the fence to the west, you can 		
CF | exit the 		
CF | garden. 		
CF | 		
CF | The whole garden has an omnipresent flower smell. 		
CF | 		
CF | A young girl is sitting on the ground tending to the flowers. 		
CF | 		
CF | > 		Knight_Otu says, "Hello, Fay."
DavidW says (to ClubFloyd), "x fay" 		
CF | Front Garden 0/115 		
CF | Exits: west in 		
CF | 		
CF | > X FAY 		
CF | 		
CF | You see no fay here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x girl" 		
CF | Front Garden 0/116 		
CF | Exits: west in 		
CF | 		
CF | > X GIRL 		
CF | 		
CF | She's a very young brunette in her late teens - early twenties, neatly 		
CF | dressed, 		
CF | with curly hair falling about her shoulders, deep blue eyes and a 		
CF | slender 		
CF | build. She's wearing gardening gloves. She's sitting on the ground 		
CF | tending to 		
CF | the flowers in the garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to girl" 		
CF | Front Garden 0/117 		
CF | Exits: west in 		
CF | 		
CF | > TALK TO GIRL 		
CF | 		
CF | "Um... hello there!" you call out trying to get her attention. 		
CF | 		
CF | "Oh, howdy mister! My name is Fay, short for Faith! What's yours?" 		
CF | she asks 		
CF | curiously. 		
CF | 		
CF | (You could confess the truth, or explain that your name is Nemo.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "confess the truth" 		
CF | Front Garden 0/118 		
CF | Exits: west in 		
CF | 		
CF | > CONFESS THE TRUTH 		
CF | 		
CF | "I've a feeling my name is Nemo, but I am not exactly sure, young 		
CF | miss," you 		
CF | confess. 		
CF | 		
CF | "No problem mister," she smiles at you, "I also sometimes forget 		
CF | important 		
CF | things, but as my mama used to say when she was still with us: A 		
CF | bad memory is 		
CF | one of the keys to your happiness," she giggles. "So tell 		
CF | me, mister Nemo, do 		
CF | you have anything you want to talk about?" she asks you with a smile. 		
CF | 		
CF | (You could tell her about Silas Holt, or ask her about herself, the 		
CF | village, 		
CF | the hut, her father, or her mother.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about herself" 		
CF | Front Garden 0/119 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT HERSELF 		
CF | 		
CF | "Do you live here, by yourself?" you want to know. 		
CF | 		
CF | "No, mister," she shakes her head, "I live here with my papa, the 		
CF | mayor! This 		
CF | is my home!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about mayor" 		
CF | Front Garden 0/120 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT MAYOR 		
CF | 		
CF | "Is your father actually the mayor of the village?" you ask her in 		
CF | disbelief. 		
CF | 		
CF | "Of course, he is! And he is the best mayor in the whole world," she 		
CF | replies 		
CF | with a big smile. "He is also partly in charge of the chapel at the 		
CF | cemetery," 		
CF | she also mentions. 		
CF | 		
CF | > 		DavidW says, "sigh. There is a cemetery. Of course there is."
		Jacqueline asks, "Why is that bad?"
		Knight_Otu says, "As long as there is no crypt..."
		Jacqueline says, "People keep worrying that there is a cemetery..."
		Jacqueline asks, "Is this from some other Recent ClubFloyd Trauma?"
		DavidW says, "oh, it's not that bad, but I've seen so many IF cemeteries."
		Jacqueline nods. "Same."
DavidW says (to ClubFloyd), "ask her about chapel" 		
CF | Front Garden 0/121 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT CHAPEL 		
CF | 		
CF | "I am not so sure about that. Maybe my friends will tell me about it, 		
CF | sometime," she replies. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about mother" 		
CF | Front Garden 0/122 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT MOTHER 		
CF | 		
CF | "Fay I know it might be sad, but tell me, what do you remember of your 		
CF | mother?" 		
CF | you ask her. 		
CF | 		
CF | "She was so sweet and loveable, I can still vividly remember the 		
CF | stories she 		
CF | used to tell me," she begins. "It is rather sad; she departed so 		
CF | young, yet so 		
CF | happy. And though she might be gone from our sight, she never went 		
CF | from our 		
CF | hearts. After all, she was the best mother in the whole world," she 		
CF | replies 		
CF | with a warm smile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about flowers" 		
CF | Front Garden 0/123 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT FLOWERS 		
CF | 		
CF | "Do you enjoy doing gardening, Fay?" you ask her. 		
CF | 		
CF | "Of course, mister," she answers. "Flowers are the best thing in the 		
CF | whole 		
CF | world, along with stories, my papa, my mama, my..." she continues her 		
CF | list, but 		
CF | you quickly lose your attention. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if we visit Fay's mother."
		Knight_Otu says, "Maybe..."
		Jacqueline says, "Maybe resurrect her."
		DavidW says, "yeah, maybe."
		DavidW says, "er, maybe the grave, not the resurrection!"
		Jacqueline says, "hahaha"
		Jacqueline says, "Yeah, I loved the timing of your comment."
DavidW says (to ClubFloyd), "ask her about silas" 		
CF | Front Garden 0/124 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT SILAS 		
CF | 		
CF | "Do you know, if anyone lives at the hut in the forest, because I saw 		
CF | someone 		
CF | there," you tell her. 		
CF | 		
CF | "I am sure that someone lives there, though I've never met them in 		
CF | person," she 		
CF | points out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell her about silas" 		
CF | Front Garden 0/125 		
CF | Exits: west in 		
CF | 		
CF | > TELL HER ABOUT SILAS 		
CF | 		
CF | "If you've never seen them in person, how would you know for sure?" 		
CF | you ask her 		
CF | curiously. 		
CF | 		
CF | "Because the food I leave there vanishes every time," she tells you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about guard" 		
CF | Front Garden 0/126 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT GUARD 		
CF | 		
CF | "So, what do you think of the young security guard?" you enquire. 		
CF | 		
CF | "Aww... sweet Marquita is amazing! She has beautiful hair and the 		
CF | brightest 		
CF | smile I've ever seen in the entire world," she remarks. 		
CF | 		
CF | > 		Roger says, "can't argue with that logic"
		Knight_Otu says, "I mean, that could be wildlife."
DavidW says (to ClubFloyd), "ask her about farma" 		
CF | Front Garden 0/127 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT FARMA 		
CF | 		
CF | "Have you ever been to the white building at the edge of the forest?" 		
CF | you ask 		
CF | her. 		
CF | 		
CF | "Of course, I've been to the facility!" she begins, "not inside 		
CF | though. 		
CF | Usually, I tend to pay a visit to Marquita, the security guard, when 		
CF | she isn't 		
CF | on patrol, to give her flowers from our garden," she adds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "topics" 		
CF | Front Garden 0/127 		
CF | Exits: west in 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | You could ask her about the village, or the hut. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about hut" 		
CF | Front Garden 0/128 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT HUT 		
CF | 		
CF | "Have you ever been to the hut in the forest?" you ask her. 		
CF | 		
CF | "Of course," she answers, "I've been there many times before, but 		
CF | never at 		
CF | night. Sometimes, I leave some food beside it for the woodland 		
CF | creatures," she 		
CF | admits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about village" 		
CF | Front Garden 0/129 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT VILLAGE 		
CF | 		
CF | "What do you think about the village?" you enquire 		
CF | 		
CF | "For me, it is the best place in the whole world. My home, my family, 		
CF | and all 		
CF | of my friends exist and live here," she tells you. 		
CF | 		
CF | > 		Knight_Otu asks, ""exist and live"?"
		DavidW says, "She's entirely too chipper."
		Jacqueline says, "Agree"
		DavidW says, "Maybe she's a robot, like that episode of Star Trek."
DavidW says (to ClubFloyd), "x roses" 		
CF | Front Garden 0/130 		
CF | Exits: west in 		
CF | 		
CF | > X ROSES 		
CF | 		
CF | The roses are contained in larger pots and come in red, pink and white 		
CF | colors 		
CF | with many velvety petals. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gardenias" 		
CF | Front Garden 0/131 		
CF | Exits: west in 		
CF | 		
CF | > X GARDENIAS 		
CF | 		
CF | The gardenias are contained in smaller pots and come in white colors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF | Front Garden 0/132 		
CF | Exits: west in 		
CF | 		
CF | > L 		
CF | 		
CF | Front Garden 		
CF | The garden is full of beautiful flowers all around you. Tulips and 		
CF | orchids are 		
CF | planted in the ground, while gardenias and roses are contained in 		
CF | smaller and 		
CF | larger pots on the front porch accordingly. The front door of the 		
CF | abode is to 		
CF | the east, and through the white gate of the fence to the west, you can 		
CF | exit the 		
CF | garden. 		
CF | 		
CF | The whole garden has an omnipresent flower smell. 		
CF | 		
CF | Fay is looking at you with a warm smile and her hands tucked in the 		
CF | pockets of 		
CF | her lovely dress. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tulips" 		
CF | Front Garden 0/133 		
CF | Exits: west in 		
CF | 		
CF | > X TULIPS 		
CF | 		
CF | The tulips are planted in the ground and come mostly in red and purple 		
CF | colors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x orchids" 		
CF | Front Garden 0/134 		
CF | Exits: west in 		
CF | 		
CF | > X ORCHIDS 		
CF | 		
CF | The orchids are planted in the ground and come in purple and white 		
CF | colors. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about grove" 		
CF | Front Garden 0/135 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT GROVE 		
CF | 		
CF | She looks puzzled by your question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about oranges" 		
CF | Front Garden 0/136 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT ORANGES 		
CF | 		
CF | "Tell me, Fay, what do you think about..." you begin. 		
CF | 		
CF | "Oh, I think about a lot of things, mister!" she replies, 		
CF | unintentionally 		
CF | interrupting your question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about linen" 		
CF | Front Garden 0/137 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT LINEN 		
CF | 		
CF | The rest of your question is lost as Fay lets out a cute sneeze. "Oh, 		
CF | excuse 		
CF | me, mister!" she begs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about william" 		
CF | Front Garden 0/138 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT WILLIAM 		
CF | 		
CF | "What can you tell me about the officer?" you enquire. 		
CF | 		
CF | "Mr. Officer is sweet yet too strict for his age. I think he 		
CF | overworks 		
CF | himself," she tells you and then comes closer and whispers in your 		
CF | ear. "Let 		
CF | me tell you a secret. Sometimes, when I go to the station, I enjoy 		
CF | teasing him 		
CF | by muddling his things a bit. It's fun to throw him off, but I don't 		
CF | overdo it 		
CF | since he gets a bit angry after a while," she admits. 		
CF | 		
CF | > 		Roger says, "This sort of has a Westworld vibe, but that's just been on my mind lately"
DavidW says (to ClubFloyd), "ask her about reeve" 		
CF | Front Garden 0/139 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT REEVE 		
CF | 		
CF | Fay already told you that she thinks of the officer as an overly stern 		
CF | officer 		
CF | for his young age. She also admitted that she likes to tease him and 		
CF | throw him 		
CF | off by occasionally muddling his things at the station. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about doctor" 		
CF | Front Garden 0/140 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT DOCTOR 		
CF | 		
CF | Her reply is so cryptic that it barely made any sense to you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about hughes" 		
CF | Front Garden 0/141 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT HUGHES 		
CF | 		
CF | "I am not so sure about that. Maybe my friends will tell me about it, 		
CF | sometime," she replies. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about friends" 		
CF | Front Garden 0/142 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT FRIENDS 		
CF | 		
CF | The rest of your question is lost as Fay lets out a cute sneeze. "Oh, 		
CF | excuse 		
CF | me, mister!" she begs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about light" 		
CF | Front Garden 0/143 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT LIGHT 		
CF | 		
CF | "Tell me, Fay, what do you think about..." you begin. 		
CF | 		
CF | "Oh, I think about a lot of things, mister!" she replies, 		
CF | unintentionally 		
CF | interrupting your question. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about candle" 		
CF | Front Garden 0/144 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT CANDLE 		
CF | 		
CF | She looks puzzled by your question. 		
CF | 		
CF | > 		DavidW says, "I think we're done here, unless we want to try barging inside."
		Jacqueline asks, "Did we ask about the cemetery?"
DavidW says (to ClubFloyd), "ask her about cemetery" 		
CF | Front Garden 0/145 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT CEMETERY 		
CF | 		
CF | Her reply is so cryptic that it barely made any sense to you. 		
CF | 		
CF | > 		Jacqueline says, "Or chapel."
		Jacqueline says, "That's all I was wondering."
DavidW says (to ClubFloyd), "ask her about chapel" 		
CF | Front Garden 0/146 		
CF | Exits: west in 		
CF | 		
CF | > ASK HER ABOUT CHAPEL 		
CF | 		
CF | The rest of your question is lost as Fay lets out a cute sneeze. "Oh, 		
CF | excuse 		
CF | me, mister!" she begs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | North End of the Village 0/147 		
CF | Exits: north south east 		
CF | 		
CF | > W 		
CF | 		
CF | Fay blows you a kiss, and she bids you farewell as you walk away. 		
CF | 		
CF | North End of the Village 		
CF | A cold breeze catches you off guard as you stand on the northernmost 		
CF | corner of 		
CF | the village. The few houses and cottages to the west, although 		
CF | relatively old, 		
CF | are in moderately good condition. The mayor's house is located east 		
CF | through 		
CF | the fence gate. Also, here, the sealed road running off to the rest 		
CF | of the 		
CF | village south meets the forest path heading north into the woods. 		
CF | 		
CF | You carefully close the gate, as you leave the front garden. The 		
CF | fence gate is 		
CF | locked in place once more, after you push the latch back. 		
CF | 		
CF | A nearby lamp post flickers once quickly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x post" 		
CF | North End of the Village 0/148 		
CF | Exits: north south east 		
CF | 		
CF | > X POST 		
CF | 		
CF | The lamp posts are made of iron, painted black and standing about 10 		
CF | feet tall. 		
CF | 		
CF | A loud sneeze momentarily breaks the silence in the vicinity. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | North Street 0/149 		
CF | Exits: north south east west 		
CF | 		
CF | > S 		
CF | 		
CF | North Street 		
CF | There are a lot more houses popping up left and right around the north 		
CF | street 		
CF | of the village. To the west, you see a big brick building that looks 		
CF | like a 		
CF | police station with a prominent plaque above its front door, and to 		
CF | the east, 		
CF | you see a small grocery store next to a bakery, while the rest of the 		
CF | road 		
CF | extends both northward and southward from here. 		
CF | 		
CF | A guard dog stands up and looks at you suspiciously. 		
CF | 		
CF | A clowder of cats chatters nearby. 		
CF | 		
CF | > 		Knight_Otu asks, ";Fay, are you allergic to your flowers?"
		Jacqueline says, "hahaha"
		Jacqueline exclaims, "That's the question we really should have asked!"
		DavidW says, "'Yes, it is the best allergy in the whole world!'"
DavidW says (to ClubFloyd), "x dog" 		
CF | North Street 0/150 		
CF | Exits: north south east west 		
CF | 		
CF | > X DOG 		
CF | 		
CF | It is a big old mahogany mallinois dog. It is standing in front of 		
CF | the police 		
CF | station. The guard dog is looking at you suspiciously. 		
CF | 		
CF | > 		Knight_Otu says, "She would say that."
DavidW says (to ClubFloyd), "pet dog" 		
CF | North Street 0/151 		
CF | Exits: north south east west 		
CF | 		
CF | > PET DOG 		
CF | 		
CF | You try to approach, but the guard dog is too suspicious of your 		
CF | movements. 		
CF | 		
CF | A cat meows nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x station" 		
CF | North Street 0/152 		
CF | Exits: north south east west 		
CF | 		
CF | > X STATION 		
CF | 		
CF | It is a small brick building sandwiched in between houses. There is a 		
CF | window 		
CF | next to the front door while a prominent gold plaque hangs above it. 		
CF | In front 		
CF | of the door and by the lamp post, there is the guard dog growling at 		
CF | you. 		
CF | 		
CF | The guard dog is standing in front of the police station. 		
CF | 		
CF | A small mouse darts across the street and disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read plaque" 		
CF | North Street 0/153 		
CF | Exits: north south east west 		
CF | 		
CF | > READ PLAQUE 		
CF | 		
CF | FOGHELM'S POLICE STATION 		
CF | In memory of my father 		
CF | ** Sergeant ALEXANDER W. REEVE 		
CF | For the protection of the village 		
CF | for over four decades 		
CF | 		
CF | A loud sneeze momentarily breaks the silence in the vicinity. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x grocery" 		
CF | North Street 0/154 		
CF | Exits: north south east west 		
CF | 		
CF | > X GROCERY 		
CF | 		
CF | There is nothing unusual about the stores. Sadly, their interior is 		
CF | too dark 		
CF | to see anything inside. 		
CF | 		
CF | A cat meows nearby. 		
CF | 		
CF | > 		Knight_Otu says, "Those really are some sneezes."
		DavidW says, "We don't have any money, but maybe we can earn some and should see what's available to buy."
		Jacqueline says, "From near death to doing part time security work, maybe."
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "e" 		
CF | North Street 0/155 		
CF | Exits: north south east west 		
CF | 		
CF | > E 		
CF | 		
CF | Both shops are closed for the day. There is a signage on the door of 		
CF | the 		
CF | grocery store. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read signage" 		
CF | North Street 0/156 		
CF | Exits: north south east west 		
CF | 		
CF | > READ SIGNAGE 		
CF | 		
CF | The signage reads: 		
CF | 		
CF | CLOSED 		
CF | The store opens 		
CF | again at 9a.m.! 		
CF | 		
CF | A clowder of cats chatters nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | North Street 0/157 		
CF | Exits: north south east west 		
CF | 		
CF | > W 		
CF | 		
CF | The guard dog gets in your way and growls angrily at you. 		
CF | 		
CF | A small mouse darts across the street and disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "walk around post" 		
CF | North Street 0/157 		
CF | Exits: north south east west 		
CF | 		
CF | > WALK AROUND POST 		
CF | 		
CF | The story doesn't understand that command. 		
CF | 		
CF | > 		Knight_Otu says, "I feel unwelcome in this village."
		Jacqueline says, "'Jacqueline enters the Lounge. A clowder of cats chatters nearby.' It is tempting to change my message."
		DavidW says, "Look, we'll just find a bone at the cemetery, and Rex McDoggy will be pacified."
		Roger says, "I'm guessing a puzzle of babelfishian proportions"
DavidW says (to ClubFloyd), "s" 		
CF | Village Center 0/158 		
CF | Exits: north south east west 		
CF | northeast northwest southeast 		
CF | southwest 		
CF | 		
CF | > S 		
CF | 		
CF | Village Center 		
CF | Though there is not much of a village to the south, this junction of 		
CF | roads 		
CF | extending eastward, westward, and northward appears to be the center 		
CF | of the 		
CF | village. The town hall is to the northeast and the post office to the 		
CF | northwest. To the south is the main dock, and to the southwest and 		
CF | southeast 		
CF | are some smaller jetties. 		
CF | 		
CF | There is some fog around the port lightly obscuring things in the 		
CF | distance to 		
CF | the sea and the shore. 		
CF | 		
CF | > 		Knight_Otu asks, "Are you sure we won't need roadkill?"
		DavidW says, "I am not."
		DavidW says, "I assume the town hall and post office aren't open."
		Knight_Otu says, "Seems likely."
		Jacqueline says (to KO), "hahaha"
		DavidW says, "but we should test that."
DavidW says (to ClubFloyd), "nw" 		
CF | Post Office Porch 0/159 		
CF | Exits: southeast 		
CF | 		
CF | > NW 		
CF | 		
CF | Post Office Porch 		
CF | Standing at the porch of the closed post office, you can see a 		
CF | payphone booth 		
CF | while its main entrance lies to the northwest. From here, you can 		
CF | admire the 		
CF | town hall across from the north street and by walking to the 		
CF | southeast, you 		
CF | will end up back at the village road junction. 		
CF | 		
CF | Inside the payphone booth in the corner stands a scientist, who as 		
CF | soon as you 		
CF | approach the booth hangs up the phone and looks at you. "Good evening 		
CF | sir, 		
CF | excuse me for keeping the payphone occupied for so long," she 		
CF | declares, while 		
CF | extending her hand to shake yours. "I am Doctor Hughes, scientist 		
CF | from FARMA 		
CF | the local research facility. Nice to meet you," she tells you. "From 		
CF | the 		
CF | confused look in your eyes, I can tell you are not from around here. 		
CF | So, is 		
CF | there anything I can do to help a lost soul like you?" she enquires. 		
CF | 		
CF | (You could tell her about Silas Holt, or ask her about herself, the 		
CF | research 		
CF | facility, the light fog, or the mayor.) 		
CF | 		
CF | > 		Jacqueline says, "Ask about it all, yeah."
DavidW says (to ClubFloyd), "ask her about herself" 		
CF | Post Office Porch 0/160 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT HERSELF 		
CF | 		
CF | "Are you from around here?" you ask her. 		
CF | 		
CF | "I am from somewhere very far away - I am only here for professional 		
CF | reasons, 		
CF | concerning the research facility," she states. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Post Office Porch 0/161 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | "How long have you been working here?" you want to know. 		
CF | 		
CF | "For a few months now," she tells you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Post Office Porch 0/162 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | "What does your job concern?" you enquire. 		
CF | 		
CF | "Study and research mostly, but we are not allowed to talk openly 		
CF | about our 		
CF | projects," she tells you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		Knight_Otu says, ""Sorry for blocking the phone. Let us chat and prevent you from using the phone more.""
CF | Post Office Porch 0/163 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | "Do you have a place to stay?" you ask. 		
CF | 		
CF | "The facility takes care of every employee's stay, including me," she 		
CF | replies. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Post Office Porch 0/164 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | No more questions pop in your head at the moment. Dr. Hughes already 		
CF | told you 		
CF | that she has been staying here for a few months now for professional 		
CF | reasons 		
CF | only and has been studying and researching something she is not 		
CF | allowed to 		
CF | discuss openly. Also, she mentioned that the facility takes care of 		
CF | her stay, 		
CF | like for most of its employees. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about village" 		
CF | Post Office Porch 0/165 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT VILLAGE 		
CF | 		
CF | "What do you think of the village?" you enquire. 		
CF | 		
CF | "Foghelm is rather small without much to see, except for the 		
CF | lighthouse. I 		
CF | personally prefer the bustling big cities where I grew up and lived 		
CF | most of my 		
CF | life," she admits. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Post Office Porch 0/166 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | Dr. Hughes already made clear her preference in the bustling big 		
CF | cities, that 		
CF | remind her of where she grew up. 		
CF | 		
CF | > 		Roger says, "who was she on the phone with though"
DavidW says (to ClubFloyd), "ask her about phone" 		
CF | Post Office Porch 0/167 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT PHONE 		
CF | 		
CF | "Now, what about..." you begin. 		
CF | 		
CF | "Later, sir," she interrupts you, "I am a bit preoccupied at the 		
CF | moment." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about silas" 		
CF | Post Office Porch 0/168 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT SILAS 		
CF | 		
CF | "I saw someone residing in the hut in the forest," you tell her. 		
CF | 		
CF | "Why should this concern me, you or the facility?" she wonders 		
CF | impassively. 		
CF | "Whoever this is, it was probably his decision to live in that 		
CF | tumbledown old 		
CF | shack. If it was not, this should be better left to the people of 		
CF | Foghelm to 		
CF | handle," she tells you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about facility" 		
CF | Post Office Porch 0/169 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT FACILITY 		
CF | 		
CF | "How long has the research facility been here?" you ask her. 		
CF | 		
CF | "As far as I recall for almost a year," she replies. 		
CF | 		
CF | > 		Roger says, "Foghelm is a bit too close to Phlegm for my comfort"
DavidW says (to ClubFloyd), "g" 		
CF | Post Office Porch 0/170 		
CF | Exits: southeast 		
CF | 		
CF | > G 		
CF | 		
CF | "What is the subject of research in this facility?" you want to know. 		
CF | 		
CF | "The main subjects of study and research have to do with the weather 		
CF | and other 		
CF | local phenomena, but some of the scientists working here, like myself 		
CF | have 		
CF | other ongoing projects and agendas to fulfill," she informs you. 		
CF | "Unfortunately, all of them must remain confidential; you should know 		
CF | that 		
CF | FARMA's policies are very strict," she explains. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about fog" 		
CF | Post Office Porch 0/171 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT FOG 		
CF | 		
CF | "Dr. Hughes, what do you think causes this light fog at the port?" you 		
CF | ask her. 		
CF | 		
CF | "I believe it is very obvious; Fog shows up when water in its gaseous 		
CF | form 		
CF | condenses. During that process, molecules of water vapor combine to 		
CF | make tiny 		
CF | water droplets that hang in the air," she explains. "Now, the reason 		
CF | behind 		
CF | the light fog at the port is the difference in temperature of the sea 		
CF | and the 		
CF | air above it, which in turn raises the dew point and creates high 		
CF | humidity," 		
CF | she answers thoroughly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about fay" 		
CF | Post Office Porch 0/172 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT FAY 		
CF | 		
CF | "Could we talk about..." you start to suggest. 		
CF | 		
CF | "I am certain we could - but let us leave such unimportant subjects 		
CF | for some 		
CF | other time, sir," she replies. 		
CF | 		
CF | > 		Jacqueline says, "She already seems to understand fog, so I guessed they've researched that bit."
DavidW says (to ClubFloyd), "ask her about station" 		
CF | Post Office Porch 0/173 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT STATION 		
CF | 		
CF | "Let us discuss that some other time," she suggests. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about dog" 		
CF | Post Office Porch 0/174 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT DOG 		
CF | 		
CF | "Now, what about..." you begin. 		
CF | 		
CF | "Later, sir," she interrupts you, "I am a bit preoccupied at the 		
CF | moment." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "topics" 		
CF | Post Office Porch 0/174 		
CF | Exits: southeast 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | You could ask her about the mayor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about mayor" 		
CF | Post Office Porch 0/175 		
CF | Exits: southeast 		
CF | 		
CF | > ASK HER ABOUT MAYOR 		
CF | 		
CF | "What do you think of the local Mayor?" you ask her. 		
CF | 		
CF | "I do not know how good he is at his job, but in terms of his 		
CF | character, he is 		
CF | remarkably unsociable, unfriendly, and unhelpful," she remarks with 		
CF | bitterness. 		
CF | "Since I came here, we met each other on a couple of occasions when I 		
CF | was doing 		
CF | research at the village, but the way he treated me was and still is 		
CF | unacceptable and unforgiving," she states. 		
CF | 		
CF | > 		DavidW asks, "How un- can you get?"
		Roger says, "how about that wicker man eh"
		Roger says, "he's working on unctious"
DavidW says (to ClubFloyd), "topics" 		
CF | Post Office Porch 0/175 		
CF | Exits: southeast 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | You have nothing specific in mind right now to discuss with Dr. 		
CF | Hughes. 		
CF | 		
CF | > 		DavidW asks, "Move on?"
		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "se" 		
CF | Village Center 0/176 		
CF | Exits: north south east west 		
CF | northeast northwest southeast 		
CF | southwest 		
CF | 		
CF | > SE 		
CF | 		
CF | Dr. Hughes proceeds to make another phone call, as you walk away. 		
CF | 		
CF | Village Center 		
CF | Though there is not much of a village to the south, this junction of 		
CF | roads 		
CF | extending eastward, westward, and northward appears to be the center 		
CF | of the 		
CF | village. The town hall is to the northeast and the post office to the 		
CF | northwest. To the south is the main dock, and to the southwest and 		
CF | southeast 		
CF | are some smaller jetties. 		
CF | 		
CF | There is some fog around the port lightly obscuring things in the 		
CF | distance to 		
CF | the sea and the shore. 		
CF | 		
CF | A nearby lamp post flickers once quickly. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF | Village Center 0/177 		
CF | Exits: north south east west 		
CF | northeast northwest southeast 		
CF | southwest 		
CF | 		
CF | > NE 		
CF | 		
CF | (first trying to open the town hall entrance) 		
CF | The town hall entrance seems to be locked. 		
CF | 		
CF | A small bat flies by and disappears behind a building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF | Main Dock 0/178 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > S 		
CF | 		
CF | Main Dock 		
CF | Situated below the three-way junction of the village's main roads to 		
CF | the north, 		
CF | the main dock is a solid concrete platform in the sea. The smell of 		
CF | fish is 		
CF | almost unbearable, as there are two huge seiners moored here at the 		
CF | moment, 		
CF | along with some other smaller boats and yachts. Next to the seiners 		
CF | on the 		
CF | dock lie some big fishnets in a pile. Also, in the dock's perimeter, 		
CF | you can 		
CF | see some fish-selling stands. 		
CF | 		
CF | The light fog around the dock lightly obscures distant things in the 		
CF | vicinity 		
CF | and into the sea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x seiners" 		
CF | Main Dock 0/179 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > X SEINERS 		
CF | 		
CF | These fishing vessels are enormous and possibly able to catch and 		
CF | transport a 		
CF | lot of fish. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x nets" 		
CF | Main Dock 0/180 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > X NETS 		
CF | 		
CF | The fishnets are tangled with one another, forming a big pile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stands" 		
CF | Main Dock 0/181 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > X STANDS 		
CF | 		
CF | These wooden fish-selling stands are currently vacant. They are 		
CF | probably used 		
CF | in the morning hours by fishermen who sell their goods. 		
CF | 		
CF | Next to the stands you see a semi-closed fish crate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x crate" 		
CF | Main Dock 0/182 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | The wooden crate emanates a strong fish smell. It's closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open crate" 		
CF | Main Dock 0/183 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > OPEN CRATE 		
CF | 		
CF | A cod is stuck at the bottom of the crate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cod" 		
CF | Main Dock 0/184 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > X COD 		
CF | 		
CF | The cod looks fresh as it's eyes glitter under the moonlight. It's 		
CF | raw. 		
CF | 		
CF | > 		DavidW says, "If it talks when I pick it up, don't freak."
		Jacqueline says, "ha"
DavidW says (to ClubFloyd), "take cod" 		
CF | Main Dock 0/185 		
CF | Exits: north northeast northwest 		
CF | 		
CF | > TAKE COD 		
CF | 		
CF | You take the lonely cod thinking that no one will miss it. 		
CF | 		
CF | > 		Jacqueline says, "Talking fish are more from that game we played a couple of weeks ago."
		Roger says, "the fog of cods falls mainly on the dog"
		DavidW says, "well, they did miss it. That's the point."
		DavidW asks, "Fairest? With the selkie guarding the golden ball?"
		Jacqueline says, "Yeah"
		Jacqueline says, "I read a lot of old fairy tales."
		Jacqueline says, "And talking fish come up a lot."
		DavidW says, "I have a large book of tales, but I hadn't read any of it in ages."
		Jacqueline says, "Hey, there, fisher girl! If you do not eat me, I will grant you a wish, etc, etc."
		Jacqueline says, "That sort of thing."
		Knight_Otu nods.
		DavidW says, "The one I remember is the fisherman's wife never being satisfied, forcing the fisherman to wish for grander things until the fish gives up and resets everything."
		Jacqueline nods.
		DavidW says, "I think the breaking point was wanting to be a goddess instead of the world's empress. Maybe."
		Knight_Otu says, "That fish was pretty patient, all thngs considered."
		DavidW says, "Mostly. The sea churned and the clouds got darker and more threatening."
		DavidW says, "The fish wore the weather like Dr Strange's cape."
DavidW says (to ClubFloyd), "nw" 		
CF | West Street 0/186 		
CF | Exits: north south east 		
CF | west southeast 		
CF | 		
CF | > NW 		
CF | 		
CF | West Street 		
CF | The west street looks a bit vibrant, due to the huge neon sign above 		
CF | you 		
CF | flashing the word MOTEL with a yellow arrow pointing to the 		
CF | entrance below. 		
CF | From here the street extends both westward and eastward. Across the 		
CF | street to 		
CF | the southeast and south lie the main dock and a small jetty 		
CF | respectively. 		
CF | Also, in the distance at the edge of the cliff southwest, you can see 		
CF | a dark 		
CF | and mysterious structure. 		
CF | 		
CF | You hear muffled music coming from inside the motel. 		
CF | 		
CF | A clowder of cats meows nearby. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x motel" 		
CF | West Street 0/187 		
CF | Exits: north south east 		
CF | west southeast 		
CF | 		
CF | > X MOTEL 		
CF | 		
CF | It's the building north of you, where the sign's arrow points to. 		
CF | 		
CF | > 		DavidW asks, "Could be a bar inside with complimentary matchbook?"
		Knight_Otu says, "Maybe."
		Roger says, "and a kicky band"
DavidW says (to ClubFloyd), "n" 		
CF | Motel Lobby 0/188 		
CF | Exits: south east west up 		
CF | 		
CF | > N 		
CF | 		
CF | (first opening the motel's front doors) 		
CF | 		
CF | Motel Lobby 		
CF | Dining furniture covers most of the open space in the lobby of the 		
CF | motel, while 		
CF | the front desk stands on the east side in front of a closed door a 		
CF | little ways 		
CF | away to the left. The walls are covered with an old ochre flower 		
CF | wallpaper, 		
CF | and in the southwestern corner by the arch on the west lies an old 		
CF | jukebox, 		
CF | currently playing a beautiful song, though no one else except yourself 		
CF | is 		
CF | present in the lobby to listen to it. Also, the staircase to the 		
CF | north leads 		
CF | to the upper floor and the double doors to the south mark the exit of 		
CF | the 		
CF | building. 		
CF | 		
CF | Set on top of the front desk is a small brass bell. 		
CF | 		
CF | After you go through the motel's front doors, they close behind you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x jukebox" 		
CF | Motel Lobby 0/189 		
CF | Exits: south east west up 		
CF | 		
CF | > X JUKEBOX 		
CF | 		
CF | This coin-operated machine can play a patron's selection from the 		
CF | self- 		
CF | contained media. It has a dial with numbers corresponding to a 		
CF | specific record 		
CF | in the player. Next to the dial, there is a playlist with songs, 		
CF | which 		
CF | unfortunately have faded out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dial" 		
CF | Motel Lobby 0/190 		
CF | Exits: south east west up 		
CF | 		
CF | > X DIAL 		
CF | 		
CF | The numbers round the dial run from 0 to 20; the dial is currently set 		
CF | to 11. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x playlist" 		
CF | Motel Lobby 0/191 		
CF | Exits: south east west up 		
CF | 		
CF | > X PLAYLIST 		
CF | 		
CF | Apart from the number 0 corresponding to No song, the rest of 		
CF | the numbered 		
CF | selections have faded out to the point that the exact words or even 		
CF | letters 		
CF | have become illegible. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wallpaper" 		
CF | Motel Lobby 0/192 		
CF | Exits: south east west up 		
CF | 		
CF | > X WALLPAPER 		
CF | 		
CF | The walls are covered with an ochre wallpaper, the flowers on which 		
CF | create a 		
CF | beautiful and repeating pattern. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x furniture" 		
CF | Motel Lobby 0/193 		
CF | Exits: south east west up 		
CF | 		
CF | > X FURNITURE 		
CF | 		
CF | The dining furniture, consisting of wooden tables and chairs, are 		
CF | neatly set 		
CF | and scattered across the lobby. You get the idea that the lobby also 		
CF | serves as 		
CF | either a breakfast or dining area for the patrons. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bell" 		
CF | Motel Lobby 0/194 		
CF | Exits: south east west up 		
CF | 		
CF | > X BELL 		
CF | 		
CF | The bell comprises an inverted hemisphere with a small brass knob 		
CF | protruding 		
CF | through the top. Attached to the bell is a small sign. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read sign" 		
CF | Motel Lobby 0/195 		
CF | Exits: south east west up 		
CF | 		
CF | > READ SIGN 		
CF | 		
CF | Ring bell for service 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF | Motel Lobby 0/196 		
CF | Exits: south east west up 		
CF | 		
CF | > X DESK 		
CF | 		
CF | The front desk is a solid wooden-carved semi-circle with a six feet 		
CF | outer 		
CF | radius and a four feet inner one. On the desk, there is a small 		
CF | service bell. 		
CF | 		
CF | Set on top of the front desk is a small brass bell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behind desk" 		
CF | Motel Lobby 0/197 		
CF | Exits: south east west up 		
CF | 		
CF | > LOOK BEHIND DESK 		
CF | 		
CF | You see nothing unusual behind the front desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF | Convenience Store 0/198 		
CF | Exits: east west 		
CF | 		
CF | > W 		
CF | 		
CF | Convenience Store 		
CF | This small area has only two aisles filled with everyday items, such 		
CF | as food, 		
CF | beverages, tobacco products, toiletries, newspapers, and magazines. 		
CF | There is a 		
CF | sign on the window to the west next to the door that leads outside. 		
CF | The front 		
CF | counter is located to the north, and there is an arch that connects 		
CF | this room 		
CF | with the one to the east. 		
CF | 		
CF | You hear some beautiful music coming from the room to the east. 		
CF | 		
CF | An old lady is standing behind the counter, thinking about something 		
CF | and 		
CF | occasionally glancing in your direction. 		
CF | 		
CF | > 		Roger says, "wow that *is* convenient"
		DavidW says, "I've seen this arrangement in Ottawa once. The rooms had kitchettes, and you could buy groceries without leaving the building, so if you wanted to make a fried egg sandwich, you could."
DavidW says (to ClubFloyd), "x lady" 		
CF | Convenience Store 0/199 		
CF | Exits: east west 		
CF | 		
CF | > X LADY 		
CF | 		
CF | She's an old lady, probably in her late seventies, with her gray hair 		
CF | put 		
CF | tightly in a bun. She is standing behind the store counter. The old 		
CF | lady is 		
CF | thinking about something. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "greet lady" 		
CF | Convenience Store 0/200 		
CF | Exits: east west 		
CF | 		
CF | > GREET LADY 		
CF | 		
CF | "Hello there!" you say. 		
CF | 		
CF | "Hello, young man," she smiles at you, "can I help you with anything?" 		
CF | she 		
CF | proceeds to ask. 		
CF | 		
CF | (You could tell her about Silas Holt, or ask her about herself, the 		
CF | store or 		
CF | the motel, the village, the hut, or the white building.) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about herself" 		
CF | Convenience Store 0/201 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT HERSELF 		
CF | 		
CF | "What's your name, madam?" you ask her. 		
CF | 		
CF | "I am Mrs. Chapman," she tells you, "but you can just call me Shanna, 		
CF | like 		
CF | everyone else in the village. Pleased to meet you!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about store" 		
CF | Convenience Store 0/202 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT STORE 		
CF | 		
CF | "Do you own this whole place?" you ask curiously. 		
CF | 		
CF | "Well, yes. The motel, the convenience store and the gas station 		
CF | nearby 		
CF | belonged to my family for many generations, although things weren't 		
CF | always like 		
CF | this," she tells you. "Over 60 years ago, the whole area where the 		
CF | convenience 		
CF | store, the gas station, and the parking lot are located was just 		
CF | farmland. And 		
CF | back in the 30s, this motel was nothing more, but a simple dinner," 		
CF | she 		
CF | proceeds to explain. 		
CF | 		
CF | > 		DavidW says, "diner, not dinner, I assume"
DavidW says (to ClubFloyd), "ask her about motel" 		
CF | Convenience Store 0/203 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT MOTEL 		
CF | 		
CF | "Isn't it hard to manage everything around here by yourself?" you 		
CF | enquire. 		
CF | 		
CF | "It is actually!", she replies. "But my husband, although a bit older 		
CF | than me, 		
CF | takes the morning shifts, and sometimes a few kids from the village 		
CF | come here 		
CF | to help us." 		
CF | 		
CF | > 		DavidW says, "I guess if we rang the bell, she'd've wandered over."
		Jacqueline says (to DW), "Yes, but there haven't been very few mistakes in this - impressive for a non-native speaker."
		Jacqueline says, "er"
		Jacqueline says, "Haven't been very many mistakes, I meant to say."
DavidW says (to ClubFloyd), "ask her about village" 		
CF | Convenience Store 0/204 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT VILLAGE 		
CF | 		
CF | "How long has this village been here?" you wonder. 		
CF | 		
CF | She thinks to herself for a moment. "I cannot answer that with 		
CF | certainty. As 		
CF | far as I can remember from my nanny's stories, I would say about 120 		
CF | to 150 		
CF | years," she vaguely replies. 		
CF | 		
CF | > 		Jacqueline says, "It's funny that I messed that up, given that English is my first language. haha"
DavidW says (to ClubFloyd), "ask her about facility" 		
CF | Convenience Store 0/205 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT FACILITY 		
CF | 		
CF | "I've seen a white building at the western edge of the forest. Do you 		
CF | know 		
CF | anything about it?" you ask her. 		
CF | 		
CF | "Of course, dear," she smiles. "That white building is a research 		
CF | facility." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF | Convenience Store 0/206 		
CF | Exits: east west 		
CF | 		
CF | > G 		
CF | 		
CF | "Do you happen to know what they are researching at the facility?" you 		
CF | wonder. 		
CF | 		
CF | "As Doctor Hughes told me, it is something concerning the local area, 		
CF | like the 		
CF | forest, the mountains, and the village, but I didn't ask her for more, 		
CF | so if 		
CF | you are looking for specific details you could ask her directly," she 		
CF | suggests. 		
CF | "I think she would be happy to inform you!" 		
CF | 		
CF | > 		DavidW says, "Everyone knows everyone."
DavidW says (to ClubFloyd), "ask her about mayor" 		
CF | Convenience Store 0/207 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT MAYOR 		
CF | 		
CF | "What's your opinion of the mayor?" you ask. 		
CF | 		
CF | "Mayor Ellington is a gentleman, with much love towards both our 		
CF | village and 		
CF | the chapel," she replies. "And despite being introverted and a man of 		
CF | few 		
CF | words, he seems to really care for everyone in the village, especially 		
CF | his only 		
CF | daughter Fay," she also states. "Last but not least, he has a 		
CF | beautiful flower 		
CF | garden at the front of his house that he and his long-gone wife Flora 		
CF | created!" 		
CF | 		
CF | > 		DavidW says, "heh, Flora"
		Knight_Otu says, "Flora? Fitting name."
DavidW says (to ClubFloyd), "ask her about reeve" 		
CF | Convenience Store 0/208 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT REEVE 		
CF | 		
CF | "What can you tell me about Alexander Reeve?" you wonder. 		
CF | 		
CF | "He was an excellent detective and later a very capable sergeant, 		
CF | having 		
CF | managed to protect the village for almost four decades," she informs 		
CF | you. 		
CF | "Nobody could ever manage to match up to his incredible skills and 		
CF | talent, I 		
CF | think." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask her about silas" 		
CF | Convenience Store 0/209 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT SILAS 		
CF | 		
CF | "I saw a mysterious figure residing in the hut in the forest, do you 		
CF | per chance 		
CF | know them?" you ask her politely. 		
CF | 		
CF | "I think you are mistaken, my dear," she replies sympathetically. "No 		
CF | one 		
CF | lives in that hut or has ever tried to. The figure you saw probably 		
CF | was the 		
CF | shadow of a forest animal or maybe even yours," she remarks. 		
CF | 		
CF | > 		Knight_Otu says, "He was pretty chatty for a shadow."
		DavidW says, "yeah"
		Roger says, "motel owners are the natural enemies of airbnb"
DavidW says (to ClubFloyd), "ask her about dog" 		
CF | Convenience Store 0/210 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT DOG 		
CF | 		
CF | "Why is there a dog in front of the police station?" you wonder. 		
CF | "Does it 		
CF | belong to someone?" 		
CF | 		
CF | "Ah you must mean Lieutenant, Officer Reeve's guard dog!" she answers. 		
CF | "Don't 		
CF | worry about him - the dog, I mean, not William. Although he looks 		
CF | threatening, 		
CF | in the end, he just wants some company. Trust me, I know him well 		
CF | enough - we 		
CF | are about the same age after all," she adds with a wink and a titter. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "ask her about linen" 		
CF | Convenience Store 0/211 		
CF | Exits: east west 		
CF | 		
CF | > ASK HER ABOUT LINEN 		
CF | 		
CF | She gives you a warm smile, and then says, "I think I'd need to think 		
CF | about 		
CF | that." 		
CF | 		
CF | > 		Roger says, "show her our cod"
		Jacqueline wiggles her eyebrows.
DavidW says (to ClubFloyd), "show cod" 		
CF | Convenience Store 0/212 		
CF | Exits: east west 		
CF | 		
CF | > SHOW COD 		
CF | 		
CF | (to Mrs. Chapman) 		
CF | "The raw cod looks really interesting, but it is not something I can 		
CF | take!", 		
CF | she kindly refuses your offer. 		
CF | 		
CF | > 		Jacqueline says, "haha"
		Jacqueline says, "I love default responses like that."
		Knight_Otu says, "Wow."
		DavidW says, "It's 4:30 now, and it feels like we've barely done anything significant yet."
		Jacqueline says, "We have made many friends."
		Jacqueline says, "Friendship is magic."
		Jacqueline says, "But yes."
		Roger asks, "Is SCORE actually implemented?"
DavidW says (to ClubFloyd), "score" 		
CF | Convenience Store 0/212 		
CF | Exits: east west 		
CF | 		
CF | > SCORE 		
CF | 		
CF | In 212 moves, you have scored 0 of a possible 50 points. 		
CF | 		
CF | (To see a detailed accounting of your score, type FULL SCORE.) 		
CF | 		
CF | > 		Roger says, "guess you're right"
		Jacqueline says, "hahaha. Oh dear."
DavidW says (to ClubFloyd), "ask about flashlight" 		
CF | Convenience Store 0/213 		
CF | Exits: east west 		
CF | 		
CF | > ASK ABOUT FLASHLIGHT 		
CF | 		
CF | "Please tell me, what do you think about..." you break off as you 		
CF | realize she 		
CF | seems to not pay attention to you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask about matches" 		
CF | Convenience Store 0/214 		
CF | Exits: east west 		
CF | 		
CF | > ASK ABOUT MATCHES 		
CF | 		
CF | "Can you tell me about..." you begin. 		
CF | 		
CF | "Wait! What was that?" she asks, cocking her head to one side, 		
CF | looking through 		
CF | the arch. Then, after a moment, she continues, "Sorry dear, I thought 		
CF | I heard 		
CF | something." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask about flora" 		
CF | Convenience Store 0/215 		
CF | Exits: east west 		
CF | 		
CF | > ASK ABOUT FLORA 		
CF | 		
CF | "What can you tell me about the mayor's wife, Flora?" you ask. 		
CF | 		
CF | "Flora was a very bright, out-going, and kind girl, yet very fragile. 		
CF | Her 		
CF | greatest passion was gardening, and apart from that, she frequently 		
CF | engaged 		
CF | with household chores," she answers. "Sadly, she had many 		
CF | heart-related health 		
CF | issues that eventually cost her her life about a decade ago," she 		
CF | remarks 		
CF | sadly. 		
CF | 		
CF | > 		Jacqueline says, "I got excited there for a second when the sound happened."
		Jacqueline says, "We didn't even get a point for that darn orange. Man."
Roger says (to cf), "ask about jukebox" 		
CF | Convenience Store 0/216 		
CF | Exits: east west 		
CF | 		
CF | > ASK ABOUT JUKEBOX 		
CF | 		
CF | "Why is the jukebox at the lobby turned on right now?" you wonder. 		
CF | 		
CF | "I always leave it on, because not only the music keeps me company in 		
CF | the 		
CF | lonely nights, but it also reminds me of my family!" she says with a 		
CF | sympathetic smile. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask about family" 		
CF | Convenience Store 0/217 		
CF | Exits: east west 		
CF | 		
CF | > ASK ABOUT FAMILY 		
CF | 		
CF | "What do you think about..." you begin. 		
CF | 		
CF | "I'm sorry dear I spaced out again, what were you saying?" she says, 		
CF | seemingly 		
CF | distracted. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "buy candy bar" 		
CF | Convenience Store 0/217 		
CF | Exits: east west 		
CF | 		
CF | > BUY CANDY BAR 		
CF | 		
CF | The word "buy" is not necessary in this story. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "show orange" 		
CF | Convenience Store 0/218 		
CF | Exits: east west 		
CF | 		
CF | > SHOW ORANGE 		
CF | 		
CF | (to Mrs. Chapman) 		
CF | "The orange looks really interesting, but it is not something I can 		
CF | take!", she 		
CF | kindly refuses your offer. 		
CF | 		
CF | > 		DavidW says, "I'm getting too tired to continue for much longer."
		Jacqueline says, "Oh yeah, we've been going a while."
		Jacqueline asks, "Stop for this week, decide if we actually want to try to earn points next time?"
		Knight_Otu says, "Sure, works for me."
		DavidW says, "okay"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to readwrite: 		
DavidW says (to ClubFloyd), "cfghostswithin" 		
CF | Convenience Store 0/218 		
CF | Exits: east west 		
CF | Saved. 		
CF | 		
CF | > 		DavidW says, "I forgot about the game's title. Perhaps the fog is ghosts."
		Roger says, "hmmm it does have that sort-of Carnival of Souls pointlessness"
		Roger says, "thanks for driving, DW, and everyone"
		DavidW says, "no prob"
		Jacqueline exclaims, "Yes, thak you!"
		Jacqueline exclaims, "Thank you!"
		Knight_Otu exclaims, "Thanks or driving!"
		DavidW says, "Just wish I'd earned a point."
		Jacqueline asks (of Roger), "Do you mean Carnival of Souls as in the RiffTrax, or some IF thing?"
		Jacqueline says (to DW), "We all yearn for the FLP."
		Jacqueline smiles and winks.
		DavidW says, "ha"
		DavidW says, "okay, thanks everyone. I'm gonna lie down now. bye for now."
		Knight_Otu exclaims, "Good night, and stay safe!"



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ClubFloyd Transcript:
Hollywood Hijinx by Dave Anderson and Liz Cyr-Jones
As played on ifMUD on May 22 & 29, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Hollywood Hijinx written by Dave Anderson and Liz Cyr-Jones. Hollywood Hijinx was released in 1986 by Infocom. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing these games, and it goes without saying that the transcript is full of spoilers. So, if you've never played these games, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION ONE *** 		
		DavidW says, "Hollywood Hijinx was a fun silly game. I don't remember the statue turn sequence for unlocking the front door, though."
		DavidW says, "A lot of people were less happy with Hijinx, though."
		Jacqueline says (to DW), "I don't think I ever played Hollywood Hijinx"
		DavidW asks (of Jacqueline), "REALLY? You didn't see the ATOMIC CHIHUAHUA?!?"
		Roger says, "That sounds like it would have been memorable"
		Jacqueline says, "Nope"
		DavidW asks, "There's also a room where you push a piano to make the floor tilt?"
		DavidW asks, "Lots of colored punch cards?"
		Jacqueline says, "No, never seen any of that."
		Jacqueline asks, "Should I upload it? Is it worth seeing?"
		DavidW says, "I think it's worth seeing, yes."
		DavidW says, "But we'll need the feelie or info from it to get the front door open."
		Jacqueline says, "Ha. Well, okay. One sec."
		DavidW says, "Like, we need to turn the statue east then north then south. Something like that."
		DavidW says, "This game also features skis, iirc."
Jacqueline says (to ClubFloyd), "load sleepmask hwhijinx" 		
CF ] South Junction Score: 0, Turns: 0 		
CF | As night falls the black limousine turns off the highway. It has all 		
CF | happened so fast, you think to yourself. Your Aunt passing away 		
CF | without any warning, the funeral this afternoon, and now this unusual 		
CF | stipulation in her will. The limo pulls up to the front of the house. 		
CF | "This is the end of the line," says the attorney, and you step out of 		
CF | the back of the limo. "Remember, your Aunt Hildegarde's will stated 		
CF | you will inherit her entire fortune -- if you can find the ten 		
CF | 'treasures' in one night." 		
CF | 		
CF | He hands you a photo of Uncle Buddy and a letter, saying, "Her will 		
CF | instructed that I give you this photo, with the poem, to point you in 		
CF | the right direction. Also this letter, and here, you'll need this." He 		
CF | gives you a flashlight. "Meet me at 9 a.m. in the living room with all 		
CF | the 'treasures' and you'll inherit her entire estate," he says as the 		
CF | limo pulls away and disappears into the night's darkness. 		
CF | 		
CF | HOLLYWOOD HIJINX 		
CF | Infocom interactive fiction -- a zany treasure hunt 		
CF | Copyright (C) 1986 Infocom, Inc. All rights reserved. 		
CF | HOLLYWOOD HIJINX is a trademark of Infocom, Inc. 		
CF | Release 37 / Serial Number 861215 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		Jacqueline says, "snrk. Great premise for an IF game."
		MoyTravis asks, "...really, Aunt Hildegarde?"
		DavidW says, "Oh yes."
DavidW says (to ClubFloyd), "turn statue east" 		
CF ] South Junction Score: 0, Turns: 1 		
CF | > 		
CF | > TURN STATUE EAST 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn statue north" 		
CF ] South Junction Score: 0, Turns: 2 		
CF | > 		
CF | > TURN STATUE NORTH 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn statue south" 		
CF ] South Junction Score: 0, Turns: 3 		
CF | > 		
CF | > TURN STATUE SOUTH 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the south. 		
CF | 		
CF | > 		Jacqueline asks, "Why does the name put scare quotes around 'treasures'?"
		Jacqueline says, "Never mind. I'll find out."
		DavidW says, "I'm reasonably sure it's three different cardinal directions."
DavidW says (to ClubFloyd), "turn statue east" 		
CF ] South Junction Score: 0, Turns: 4 		
CF | > 		
CF | > TURN STATUE EAST 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the east. 		
CF | 		
CF | > 		MoyTravis asks, "Does the feelie have, like, a statue on a clicky base or something?"
DavidW says (to ClubFloyd), "turn statue west" 		
CF ] South Junction Score: 0, Turns: 5 		
CF | > 		
CF | > TURN STATUE WEST 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn statue south" 		
CF ] South Junction Score: 0, Turns: 6 		
CF | > 		
CF | > TURN STATUE SOUTH 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x photo" 		
CF ] South Junction Score: 0, Turns: 6 		
CF | > 		
CF | > X PHOTO 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine photo" 		
CF ] South Junction Score: 0, Turns: 7 		
CF | > 		
CF | > EXAMINE PHOTO 		
CF | 		
CF | The photo looks exactly like the one that came in your game package. 		
CF | 		
CF | > 		Jacqueline says, "Ah yes, no x."
DavidW says (to ClubFloyd), "read photo" 		
CF ] South Junction Score: 0, Turns: 8 		
CF | > 		
CF | > READ PHOTO 		
CF | 		
CF | The photo looks exactly like the one that came in your game package. 		
CF | 		
CF | > 		MoyTravis says, "...THANKS GAME."
		Jacqueline says, "let me find these, one sec."
		Jacqueline | [LINK]
		DavidW says, "WEST EAST NORTH"
DavidW says (to ClubFloyd), "turn statue west" 		
CF ] South Junction Score: 0, Turns: 9 		
CF | > 		
CF | > TURN STATUE WEST 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn statue east" 		
CF ] South Junction Score: 0, Turns: 10 		
CF | > 		
CF | > TURN STATUE EAST 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn statue north" 		
CF ] South Junction Score: 0, Turns: 11 		
CF | > 		
CF | > TURN STATUE NORTH 		
CF | 		
CF | You turn the statue of Buck Palace, the fighting letter carrier, to 		
CF | the north, and hear a click from off to the north. 		
CF | 		
CF | From the ocean there is the distant ringing of warning buoys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Porch Score: 0, Turns: 12 		
CF | > 		
CF | > N 		
CF | 		
CF | As you walk toward the house, a large black cat scurries across the 		
CF | path, heading toward Johnny Carson's house. 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open mailbox" 		
CF ] Front Porch Score: 0, Turns: 13 		
CF | > 		
CF | > OPEN MAILBOX 		
CF | 		
CF | Opening the Buck Palace-endorsed, regulation mailbox reveals a copy of 		
CF | The Status Line, a yellowed piece of paper and a business card. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if these feelies are just drm and setting the feel/scene or if they contain clues..."
DavidW says (to ClubFloyd), "take all forom it" 		
CF ] Front Porch Score: 0, Turns: 13 		
CF | > 		
CF | > TAKE ALL FOROM IT 		
CF | 		
CF | [This story doesn't know the word "forom."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "o from" 		
CF ] Front Porch Score: 0, Turns: 13 		
CF | > 		
CF | > O FROM 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "o."] 		
CF | 		
CF | > 		Jacqueline says, "You're in the good ol' days, David."
		Jacqueline says, "No x, no o"
		DavidW says, "The poem on the back of the photo had the clues."
DavidW says (to ClubFloyd), "take all from mailbox" 		
CF ] Front Porch Score: 0, Turns: 14 		
CF | > 		
CF | > TAKE ALL FROM MAILBOX 		
CF | 		
CF | The copy of The Status Line: Taken. 		
CF | The yellowed piece of paper: Taken. 		
CF | The business card: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l paper" 		
CF ] Front Porch Score: 0, Turns: 14 		
CF | > 		
CF | > L PAPER 		
CF | 		
CF | [Which paper do you mean, the yellowed piece of paper or the copy of 		
CF | The Status Line?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "yellowed" 		
CF ] Front Porch Score: 0, Turns: 15 		
CF | > 		
CF | > YELLOWED 		
CF | 		
CF | Use prepositions to indicate precisely what you want to do. For 		
CF | example, LOOK AT the object, LOOK INSIDE it, LOOK UNDER it, etc. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at paper" 		
CF ] Front Porch Score: 0, Turns: 15 		
CF | > 		
CF | > L AT PAPER 		
CF | 		
CF | [Which paper do you mean, the yellowed piece of paper or the copy of 		
CF | The Status Line?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "piece" 		
CF ] Front Porch Score: 0, Turns: 16 		
CF | > 		
CF | > PIECE 		
CF | 		
CF | You see the following: 		
CF | 		
CF | | | | | | | | | | 		
CF | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | 		
CF | | | | | | | | | | 		
CF | | | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | 		
CF | | | | | | | |X| | | | | 		
CF | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | 		
CF | | | | | | | | 		
CF | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | | 		
CF | | | | | | | | | | | | | | | | 		
CF | | | | | | | | 		
CF | 		
CF | > 		MoyTravis says, "What's 'o'"
		DavidW says, "oh, right. This is half of the maze map."
		Jacqueline asks, "Oh goodness, are the 'treasures' body parts?"
		Jacqueline says, "Just... reading the poem."
		DavidW says, "O is short for OOPS."
		MoyTravis says, "Oooooh."
		DavidW says, "no, the treasures are souvenirs of Uncle Buddy's movies."
		Jacqueline says, "ah. Phew."
		MoyTravis says, "That's much less interesting, tbh."
		DavidW says, "If you want quote body parts unquote (tee hee), play Igor's Quest."
		Jacqueline says, "I read 'no match for the chainsaw's mean foray... as pieces of Roy scattered..." and was having Dr Horror flashbacks."
		MoyTravis says, "Well that game was similarly movie-focused."
		Jacqueline says, "Indeed."
DavidW says (to ClubFloyd), "x card" 		
CF ] Front Porch Score: 0, Turns: 16 		
CF | > 		
CF | > X CARD 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at card" 		
CF ] Front Porch Score: 0, Turns: 17 		
CF | > 		
CF | > L AT CARD 		
CF | 		
CF | 		
CF | For fast service, call 		
CF | 		
CF | ROY G. BIV 		
CF | COMPUTER SERVICE & REPAIR 		
CF | 576-1851 		
CF | 		
CF | > 		MoyTravis says, "I actively resent the cursive font on this feelie."
DavidW says (to ClubFloyd), "l at status" 		
CF ] Front Porch Score: 0, Turns: 18 		
CF | > 		
CF | > L AT STATUS 		
CF | 		
CF | It's a copy of Infocom's newsletter "The Status Line" (formerly "The 		
CF | New Zork Times"). It's addressed to Aunt Hildegarde and features a 		
CF | story about a game called "Hollywood Hijinx." In the article, author 		
CF | "Hollywood" Dave Anderson thanks his fellow imps for their enormous 		
CF | help and patience. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under mat" 		
CF ] Front Porch Score: 0, Turns: 18 		
CF | > 		
CF | > LOOK UNDER MAT 		
CF | 		
CF | You can't see any mat here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Front Porch Score: 0, Turns: 19 		
CF | > 		
CF | > L 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Front Porch Score: 0, Turns: 20 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The oak door opens with a long squeal, and you hear hurried footsteps 		
CF | several rooms away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Foyer Score: 0, Turns: 21 		
CF | > 		
CF | > N 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on light" 		
CF ] Foyer Score: 0, Turns: 22 		
CF | > 		
CF | > TURN ON LIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is closed. 		
CF | 		
CF | > 		DavidW says, "oh, I shouldn't be driving. I know too much still."
		DavidW says, "That closet has a few secrets."
		Jacqueline says, "I think it is fine, as I am mostly here to be a tourist."
		Jacqueline says, "But if someone else wants to drive that is also okay."
		Jacqueline says, "I'm just here for the atomic chihuahuas."
		DavidW says, "The closet has some coat pegs."
		DavidW asks, "Oh, I think the chihuahua is on this floor?"
		Jacqueline says, "So, we are not alone in the house... huh."
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 0, Turns: 23 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		DavidW says, "Right here, in fact."
DavidW says (to ClubFloyd), "look at model" 		
CF ] Game Room Score: 0, Turns: 24 		
CF | > 		
CF | > LOOK AT MODEL 		
CF | 		
CF | It's the scale model of downtown Tokyo used in the movie "Atomic 		
CF | Chihuahuas From Hell." In the center of the model is Tokyo Central 		
CF | Park. In the eastern half of the park there is a monument. There is a 		
CF | Big Diamond Ring perched on top of the monument. Stretching east and 		
CF | west from the park is Tokyo's main street. In the street west of the 		
CF | park there is an Atomic Chihuahua. The entire model is covered by a 		
CF | thick plastic dome. Outside the dome on the model there are five 		
CF | buttons: a blue button, a black button, a green button, a white button 		
CF | and a red button. 		
CF | 		
CF | > 		Jacqueline asks (of Moy), "Are you one of the new kids who has trouble with the cursive of our ancestors?"
		MoyTravis says, "Yes. I am."
		MoyTravis says, "But, like, my grandpa didn't write in cursive."
		DavidW says, "huh"
		DavidW says, "I write in cursive all the time."
		MoyTravis says, "Well I wonder if him being Chinese made a difference."
		MoyTravis says, "Anyways please drive I could not possibly drive this."
		DavidW says, "Chinese has stroke order instead, so their bad scribbles still are readable."
		MoyTravis says, "Huh! Interesting. Nobody I know my age uses cursive but then people also tend to write less."
		Jacqueline says, "I have sort of mixed handwriting. Part print, part cursive."
		DavidW says, "I don't remember what all these buttons do. The goal is to get the diamond ring."
		MoyTravis says, "lol there's a real issue with the very young where nobody can actually WRITE any of the characters because of phone input systems."
		DavidW says, "Also, should save since I don't think we can undo mistakes."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Game Room Score: 0, Turns: 24 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		MoyTravis asks, "Wait no UNDO?"
		MoyTravis asks, "...was UNDO a modern invention?"
		DavidW asks, "I think so?"
		MoyTravis says, "Good Lord."
DavidW says (to ClubFloyd), "xmodel" 		
CF ] Game Room Score: 0, Turns: 24 		
CF | > 		
CF | > XMODEL 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "xmodel."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at model" 		
CF ] Game Room Score: 0, Turns: 25 		
CF | > 		
CF | > LOOK AT MODEL 		
CF | 		
CF | It's the scale model of downtown Tokyo used in the movie "Atomic 		
CF | Chihuahuas From Hell." In the center of the model is Tokyo Central 		
CF | Park. In the eastern half of the park there is a monument. There is a 		
CF | Big Diamond Ring perched on top of the monument. Stretching east and 		
CF | west from the park is Tokyo's main street. In the street west of the 		
CF | park there is an Atomic Chihuahua. The entire model is covered by a 		
CF | thick plastic dome. Outside the dome on the model there are five 		
CF | buttons: a blue button, a black button, a green button, a white button 		
CF | and a red button. 		
CF | 		
CF | > 		DavidW says, "I've already forgotten the button colors. I need to write this down."
		Jacqueline says, "We had to walk uphill both ways to get to the endings, and read everything in cursive, Moy."
		Roger says, "our Qs looked like big-ass 2s and we loved them"
		DavidW says, "I'll test the buttons, then restore."
DavidW says (to ClubFloyd), "push blue" 		
CF ] Game Room Score: 0, Turns: 26 		
CF | > 		
CF | > PUSH BLUE 		
CF | 		
CF | The Atomic Chihuahua grasps at thin air with its front claws. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 27 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and stomps its clawed foot 		
CF | down on the street's pavement. 		
CF | 		
CF | > 		Roger says, "that looks like an Info-tater puzzle"
		Jacqueline says, "Aw, yay"
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 28 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in its best prehistoric prance, moves east, then 		
CF | comes to a stop. 		
CF | 		
CF | Suddenly, several blocks east of the Atomic Chihuahua, a pair of tiny 		
CF | tanks turn a corner onto the main street. They're heading straight for 		
CF | the Atomic Chihuahua. Out of the corner of your eye you notice a puny 		
CF | plane flying over the park. The puny plane banks, turning towards the 		
CF | main street. 		
CF | 		
CF | > 		Jacqueline says, "Neat"
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 29 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at thin air. 		
CF | 		
CF | The tanks, a few blocks away, continue to advance toward the radiated 		
CF | sewer rat. Over the park, a second puny plane joins the first one. 		
CF | 		
CF | > 		MoyTravis says, "Hmm alliteration is the order of the day here it seems."
DavidW says (to ClubFloyd), "push red" 		
CF ] Game Room Score: 0, Turns: 30 		
CF | > 		
CF | > PUSH RED 		
CF | 		
CF | A flame shoots from the dog's mouth into the air. 		
CF | 		
CF | The tanks, only a block away, begin firing as they move within range. 		
CF | The puny planes swoop out of the park and down the street. As bullets 		
CF | pierce the dazed dog's scales he pauses momentarily, remembering his 		
CF | younger days with Xavier Cugat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 31 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at thin air. 		
CF | 		
CF | The tanks continue to fire as they roll to a stop at the foot of the 		
CF | mutant Mexican hairless. The planes, a few blocks away, continue to 		
CF | fly toward the radiated sewer rat. As the gunfire strikes the Atomic 		
CF | Chihuahua, its heavy reptilian tail pounds the street's pavement 		
CF | angrily. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 32 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The gunfire prevents the Atomic Chihuahua from moving further forward. 		
CF | 		
CF | The Atomic Chihuahua continues to take hits from the tiny tanks. The 		
CF | planes, only a block away, begin firing as they move within range. The 		
CF | Atomic Chihuahua's bulging eyes wince with pain as several rounds fire 		
CF | into its chest. 		
CF | 		
CF | > 		Jacqueline says, "Okay, Xavier Cugat is apparently a Spanish musician who died before I was born."
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 33 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and, just as you thought this 		
CF | game was going to become even more base, stomps its clawed foot down 		
CF | on one of the tiny tanks, crushing it. 		
CF | 		
CF | The Atomic Chihuahua continues to take hits from the tiny tank. The 		
CF | planes, spewing bullet-shaped death, reach the radioactive reptile and 		
CF | begin circling around it. The Atomic Chihuahua takes two rounds in the 		
CF | throat and gasps. (Two rounds to you and me, but that's 14 rounds to 		
CF | little scale-face!) 		
CF | 		
CF | > 		MoyTravis asks, "Is "sewer rat" a valid synonym for chihuaua?"
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 34 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and, just as you thought this 		
CF | game was going to become even more base, stomps its clawed foot down 		
CF | on the other tiny tank, crushing it. 		
CF | 		
CF | The Atomic Chihuahua continues to take fire from the puny planes. The 		
CF | Atomic Chihuahua's bulging eyes wince with pain as several rounds fire 		
CF | into its chest. The repeated attacks begin to take their toll on the 		
CF | Atomic Chihuahua. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 35 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The gunfire prevents the Atomic Chihuahua from moving further forward. 		
CF | 		
CF | The Atomic Chihuahua continues to take fire from the puny planes. As 		
CF | bullets pierce the dazed dog's scales he pauses momentarily, 		
CF | remembering his younger days with Xavier Cugat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 36 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at the puny planes, striking one. A puff 		
CF | of black smoke begins to trail from the puny plane. It rolls to one 		
CF | side, then heads down, crashing in a Tokyo suburb. 		
CF | 		
CF | The Atomic Chihuahua continues to take fire from the puny plane. As 		
CF | the gunfire strikes the Atomic Chihuahua, its heavy reptilian tail 		
CF | pounds the street's pavement angrily. The repeated attacks weaken the 		
CF | Atomic Chihuahua and it seems near death. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 37 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at the puny plane, striking it. A puff of 		
CF | black smoke begins to trail from the puny plane. It tumbles out of 		
CF | control, crashing in the parking lot of the Tokyo Disneyland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 38 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		MoyTravis asks, "So are we trying to, like, help the Atomic Chihuahua or kill it?"
		Jacqueline asks, "This is quite the programmed model for back in the day, isn't it?"
		DavidW says, "The goal is to get the diamond ring."
DavidW says (to ClubFloyd), "x ring" 		
CF ] Game Room Score: 0, Turns: 38 		
CF | > 		
CF | > X RING 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at ring" 		
CF ] Game Room Score: 0, Turns: 39 		
CF | > 		
CF | > L AT RING 		
CF | 		
CF | It's the Big Diamond Ring from Uncle Buddy's movie "The Big Diamond 		
CF | Ring." 		
CF | 		
CF | > 		Jacqueline says, "I always assumed sets like this were still run by people / puppeteers, etc."
		DavidW says, "We're a people."
		Jacqueline says, "Huh. >L works? I've never used that."
		Jacqueline says (to DW), "Well, yes, but I mean the planes and tanks and firing."
		Jacqueline asks, "We're working the chihuahua, who is working them?"
		DavidW says, "Unfortunately, I've already made this unwinnable."
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 40 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 41 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 42 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves into the west end of 		
CF | the park, violating all leash laws. 		
CF | 		
CF | Suddenly out from under a clump of trees at the east end of the park, 		
CF | a tiny truck with a rocket mounted on it rolls into view. (Apparently, 		
CF | violating Tokyo's leash laws is not taken lightly.) A small radar dish 		
CF | on the tiny truck spins furiously until it locks in on the Atomic 		
CF | Chihuahua and stops. A puff of smoke comes from the back of the rocket 		
CF | as it blasts off toward the dog. 		
CF | 		
CF | > 		Jacqueline says, "Oh, and I take back what I said about Xavier Cugat. He died in 1990, but his career ended in 1970."
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 43 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at the rocket, barely missing it. 		
CF | 		
CF | The rocket speeds toward the Atomic Chihuahua and begins circling as 		
CF | it nears. 		
CF | 		
CF | > 		Jacqueline says, "oh no"
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 44 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves to the east end of 		
CF | the park right in front of a monument, near the tiny truck. The rocket 		
CF | follows close behind. 		
CF | 		
CF | The rocket begins bobbing up and down, sniffing for just the right 		
CF | spot as it circles the Atomic Chihuahua. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 45 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Chihuahua raises his hind leg and soundly stomps the tiny truck, 		
CF | smashing it to bits. The rocket heads straight for the Atomic 		
CF | Chihuahua, then begins to swerve and dive erratically. It sails past 		
CF | the Atomic Chihuahua, colliding with Tokyo's tallest building, the 		
CF | Ginsu Building, corporate headquarters of the Ginsu Knife Company. 		
CF | Just as your mind pauses to consider the possibility of a Ginsu knife 		
CF | standing up to this kind of punishment, the rocket explodes and the 		
CF | entire building collapses. Tokyo isn't saved but millions of 		
CF | late-night TV viewers are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 46 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves forward, crushing the 		
CF | monument. Dozens of local pigeons commence mourning. The Big Diamond 		
CF | Ring tumbles off the monument onto the ground. The dog leaves the park 		
CF | and moves into the street. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Game Room Score: 0, Turns: 46 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | [What do you want to undo?] 		
CF | 		
CF | > 		Jacqueline says, "Man, Ginsu knives."
		Jacqueline says, "Hey hey. Undo works."
		DavidW says, "As in UNTIE."
		Jacqueline says, "... oh"
		DavidW says, "I don't want to UNTIE an apron."
		DavidW says, "anyway, I need to restore."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Game Room Score: 0, Turns: 24 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 25 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in its best prehistoric prance, moves east, then 		
CF | comes to a stop. 		
CF | 		
CF | Suddenly, several blocks east of the Atomic Chihuahua, a pair of tiny 		
CF | tanks turn a corner onto the main street. They're heading straight for 		
CF | the Atomic Chihuahua. Out of the corner of your eye you notice a puny 		
CF | plane flying over the park. The puny plane banks, turning towards the 		
CF | main street. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 26 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in its best prehistoric prance, moves further 		
CF | east, then comes to a stop. 		
CF | 		
CF | The tanks, only a block away, begin firing as they move within range. 		
CF | Over the park, a second puny plane joins the first one. The Atomic 		
CF | Chihuahua's bulging eyes wince with pain as several rounds fire into 		
CF | its chest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 27 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and stomps its clawed foot 		
CF | down on the street's pavement. 		
CF | 		
CF | The tanks continue to fire as they roll to a stop at the foot of the 		
CF | mutant Mexican hairless. The puny planes swoop out of the park and 		
CF | down the street. The Atomic Chihuahua takes two rounds in the throat 		
CF | and gasps. (Two rounds to you and me, but that's 14 rounds to little 		
CF | scale-face!) 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 28 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and, just as you thought this 		
CF | game was going to become even more base, stomps its clawed foot down 		
CF | on one of the tiny tanks, crushing it. 		
CF | 		
CF | The Atomic Chihuahua continues to take hits from the tiny tank. The 		
CF | planes, only a block away, begin firing as they move within range. As 		
CF | the gunfire strikes the Atomic Chihuahua, its heavy reptilian tail 		
CF | pounds the street's pavement angrily. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 29 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Atomic Chihuahua lifts its hind leg and, just as you thought this 		
CF | game was going to become even more base, stomps its clawed foot down 		
CF | on the other tiny tank, crushing it. 		
CF | 		
CF | The planes, spewing bullet-shaped death, reach the radioactive reptile 		
CF | and begin circling around it. As bullets pierce the dazed dog's scales 		
CF | he pauses momentarily, remembering his younger days with Xavier Cugat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 30 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at the puny planes, striking one. A puff 		
CF | of black smoke begins to trail from the puny plane. It rolls to one 		
CF | side, then heads down, crashing in a Tokyo suburb. 		
CF | 		
CF | The Atomic Chihuahua continues to take fire from the puny plane. The 		
CF | Atomic Chihuahua's bulging eyes wince with pain as several rounds fire 		
CF | into its chest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push white" 		
CF ] Game Room Score: 0, Turns: 31 		
CF | > 		
CF | > PUSH WHITE 		
CF | 		
CF | The Atomic Chihuahua swipes at the puny plane, striking it. A puff of 		
CF | black smoke begins to trail from the puny plane. It tumbles out of 		
CF | control, crashing in the parking lot of the Tokyo Disneyland. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 32 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 33 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 34 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves into the west end of 		
CF | the park, violating all leash laws. 		
CF | 		
CF | Suddenly out from under a clump of trees at the east end of the park, 		
CF | a tiny truck with a rocket mounted on it rolls into view. (Apparently, 		
CF | violating Tokyo's leash laws is not taken lightly.) A small radar dish 		
CF | on the tiny truck spins furiously until it locks in on the Atomic 		
CF | Chihuahua and stops. A puff of smoke comes from the back of the rocket 		
CF | as it blasts off toward the dog. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 35 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves to the east end of 		
CF | the park right in front of a monument, near the tiny truck. The rocket 		
CF | follows close behind. 		
CF | 		
CF | The rocket speeds toward the Atomic Chihuahua and begins circling as 		
CF | it nears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push black" 		
CF ] Game Room Score: 0, Turns: 36 		
CF | > 		
CF | > PUSH BLACK 		
CF | 		
CF | The Chihuahua raises his hind leg and soundly stomps the tiny truck, 		
CF | smashing it to bits. The rocket heads straight for the Atomic 		
CF | Chihuahua, then begins to swerve and dive erratically. It sails past 		
CF | the Atomic Chihuahua, colliding with Tokyo's tallest building, the 		
CF | Ginsu Building, corporate headquarters of the Ginsu Knife Company. 		
CF | Just as your mind pauses to consider the possibility of a Ginsu knife 		
CF | standing up to this kind of punishment, the rocket explodes and the 		
CF | entire building collapses. Tokyo isn't saved but millions of 		
CF | late-night TV viewers are. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push blue" 		
CF ] Game Room Score: 0, Turns: 37 		
CF | > 		
CF | > PUSH BLUE 		
CF | 		
CF | The Atomic Chihuahua clutches the Big Diamond Ring in its front claws. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 38 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves forward, crushing the 		
CF | monument. Dozens of local pigeons commence mourning. The dog leaves 		
CF | the park and moves into the street. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 39 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 40 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua, in a wounded waddle, moves further east, then 		
CF | comes to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push green" 		
CF ] Game Room Score: 0, Turns: 41 		
CF | > 		
CF | > PUSH GREEN 		
CF | 		
CF | The Atomic Chihuahua bumps its atomic snout into the plastic dome 		
CF | covering the model. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push red" 		
CF ] Game Room Score: 0, Turns: 42 		
CF | > 		
CF | > PUSH RED 		
CF | 		
CF | The Atomic Chihuahua breathes fire which slightly melts a spot in the 		
CF | plastic dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push red" 		
CF ] Game Room Score: 0, Turns: 43 		
CF | > 		
CF | > PUSH RED 		
CF | 		
CF | The Atomic Chihuahua breathes fire which melts the spot even more. 		
CF | There is almost a hole in the plastic dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push red" 		
CF ] Game Room Score: 0, Turns: 44 		
CF | > 		
CF | > PUSH RED 		
CF | 		
CF | The Atomic Chihuahua breathes fire which burns a small hole in the 		
CF | plastic dome. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ring" 		
CF ] Game Room Score: 10, Turns: 45 		
CF | > 		
CF | > TAKE RING 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis exclaims, "Hooray!"
		DavidW says, "10 points for ClufFloydidor!"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf16" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Game Room Score: 10, Turns: 45 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		DavidW says, "Anyway, that's my fave part of this game."
		Jacqueline says, "It's quite good, yes."
		Jacqueline says, "I can see why you recall this bit."
		DavidW says, "If you breath fire too soon, you can't melt the dome enough."
		DavidW says, "There's only so much."
		DavidW says, "And if the ring tumbles, there's no way to pick it up."
DavidW says (to ClubFloyd), "look" 		
CF ] Game Room Score: 10, Turns: 46 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room Score: 10, Turns: 47 		
CF | > 		
CF | > W 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | You can see a thin piece of paper here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take thin" 		
CF ] Dining Room Score: 10, Turns: 48 		
CF | > 		
CF | > TAKE THIN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put thin on yellowed" 		
CF ] Dining Room Score: 10, Turns: 49 		
CF | > 		
CF | > PUT THIN ON YELLOWED 		
CF | 		
CF | You see the following: 		
CF | ____________________________________ 		
CF | | __| | |____ | | ___|__ | _____ | 		
CF | | | __|__ | | |__ _ ___| | | | 		
CF | | | ___ | | | | | | __| | _| | | | | 		
CF | |______ | | |_____| | |_ |_| | | | 		
CF | | __ ___|_ ____ | | | __ | | | | 		
CF | |__| | | | | | _____| | |__| | | | | 		
CF | | ___| | | | |__| ______| _| | | | | 		
CF | | | ___| | |___ | | | |____| | | | 		
CF | | | | ___|___ | | |X| |___ | ____| | 		
CF | | | | | | | | |_| | _| |______ | 		
CF | |_| | | | | | |_|_____| | ____ | __| 		
CF | | ____| | | |____ | | | | __ | | | 		
CF | | | | |_| | | |_| | | | | _| | | 		
CF | | | | |__ __| | |____ |__ | |__| | | 		
CF | | | |_________|__ ___ | ____ | | 		
CF | | |____ | _____ | | | | |___ | __| 		
CF | | | | | | | | | |_| | ___| | | 		
CF | | | | |___| | | | |__ __| | |_ | | | 		
CF | |___|_______|___|____ ____|____|___| 		
CF | 		
CF | > 		DavidW says, "feel free to memorize that"
		Roger says, "nice"
		DavidW says, "There's a hedge maze in the backyard, and something buried in the middle."
DavidW says (to ClubFloyd), "l" 		
CF ] Dining Room Score: 10, Turns: 50 		
CF | > 		
CF | > L 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at window" 		
CF ] Dining Room Score: 10, Turns: 51 		
CF | > 		
CF | > L AT WINDOW 		
CF | 		
CF | You see nothing interesting about the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 10, Turns: 52 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | Next to the sink is a matchbox. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take matchbox" 		
CF ] Kitchen Score: 10, Turns: 53 		
CF | > 		
CF | > TAKE MATCHBOX 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 10, Turns: 54 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is a closed closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x computer" 		
CF ] Cellar Score: 10, Turns: 54 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at computer" 		
CF ] Cellar Score: 10, Turns: 55 		
CF | > 		
CF | > L AT COMPUTER 		
CF | 		
CF | It's the huge, massive, steel contraption of a computer that saved the 		
CF | earth from the maurading marketeers in "Plan Nine from Marketing." The 		
CF | front of the computer is covered with rows of lights. Beneath the 		
CF | lights are a slot and a button. There is a hopper on one end of it. 		
CF | The computer is off. 		
CF | 		
CF | > 		DavidW says, "You need to find 7 punch cards and insert them in ROY G BIV order."
		Jacqueline nods.
		DavidW says, "Each card display one row of pixels, and in the right order, it looks like a phone number."
DavidW says (to ClubFloyd), "open closet" 		
CF ] Cellar Score: 10, Turns: 56 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | You open the door and see the bottom of the closet at ceiling level. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter closet" 		
CF ] Shaft Bottom Score: 10, Turns: 57 		
CF | > 		
CF | > ENTER CLOSET 		
CF | 		
CF | You step down a foot into the... 		
CF | 		
CF | Shaft Bottom 		
CF | You're standing at the bottom of a shaft. The door to the north is 		
CF | open. 		
CF | 		
CF | You can see a blue punch card here. 		
CF | 		
CF | You hear the eerie whistling of wind coming down the chimney. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take card" 		
CF ] Shaft Bottom Score: 10, Turns: 58 		
CF | > 		
CF | > TAKE CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x blue" 		
CF ] Shaft Bottom Score: 10, Turns: 58 		
CF | > 		
CF | > X BLUE 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at blue" 		
CF ] Shaft Bottom Score: 10, Turns: 59 		
CF | > 		
CF | > L AT BLUE 		
CF | 		
CF | The surface of the blue punch card is covered with holes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Cellar Score: 10, Turns: 60 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Cellar 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Cellar Score: 10, Turns: 61 		
CF | > 		
CF | > CLOSE DOOR 		
CF | 		
CF | The closet door whines as it closes. 		
CF | 		
CF | > 		DavidW says, "I am too used to 'x'."
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 10, Turns: 62 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 10, Turns: 63 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "verbose" 		
CF ] Dining Room Score: 10, Turns: 63 		
CF | > 		
CF | > VERBOSE 		
CF | 		
CF | [Maximum verbosity.] 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 10, Turns: 64 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | Sitting on the mantle is a red wax statuette, a white wax statuette 		
CF | and a blue wax statuette. 		
CF | 		
CF | > 		DavidW says, "Those statuettes have two uses, iirc."
DavidW says (to ClubFloyd), "x red" 		
CF ] Living Room Score: 10, Turns: 64 		
CF | > 		
CF | > X RED 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		MoyTravis says, "Man this really is just, like, Puzzle City ain't it."
DavidW says (to ClubFloyd), "l at red" 		
CF ] Living Room Score: 10, Turns: 64 		
CF | > 		
CF | > L AT RED 		
CF | 		
CF | [There aren't enough nouns in that sentence!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at red wax" 		
CF ] Living Room Score: 10, Turns: 65 		
CF | > 		
CF | > L AT RED WAX 		
CF | 		
CF | It's a thin, wax statuette of a Hindu god, dressed in a long gown. The 		
CF | foot-high god is holding up its right hand, showing three fingers. A 		
CF | wick is sticking up from the top of the statuette. 		
CF | 		
CF | > 		Roger says, "puzzles, hijinx, same same"
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room Score: 10, Turns: 66 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | Sitting on the mantle is a red wax statuette, a white wax statuette 		
CF | and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at white wax" 		
CF ] Living Room Score: 10, Turns: 67 		
CF | > 		
CF | > L AT WHITE WAX 		
CF | 		
CF | It's a thin, wax statuette of a Hindu god, dressed in a long gown. The 		
CF | foot-high god is holding up its left hand, showing seven fingers. A 		Jacqueline says, "Hijink is a good word."
CF | wick is sticking up from the top of the statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at blue wax" 		
CF ] Living Room Score: 10, Turns: 68 		
CF | > 		
CF | > L AT BLUE WAX 		
CF | 		
CF | It's a thin, wax statuette of a Hindu god, dressed in a long gown. The 		
CF | foot-high god is holding up its right hand, showing five fingers. A 		
CF | wick is sticking up from the top of the statuette. 		
CF | 		
CF | > 		Jacqueline says, "So, numbers."
		DavidW says, "Right 3, Left 7, Right 5. That's the combo for a safe, I think."
		Jacqueline says, "Yeah. Makes sense."
DavidW says (to ClubFloyd), "open matchbox" 		
CF ] Living Room Score: 10, Turns: 69 		
CF | > 		
CF | > OPEN MATCHBOX 		
CF | 		
CF | Opening the matchbox reveals a red match. 		
CF | 		
CF | > 		DavidW says, "yeah, scarcity of matches. We need to coat a match with wax to make it waterproof so we light a candle at the other end of a swim."
		Jacqueline says, "So contrived. Love it."
		DavidW says, "But I think we need to find a second match to light the first candle."
DavidW says (to ClubFloyd), "x chimney" 		
CF ] Living Room Score: 10, Turns: 69 		
CF | > 		
CF | > X CHIMNEY 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		Jacqueline asks, "No ziplock bags in the game, huh?"
DavidW says (to ClubFloyd), "l at chimney" 		
CF ] Living Room Score: 10, Turns: 69 		
CF | > 		
CF | > L AT CHIMNEY 		
CF | 		
CF | You can't see any chimney here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room Score: 10, Turns: 70 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | Sitting on the mantle is a red wax statuette, a white wax statuette 		
CF | and a blue wax statuette. 		
CF | 		
CF | > 		Roger says, "keeping a match dry inside your mouth would be a good puzzle"
DavidW says (to ClubFloyd), "x rug" 		
CF ] Living Room Score: 10, Turns: 70 		
CF | > 		
CF | > X RUG 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		DavidW says, "ARRGH"
DavidW says (to ClubFloyd), "l at rug" 		
CF ] Living Room Score: 10, Turns: 71 		
CF | > 		
CF | > L AT RUG 		
CF | 		
CF | You see nothing extraordinary about the Persian rug. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at sofa" 		
CF ] Living Room Score: 10, Turns: 72 		
CF | > 		
CF | > L AT SOFA 		
CF | 		
CF | You see nothing special about the sofa. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room Score: 10, Turns: 73 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | Sitting on the mantle is a red wax statuette, a white wax statuette 		
CF | and a blue wax statuette. 		
CF | 		
CF | > 		Roger says, "I wonder if Floyd could learn to auto-X-replace"
DavidW says (to ClubFloyd), "l at fireplace" 		
CF ] Living Room Score: 10, Turns: 74 		
CF | > 		
CF | > L AT FIREPLACE 		
CF | 		
CF | You see a large, finely crafted brick fireplace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop ring" 		
CF ] Living Room Score: 10, Turns: 75 		
CF | > 		
CF | > DROP RING 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter fireplace" 		
CF ] Fireplace Score: 10, Turns: 76 		
CF | > 		
CF | > ENTER FIREPLACE 		
CF | 		
CF | Fireplace 		
CF | The fireplace is finely crafted masonry, but has long been neglected. 		
CF | The mortar is crumbling in a number of places. One brick, about waist 		
CF | high, seems particularly loose. The fireplace opens to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take brick" 		
CF ] Fireplace Score: 10, Turns: 77 		
CF | > 		
CF | > TAKE BRICK 		
CF | 		
CF | You pull the brick out of the hole, and along with it comes an indigo 		
CF | punch card, which drops in a spiral to the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take indigo card" 		
CF ] Fireplace Score: 10, Turns: 78 		
CF | > 		
CF | > TAKE INDIGO CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at hole" 		
CF ] Fireplace Score: 10, Turns: 79 		
CF | > 		
CF | > L AT HOLE 		
CF | 		
CF | You can see nothing in the hole. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] In the Chimney Score: 10, Turns: 80 		
CF | > 		
CF | > U 		
CF | 		
CF | Using the hole where the brick was, you climb up the chimney several 		
CF | feet. 		
CF | 		
CF | In the Chimney 		
CF | You're in the chimney, above the fireplace. You can see a couple of 		
CF | holes here in the chimney where bricks used to be. The chimney 		
CF | continues upward and the fireplace is below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at holes" 		
CF ] In the Chimney Score: 10, Turns: 80 		
CF | > 		
CF | > L AT HOLES 		
CF | 		
CF | [Sorry, but the word "holes" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] In the Chimney Score: 10, Turns: 81 		
CF | > 		
CF | > U 		
CF | 		
CF | Using the holes you climb up the chimney several feet. 		
CF | 		
CF | In the Chimney 		
CF | You're inside the chimney. You can see a couple of holes here in the 		
CF | chimney where bricks used to be. The chimney continues upward and 		
CF | downward. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] West End of Roof Score: 10, Turns: 82 		
CF | > 		
CF | > U 		
CF | 		
CF | Using the holes you climb up the chimney several feet onto the... 		
CF | 		
CF | West End of Roof 		
CF | You're doing your best to keep your balance here on the roof. During a 		
CF | fierce storm you can see Linda Ronstadt's house wash into the ocean 		
CF | from here. A chimney juts up from the roof here and there is another 		
CF | chimney to the east, near the end of the roof. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] East End of Roof Score: 10, Turns: 83 		
CF | > 		
CF | > E 		
CF | 		
CF | East End of Roof 		
CF | This is the east end of the roof. A chimney juts up from the roof here 		
CF | and there is another chimney off to the west, near the end of the 		
CF | roof. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in chimney" 		
CF ] East End of Roof Score: 10, Turns: 84 		
CF | > 		
CF | > LOOK IN CHIMNEY 		
CF | 		
CF | You can't quite make out what's inside from here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter chimney" 		
CF ] In the Chimney Score: 10, Turns: 85 		
CF | > 		
CF | > ENTER CHIMNEY 		
CF | 		
CF | You climb down into the chimney. 		
CF | 		
CF | In the Chimney 		
CF | You're standing in the chimney. There are a couple of holes here in 		
CF | the chimney where bricks used to be. This chimney doesn't lead any 		
CF | further down, only up. 		
CF | 		
CF | You can see a stuffed penguin here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x penguin" 		
CF ] In the Chimney Score: 10, Turns: 85 		
CF | > 		
CF | > X PENGUIN 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at penguin" 		
CF ] In the Chimney Score: 10, Turns: 86 		
CF | > 		
CF | > L AT PENGUIN 		
CF | 		
CF | It's a life-size stuffed penguin. It was probably used in the filming 		
CF | of "Vampire Penguins of the North." 		
CF | 		
CF | > 		DavidW says, "That's a treasure"
DavidW says (to ClubFloyd), "take penguin" 		
CF ] In the Chimney Score: 20, Turns: 87 		
CF | > 		
CF | > TAKE PENGUIN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		DavidW says (to Jacqueline), "You never mentioned the vampire penguins when you lived in Alaska."
		Jacqueline asks, "Is it vampiric?"
		Jacqueline says, "The penguin, I mean."
		Jacqueline says, "Timing"
		Jacqueline says, "Yes, the arctic penguin is pretty endangered, David."
DavidW says (to ClubFloyd), "out" 		
CF ] In the Chimney Score: 20, Turns: 88 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Please use compass directions. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] East End of Roof Score: 20, Turns: 89 		
CF | > 		
CF | > U 		
CF | 		
CF | Using the holes you climb up the chimney several feet onto the... 		
CF | 		
CF | East End of Roof 		
CF | This is the east end of the roof. A chimney juts up from the roof here 		
CF | and there is another chimney off to the west, near the end of the 		
CF | roof. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] West End of Roof Score: 20, Turns: 90 		
CF | > 		
CF | > W 		
CF | 		
CF | West End of Roof 		
CF | You're doing your best to keep your balance here on the roof. During a 		
CF | fierce storm you can see Linda Ronstadt's house wash into the ocean 		
CF | from here. A chimney juts up from the roof here and there is another 		
CF | chimney to the east, near the end of the roof. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] In the Chimney Score: 20, Turns: 91 		
CF | > 		
CF | > IN 		
CF | 		
CF | You climb down into the chimney. 		
CF | 		
CF | In the Chimney 		
CF | You're inside the chimney. You can see a couple of holes here in the 		
CF | chimney where bricks used to be. The chimney continues upward and 		
CF | downward. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] In the Chimney Score: 20, Turns: 92 		
CF | > 		
CF | > D 		
CF | 		
CF | Using the holes, you climb down the chimney several feet. 		
CF | 		
CF | In the Chimney 		
CF | You're in the chimney, above the fireplace. You can see a couple of 		
CF | holes here in the chimney where bricks used to be. The chimney 		
CF | continues upward and the fireplace is below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Fireplace Score: 20, Turns: 93 		
CF | > 		
CF | > D 		
CF | 		
CF | Using the holes, you climb down the chimney several feet into the... 		
CF | 		
CF | Fireplace 		
CF | The fireplace is finely crafted masonry, but has long been neglected. 		
CF | The mortar is crumbling in a number of places. The fireplace opens to 		
CF | the east. 		
CF | There is a hole in the fireplace about waist high here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Living Room Score: 20, Turns: 94 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a Big Diamond Ring here. Sitting on the mantle is a red 		
CF | wax statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop penquin" 		
CF ] Living Room Score: 20, Turns: 94 		
CF | > 		
CF | > DROP PENQUIN 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "penquin."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Living Room Score: 20, Turns: 95 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a stuffed penguin, an indigo punch card, a brick, a blue 		
CF | punch card, a matchbox, a thin piece of paper, a business card, a 		
CF | yellowed piece of paper, a copy of The Status Line, a flashlight 		
CF | (providing light), a photo of Uncle Buddy and Aunt Hildegarde's 		
CF | letter. It looks as if the matchbox contains a red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop penguin" 		
CF ] Living Room Score: 20, Turns: 96 		
CF | > 		
CF | > DROP PENGUIN 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop status" 		
CF ] Living Room Score: 20, Turns: 97 		
CF | > 		
CF | > DROP STATUS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop letter" 		
CF ] Living Room Score: 20, Turns: 98 		
CF | > 		
CF | > DROP LETTER 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Roger says, "I have spent 1000% more time in chimneys in games than I ever have in real life"
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 20, Turns: 99 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is closed. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "Same"
DavidW says (to ClubFloyd), "x staircase" 		
CF ] Foyer Score: 20, Turns: 99 		
CF | > 		
CF | > X STAIRCASE 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at staircase" 		
CF ] Foyer Score: 20, Turns: 100 		
CF | > 		
CF | > L AT STAIRCASE 		
CF | 		
CF | The stairs are made of rich mahogany and lead up. 		
CF | 		
CF | > 		DavidW asks, "I think these stairs are trick stairs?"
DavidW says (to ClubFloyd), "u" 		
CF ] Foyer Score: 20, Turns: 101 		
CF | > 		
CF | > U 		
CF | 		
CF | You start to go up, but suddenly the staircase flattens out. After you 		
CF | awkwardly slide back down, the flattened stairs return to normal. 		
CF | 		
CF | > 		Jacqueline says, "Climbing up the inside of a chimney is a good hidey place, though. Gonna file that away for a VR room I'm working on."
		DavidW says, "right. We need to get up there another way and turn the newel or something."
DavidW says (to ClubFloyd), "open closet" 		
CF ] Foyer Score: 20, Turns: 102 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | The closet door whinnies as it opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter closet" 		
CF ] Closet Score: 20, Turns: 103 		
CF | > 		
CF | > ENTER CLOSET 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | A rusty bucket is hanging from the second coat peg. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push first peg" 		
CF ] Closet Score: 20, Turns: 104 		
CF | > 		
CF | > PUSH FIRST PEG 		
CF | 		
CF | You pull the peg down to a horizontal position. 		
CF | 		
CF | As you release the peg, it pops back into its original 45-degree 		
CF | position. The closet begins to shake and rattle a bit as the door 		
CF | swings shut. You feel your stomach rising to your throat as the closet 		
CF | moves down, then stops. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push third peg" 		
CF ] Closet Score: 20, Turns: 105 		
CF | > 		
CF | > PUSH THIRD PEG 		
CF | 		
CF | You pull the peg down to a horizontal position. 		
CF | 		
CF | As you release the peg, it pops back into its original 45-degree 		
CF | position. The closet begins to shake and rattle a bit. You feel your 		
CF | stomach drop to your knees as the closet moves up, then stops. 		
CF | 		
CF | Somewhere in the house you hear the creaking of floorboards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Closet Score: 20, Turns: 106 		
CF | > 		
CF | > OUT 		
CF | 		
CF | The closet door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Closet Score: 20, Turns: 107 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door breaks into its nightclub act as it opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 108 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is an open closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at newel" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 109 		
CF | > 		
CF | > L AT NEWEL 		
CF | 		
CF | It's a life-size, wooden replica of the head of one of Uncle Buddy's 		
CF | rivals, Roger Corman. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn newel" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 110 		
CF | > 		
CF | > TURN NEWEL 		
CF | 		
CF | You turn the newel in the shape of Roger Corman's head and hear a 		
CF | click from the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Foyer Score: 20, Turns: 111 		
CF | > 		
CF | > D 		
CF | 		
CF | You walk down the stairs to the... 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 112 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the stairs to the... 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is an open closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Upstairs Hall, West Score: 20, Turns: 113 		
CF | > 		
CF | > W 		
CF | 		
CF | Upstairs Hall, West 		
CF | This is the western end of the upstairs hall, which stretches east. 		
CF | There are doorways leading to the north and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Master Bedroom Score: 20, Turns: 114 		
CF | > 		
CF | > N 		
CF | 		
CF | Master Bedroom 		
CF | This is Aunt Hildegarde and Uncle Buddy's bedroom. There is a thick, 		
CF | round bed here, typical of Uncle Buddy trying to be a Hollywood type. 		
CF | Next to the bed is a chair and a phone. A doorway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under bed" 		
CF ] Master Bedroom Score: 20, Turns: 115 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You see nothing unusual. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at bed" 		
CF ] Master Bedroom Score: 20, Turns: 116 		
CF | > 		
CF | > L AT BED 		
CF | 		
CF | You can see nothing on the bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at chair" 		
CF ] Master Bedroom Score: 20, Turns: 117 		
CF | > 		
CF | > L AT CHAIR 		
CF | 		
CF | You see nothing interesting about the seat. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at phone" 		
CF ] Master Bedroom Score: 20, Turns: 118 		
CF | > 		
CF | > L AT PHONE 		
CF | 		
CF | You see nothing extraordinary about the telephone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Master Bedroom Score: 20, Turns: 119 		
CF | > 		
CF | > L 		
CF | 		
CF | Master Bedroom 		
CF | This is Aunt Hildegarde and Uncle Buddy's bedroom. There is a thick, 		
CF | round bed here, typical of Uncle Buddy trying to be a Hollywood type. 		
CF | Next to the bed is a chair and a phone. A doorway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Upstairs Hall, West Score: 20, Turns: 120 		
CF | > 		
CF | > S 		
CF | 		
CF | Upstairs Hall, West 		
CF | This is the western end of the upstairs hall, which stretches east. 		
CF | There are doorways leading to the north and south. Hmmm. You have the 		
CF | uneasy feeling that someone is watching you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Upstairs Bathroom Score: 20, Turns: 121 		
CF | > 		
CF | > S 		
CF | 		
CF | Upstairs Bathroom 		
CF | It's a Hollywood bathroom. Everything from the temperature-controlled 		
CF | marble toilet seat to the Oscars for hot and cold water is overdone. 		
CF | The shower has a gold curtain and you can't help but notice the bath 		
CF | mat with Jack Valenti's picture on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under mat" 		
CF ] Upstairs Bathroom Score: 20, Turns: 122 		
CF | > 		
CF | > LOOK UNDER MAT 		
CF | 		
CF | You move the Jack Valenti bath mat and see a red punch card lying on 		
CF | the floor of the bathroom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take red card" 		
CF ] Upstairs Bathroom Score: 20, Turns: 123 		
CF | > 		
CF | > TAKE RED CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open curtain" 		
CF ] Upstairs Bathroom Score: 20, Turns: 123 		
CF | > 		
CF | > OPEN CURTAIN 		
CF | 		
CF | [You don't need to use the word "curtain" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x toilet" 		
CF ] Upstairs Bathroom Score: 20, Turns: 123 		
CF | > 		
CF | > X TOILET 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at toilet" 		
CF ] Upstairs Bathroom Score: 20, Turns: 124 		
CF | > 		
CF | > L AT TOILET 		
CF | 		
CF | You see nothing special about the toilet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Upstairs Hall, West Score: 20, Turns: 125 		
CF | > 		
CF | > N 		
CF | 		
CF | Upstairs Hall, West 		
CF | This is the western end of the upstairs hall, which stretches east. 		
CF | There are doorways leading to the north and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 126 		
CF | > 		
CF | > E 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is an open closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at outline" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 126 		
CF | > 		
CF | > LOOK AT OUTLINE 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "outline."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at panel" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 127 		
CF | > 		
CF | > LOOK AT PANEL 		
CF | 		
CF | It looks as if the panel is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open panel" 		
CF ] Upstairs Hall, Middle Score: 20, Turns: 128 		
CF | > 		
CF | > OPEN PANEL 		
CF | 		
CF | It won't budge from this side. 		
CF | 		
CF | > 		Jacqueline says, "I just want to note how often mahogany is 'rich'. That is all."
		DavidW says, "oh yes, mahogany was the go-to wood of all early IF ."
		Roger says, "the most wooden of woods"
		DavidW says, "Eventually authors remembered other types of wood, but it took YEARS."
DavidW says (to ClubFloyd), "e" 		
CF ] Upstairs Hall, East Score: 20, Turns: 129 		
CF | > 		
CF | > E 		
CF | 		
CF | Upstairs Hall, East 		
CF | This is the eastern end of the upstairs hall, which stretches west. 		
CF | Doorways lead north and south. There is a closed window here. A blue 		
CF | velvet sack is barely visible, sticking out from beneath the closed 		
CF | window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at window" 		
CF ] Upstairs Hall, East Score: 20, Turns: 130 		
CF | > 		
CF | > L AT WINDOW 		
CF | 		
CF | The window is closed on the top of a cloth sack. 		
CF | 		
CF | > 		DavidW asks, "hm. If we open the window, the sack falls to where?"
DavidW says (to ClubFloyd), "hold sack" 		
CF ] Upstairs Hall, East Score: 20, Turns: 131 		
CF | > 		
CF | > HOLD SACK 		
CF | 		
CF | You grab hold of the top of the sack, but the rest of it is still 		
CF | under the closed window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open window" 		
CF ] Upstairs Hall, East Score: 20, Turns: 132 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | With one hand you lift the window and with the other you pull the 		
CF | cloth sack inside. 		
CF | 		
CF | > 		Jacqueline says, "Clever, sir."
DavidW says (to ClubFloyd), "open sack" 		
CF ] Upstairs Hall, East Score: 30, Turns: 133 		
CF | > 		
CF | > OPEN SACK 		
CF | 		
CF | Opening the sack reveals a Maltese finch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x finch" 		
CF ] Upstairs Hall, East Score: 30, Turns: 133 		
CF | > 		
CF | > X FINCH 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at finch" 		
CF ] Upstairs Hall, East Score: 30, Turns: 134 		
CF | > 		
CF | > L AT FINCH 		
CF | 		
CF | It's the Maltese finch from Uncle Buddy's knockoff of "The Maltese 		
CF | Falcon." In Uncle Buddy's updated version, a Humphrey Bogart 		
CF | look-alike plays the part of a pet shop owner. 		
CF | 		
CF | > 		DavidW asks, "Doesn't the falcon get smashed at the end of that movie?"
		Roger says, "spoilers, but no"
		Roger says, "to the best of my recollection"
DavidW says (to ClubFloyd), "look through window" 		
CF ] Upstairs Hall, East Score: 30, Turns: 135 		
CF | > 		
CF | > LOOK THROUGH WINDOW 		
CF | 		
CF | You see the grounds outside Uncle Buddy's house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Bedroom Score: 30, Turns: 136 		
CF | > 		
CF | > N 		
CF | 		
CF | Bedroom 		
CF | This was the guest room you shared with Cousin Herman during your 		
CF | summer visits. A quick glance at the bunk beds and you remember all 		
CF | too well the night in the bottom bunk when Cousin Herman got sick in 		
CF | the top bunk. A doorway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x beds" 		
CF ] Bedroom Score: 30, Turns: 136 		
CF | > 		
CF | > X BEDS 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at beds" 		
CF ] Bedroom Score: 30, Turns: 136 		
CF | > 		
CF | > L AT BEDS 		
CF | 		
CF | [Sorry, but the word "beds" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at bunk" 		
CF ] Bedroom Score: 30, Turns: 137 		
CF | > 		
CF | > L AT BUNK 		
CF | 		
CF | You can see nothing on the bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l under bunk" 		
CF ] Bedroom Score: 30, Turns: 138 		
CF | > 		
CF | > L UNDER BUNK 		
CF | 		
CF | You see nothing unusual. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Upstairs Hall, East Score: 30, Turns: 139 		
CF | > 		
CF | > S 		
CF | 		
CF | Upstairs Hall, East 		
CF | This is the eastern end of the upstairs hall, which stretches west. 		
CF | Doorways lead north and south. There is an open window here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Guest Room Score: 30, Turns: 140 		
CF | > 		
CF | > S 		
CF | 		
CF | Guest Room 		
CF | This is a spare bedroom where guests would stay if they couldn't drive 		
CF | home after one of the parties. The bed is big and fluffy and all the 		
CF | furniture is padded well. Uncle Buddy put two brass handles on the 		
CF | floor so guests would have something to hang onto when the room began 		
CF | to spin. A doorway leads north. 		
CF | 		
CF | > 		DavidW asks, "hm, I think this is the tilting room?"
DavidW says (to ClubFloyd), "look at bed" 		
CF ] Guest Room Score: 30, Turns: 141 		
CF | > 		
CF | > LOOK AT BED 		
CF | 		
CF | You can see nothing on the bed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at handles" 		
CF ] Guest Room Score: 30, Turns: 142 		
CF | > 		
CF | > LOOK AT HANDLES 		
CF | 		
CF | You see nothing unusual about the brass handles. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Upstairs Hall, East Score: 30, Turns: 143 		
CF | > 		
CF | > N 		
CF | 		
CF | Upstairs Hall, East 		
CF | This is the eastern end of the upstairs hall, which stretches west. 		
CF | Doorways lead north and south. There is an open window here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close window" 		
CF ] Upstairs Hall, East Score: 30, Turns: 144 		
CF | > 		
CF | > CLOSE WINDOW 		
CF | 		
CF | You close the window. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Upstairs Hall, Middle Score: 30, Turns: 145 		
CF | > 		
CF | > W 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is an open closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Closet Score: 30, Turns: 146 		
CF | > 		
CF | > IN 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | A rusty bucket is hanging from the second coat peg. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push first" 		
CF ] Closet Score: 30, Turns: 147 		
CF | > 		
CF | > PUSH FIRST 		
CF | 		
CF | You pull the peg down to a horizontal position. 		
CF | 		
CF | As you release the peg, it pops back into its original 45-degree 		
CF | position. The closet begins to shake and rattle a bit as the door 		
CF | swings shut. You feel your stomach rising to your throat as the closet 		
CF | moves down, then stops. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Closet Score: 30, Turns: 148 		
CF | > 		
CF | > OUT 		
CF | 		
CF | The closet door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Closet Score: 30, Turns: 149 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door creaks as it opens. 		
CF | 		
CF | Somewhere in the house you hear the thud of something falling on the 		
CF | floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Cellar Score: 30, Turns: 150 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 30, Turns: 151 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 30, Turns: 152 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 30, Turns: 153 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see Aunt Hildegarde's letter, a copy of The Status Line, a 		
CF | stuffed penguin and a Big Diamond Ring here. Sitting on the mantle is 		
CF | a red wax statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop finch" 		
CF ] Living Room Score: 30, Turns: 154 		
CF | > 		
CF | > DROP FINCH 		
CF | 		
CF | You'll have to take the Maltese finch out of the cloth sack first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take finch" 		
CF ] Living Room Score: 30, Turns: 155 		
CF | > 		
CF | > TAKE FINCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop it" 		
CF ] Living Room Score: 30, Turns: 156 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 30, Turns: 157 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet" 		
CF ] Foyer Score: 30, Turns: 158 		
CF | > 		
CF | > OPEN CLOSET 		
CF | 		
CF | You open the door and see the top of the closet at floor level and the 		
CF | shaft continuing upwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Top of Closet Score: 30, Turns: 159 		
CF | > 		
CF | > IN 		
CF | 		
CF | Top of Closet 		
CF | You're standing in a shaft on top of the closet. The door to the north 		
CF | is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up" 		
CF ] Top of Closet Score: 30, Turns: 160 		
CF | > 		
CF | > LOOK UP 		
CF | 		
CF | The shaft continues upward. 		
CF | 		
CF | > 		Jacqueline asks, "Big Diamond Ring capitalized?"
		DavidW says, "iirc, we need to fill the bucket with water, hang it on the third peg, and get here before the water dribbles out and the peg pops up."
		Jacqueline says, "ah"
		DavidW says, "Big Diamond Ring was a movie name, I think."
DavidW says (to ClubFloyd), "out" 		
CF ] Foyer Score: 30, Turns: 161 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		Roger says, "yeah"
DavidW says (to ClubFloyd), "w" 		
CF ] Living Room Score: 30, Turns: 162 		
CF | > 		
CF | > W 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a Maltese finch, Aunt Hildegarde's letter, a copy of The 		
CF | Status Line, a stuffed penguin and a Big Diamond Ring here. Sitting on 		
CF | the mantle is a red wax statuette, a white wax statuette and a blue 		
CF | wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room Score: 30, Turns: 163 		
CF | > 		
CF | > N 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		Jacqueline says, "ah"
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 30, Turns: 164 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 30, Turns: 165 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Closet Score: 30, Turns: 166 		
CF | > 		
CF | > IN 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | A rusty bucket is hanging from the second coat peg. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bucket" 		
CF ] Closet Score: 30, Turns: 167 		
CF | > 		
CF | > TAKE BUCKET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Cellar Score: 30, Turns: 168 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 30, Turns: 169 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bucket" 		
CF ] Kitchen Score: 30, Turns: 170 		
CF | > 		
CF | > FILL BUCKET 		
CF | 		
CF | Hmmm. It seems the water has been turned off. 		
CF | 		
CF | > 		Jacqueline says, "I would like to point out that the dining room table is not made of mahogany."
		Jacqueline says, "But I do recall going through a mahogany phase myself."
		DavidW says, "oh. hm. Might be a pond outside."
		Jacqueline says, "Despite possibly never having seen it in real life."
		Roger says, "I think mahogany is one of those woods where they discovered/invented/coined a new type of tree that they could also call mahogany and flog for cheaper than the older more-real stuff"
DavidW says (to ClubFloyd), "look" 		
CF ] Kitchen Score: 30, Turns: 171 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at fridge" 		
CF ] Kitchen Score: 30, Turns: 171 		
CF | > 		
CF | > LOOK AT FRIDGE 		
CF | 		
CF | [You don't need to use the word "fridge" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 30, Turns: 172 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 30, Turns: 173 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a Maltese finch, Aunt Hildegarde's letter, a copy of The 		
CF | Status Line, a stuffed penguin and a Big Diamond Ring here. Sitting on 		
CF | the mantle is a red wax statuette, a white wax statuette and a blue 		
CF | wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 30, Turns: 174 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hallway Score: 30, Turns: 175 		
CF | > 		
CF | > E 		
CF | 		
CF | Hallway 		
CF | This is a long hall stretching east and west. There is a painting 		
CF | hanging here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at painting" 		
CF ] Hallway Score: 30, Turns: 176 		
CF | > 		
CF | > L AT PAINTING 		
CF | 		
CF | It's a very conservative portrait of Aunt Hildegarde sitting in a 		
CF | Victorian-style chair with Uncle Buddy standing behind her, wearing a 		
CF | black-and-white checkered polyester leisure suit. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move painting" 		
CF ] Hallway Score: 30, Turns: 177 		
CF | > 		
CF | > MOVE PAINTING 		
CF | 		
CF | You swing the portrait of Aunt Hildegarde and Uncle Buddy away from 		
CF | the wall and find a wall safe. A green punch card flutters to the 		
CF | floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take green card" 		
CF ] Hallway Score: 30, Turns: 178 		
CF | > 		
CF | > TAKE GREEN CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial right to 3" 		
CF ] Hallway Score: 30, Turns: 179 		
CF | > 		
CF | > TURN DIAL RIGHT TO 3 		
CF | 		
CF | You turn the dial to 3. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial left to 7" 		
CF ] Hallway Score: 30, Turns: 180 		
CF | > 		
CF | > TURN DIAL LEFT TO 7 		
CF | 		
CF | You turn the dial to 7. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial right to 5" 		
CF ] Hallway Score: 30, Turns: 181 		
CF | > 		
CF | > TURN DIAL RIGHT TO 5 		
CF | 		
CF | You turn the dial to 5. You hear a faint click. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open safe" 		
CF ] Hallway Score: 30, Turns: 182 		
CF | > 		
CF | > OPEN SAFE 		
CF | 		
CF | Opening the wall safe reveals Mama Maggio's cheese grater. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take grater" 		
CF ] Hallway Score: 40, Turns: 183 		
CF | > 		
CF | > TAKE GRATER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at grater" 		
CF ] Hallway Score: 40, Turns: 184 		
CF | > 		
CF | > L AT GRATER 		
CF | 		
CF | It's the cheese grater Mama Maggio used to paddle her nine sons and 		
CF | seven daughters with in the "Maggio Boys and Girls" serial. Uncle 		
CF | Buddy wrote the scripts for these mystery yarns about 16 teenage 		
CF | brothers and sisters who were junior detectives. 		
CF | 		
CF | > 		DavidW says, "I'm trying to imagine all 16 trying to be stelthy at the same time."
		DavidW says, "Imagine 16 heads peeking around a door one-by-one."
		Jacqueline says, "I unfortunately read 'paddle' as 'peal' for a second."
		MoyTravis says, "If you've got 16 you've no need for stealth tbh."
		MoyTravis says, "Just run 15 of them in at once and overwhelm everybody with confusion while 1 of them does the important thing."
		DavidW says, "They're probably trying to keep away from this grater."
		DavidW says, "I can just see Mama M clutching her grater as she herds her brood into the church."
DavidW says (to ClubFloyd), "e" 		
CF ] Parlor Score: 40, Turns: 185 		
CF | > 		
CF | > E 		
CF | 		
CF | Parlor 		
CF | This is the parlor where Uncle Buddy would bring potential investors. 		
CF | He would break out his finest scotch and Cuban cigars. Once the 		
CF | "guests" were tight he would present his latest movie idea. (You've 		
CF | seen his movies, so you know anyone who would agree to invest in one 		
CF | of them had to have been drinking.) Strange, you notice all the 		
CF | furniture in this room is bolted to the floor, except for the piano in 		
CF | the middle of the room. A doorway leads west. 		
CF | 		
CF | > 		DavidW says, "oh, this must be the tilting room."
		DavidW says, "I think there are supports underneath the floor, so if you want the west end up, you push the pisno west, remove the east support, then push the piano east."
		Jacqueline says, "ah, huh"
		Jacqueline asks, "But why?"
		DavidW says, "But then the piano's stuck, so you better choose the right way."
		DavidW says, "I think there's a crawlspace to one side that is accessible only when the floor is up."
		Jacqueline says, "Save early, save often."
		Roger says, "maybe he shot a movie set on a boat"
		DavidW says, "yeah, this game can be made unwinnable in a lot of ways."
DavidW says (to ClubFloyd), "open piano" 		
CF ] Parlor Score: 40, Turns: 186 		
CF | > 		
CF | > OPEN PIANO 		
CF | 		
CF | Opening the piano reveals a violet punch card. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take violet card" 		
CF ] Parlor Score: 40, Turns: 187 		
CF | > 		
CF | > TAKE VIOLET CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play piano" 		
CF ] Parlor Score: 40, Turns: 188 		
CF | > 		
CF | > PLAY PIANO 		
CF | 		
CF | You play for a few moments. It's very beautiful and melodious. 		
CF | 		
CF | > 		DavidW says, "There might be a special tune to play as well? I don't remember if it's this game or not."
		DavidW says, "In Gaucho, you play Clementine, I think."
		DavidW says, "And there's several tunes for the Finding Martin piano."
DavidW says (to ClubFloyd), "n" 		
CF ] Parlor Score: 40, Turns: 189 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You hear the eerie whistling of wind coming down the chimney. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Parlor Score: 40, Turns: 190 		
CF | > 		
CF | > L 		
CF | 		
CF | Parlor 		
CF | This is the parlor where Uncle Buddy would bring potential investors. 		
CF | He would break out his finest scotch and Cuban cigars. Once the 		
CF | "guests" were tight he would present his latest movie idea. (You've 		
CF | seen his movies, so you know anyone who would agree to invest in one 		
CF | of them had to have been drinking.) Strange, you notice all the 		
CF | furniture in this room is bolted to the floor, except for the piano in 		
CF | the middle of the room. A doorway leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Hallway Score: 40, Turns: 191 		
CF | > 		
CF | > W 		
CF | 		
CF | Hallway 		
CF | This is a long hall stretching east and west. There is a painting 		
CF | swung away from the wall. Next to the painting is an open wall safe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Foyer Score: 40, Turns: 192 		
CF | > 		
CF | > W 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 40, Turns: 193 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Short Hall Score: 40, Turns: 194 		
CF | > 		
CF | > E 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Ladies' Room Score: 40, Turns: 195 		
CF | > 		
CF | > N 		
CF | 		
CF | Ladies' Room 		
CF | This is an ordinary restroom which looks like a ladies' room in a 		
CF | theatre. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Short Hall Score: 40, Turns: 196 		
CF | > 		
CF | > S 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Men's Room Score: 40, Turns: 197 		
CF | > 		
CF | > S 		
CF | 		
CF | Men's Room 		
CF | This is an ordinary restroom which looks like a men's room in a 		
CF | theatre. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Short Hall Score: 40, Turns: 198 		
CF | > 		
CF | > N 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Screening Room Score: 40, Turns: 199 		
CF | > 		
CF | > E 		
CF | 		
CF | Screening Room 		
CF | This is the screening room where Uncle Buddy died. He had a massive 		
CF | heart attack while viewing the final cut of his first horror musical, 		
CF | "A Corpse Line." The film was never released and no one knows what 		
CF | happened to the only full-length version, worth a fortune today. Rumor 		
CF | has it that as he was dying he proclaimed "A Corpse Line" to be his 		
CF | masterwork of horror. Other rumors say the film was so bad that, if it 		
CF | had been released and he hadn't died, someone would have killed him. 		
CF | Several rows of plush theatre-like seats face a movie screen. Doorways 		
CF | lead south and west. 		
CF | 		
CF | You can see a yellow punch card here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take yellow card" 		
CF ] Screening Room Score: 40, Turns: 200 		
CF | > 		
CF | > TAKE YELLOW CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "count cards" 		
CF ] Screening Room Score: 40, Turns: 200 		
CF | > 		
CF | > COUNT CARDS 		
CF | 		
CF | [Which cards do you mean, the yellow punch card, the violet punch 		
CF | card, the green punch card, the red punch card, the indigo punch card, 		
CF | or the blue punch card?] 		
CF | 		
CF | > 		DavidW says, "Missing the orange one."
		Roger says, "somone already punched Buddy's card"
DavidW says (to ClubFloyd), "l at seats" 		
CF ] Screening Room Score: 40, Turns: 201 		
CF | > 		
CF | > L AT SEATS 		
CF | 		
CF | You see nothing special about the seat. 		
CF | 		
CF | > 		Jacqueline says, "ba-dum-tish"
DavidW says (to ClubFloyd), "look at screen" 		
CF ] Screening Room Score: 40, Turns: 202 		
CF | > 		
CF | > LOOK AT SCREEN 		
CF | 		
CF | The viewing screen is blank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on seat" 		
CF ] Screening Room Score: 40, Turns: 203 		
CF | > 		
CF | > SIT ON SEAT 		
CF | 		
CF | You sit down and relax for a moment. Soon your mind begins to ponder 		
CF | your Aunt's wealth and you jump to your feet, ready to continue. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under seat" 		
CF ] Screening Room Score: 40, Turns: 204 		
CF | > 		
CF | > LOOK UNDER SEAT 		
CF | 		
CF | You see nothing interesting. 		
CF | 		
CF | > 		DavidW says, "hm. There's probably a projection room."
		Jacqueline says, "Seems likely"
		Roger says, "good thinking"
		DavidW says, "The missing reel is in a storm shelter, iirc."
DavidW says (to ClubFloyd), "w" 		
CF ] Short Hall Score: 40, Turns: 205 		
CF | > 		
CF | > W 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Game Room Score: 40, Turns: 206 		
CF | > 		
CF | > W 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer Score: 40, Turns: 207 		
CF | > 		
CF | > S 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Front Porch Score: 40, Turns: 208 		
CF | > 		
CF | > S 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Junction Score: 40, Turns: 209 		
CF | > 		
CF | > S 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwest Junction Score: 40, Turns: 210 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the stone walkway as it turns north around the corner of 		
CF | the house, arriving at... 		
CF | 		
CF | Southwest Junction 		
CF | This is the southwestern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and east, where the walkway ends at the foot of a couple 		
CF | of steps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at garden" 		
CF ] Southwest Junction Score: 40, Turns: 211 		
CF | > 		
CF | > L AT GARDEN 		
CF | 		
CF | This garden was Aunt Hildegarde's pride and joy. By the moonlight you 		
CF | can see the outline of dozens of fancy varieties of flowers and 		
CF | shrubs. Several small trees dot the garden, giving shade during the 		
CF | day to the more delicate blossoms. Stone walkways lead through the 		
CF | garden. A stone wall surrounds the garden with entrances north and 		
CF | south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at trees" 		
CF ] Southwest Junction Score: 40, Turns: 211 		
CF | > 		
CF | > L AT TREES 		
CF | 		
CF | You can't see any trees here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northwest Junction Score: 40, Turns: 212 		
CF | > 		
CF | > N 		
CF | 		
CF | Northwest Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and east, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 213 		
CF | > 		
CF | > E 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Garden, North Score: 40, Turns: 214 		
CF | > 		
CF | > S 		
CF | 		
CF | Garden, North 		
CF | You are in the orchid section of the garden. Tender orchid petals of 		
CF | every color surround a small pond here. The stone walkway leads north, 		
CF | southeast and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at pond" 		
CF ] Garden, North Score: 40, Turns: 215 		
CF | > 		
CF | > LOOK AT POND 		
CF | 		
CF | You can see nothing in the small pond. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look at orchids" 		
CF ] Garden, North Score: 40, Turns: 216 		
CF | > 		
CF | > LOOK AT ORCHIDS 		
CF | 		
CF | It's the lovely flora you would expect in Aunt Hildegarde's reknowned 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Garden, West Score: 40, Turns: 217 		
CF | > 		
CF | > SW 		
CF | 		
CF | Garden, West 		
CF | You're standing on a stone walkway in the tulip section of the garden. 		
CF | The walkway leads northeast and southeast. 		
CF | 		
CF | A small shovel is lying amongst the flower beds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shovel" 		
CF ] Garden, West Score: 40, Turns: 218 		
CF | > 		
CF | > TAKE SHOVEL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at tulips" 		
CF ] Garden, West Score: 40, Turns: 219 		
CF | > 		
CF | > L AT TULIPS 		
CF | 		
CF | It's the lovely flora you would expect in Aunt Hildegarde's reknowned 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Garden, South Score: 40, Turns: 220 		
CF | > 		
CF | > SE 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | > 		DavidW says, "I get the feeling we have a grudge against Cousin Herman."
DavidW says (to ClubFloyd), "ne" 		
CF ] Garden, East Score: 40, Turns: 221 		
CF | > 		
CF | > NE 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | > 		Roger says, "how does pulling a thorn off a rose bush even work"
DavidW says (to ClubFloyd), "l at bush" 		
CF ] Garden, East Score: 40, Turns: 222 		
CF | > 		
CF | > L AT BUSH 		
CF | 		
CF | You remember this rose bush from many summers ago. It's the one you 		
CF | got sick on after smoking one of Uncle Buddy's cigars. 		
CF | 		
CF | > 		DavidW says, "I assume Herman used a pocket knife instead of just fingers."
		DavidW asks, "Like, I assume rose thorns don't detach...?"
		Jacqueline says, "Yeah"
		DavidW says, "I never was given any real roses."
		Roger says, "and after all those promises"
		Jacqueline says, "Hey, I never promised him a rose garden."
		Roger says, "ohh, right"
		Roger asks, "is it time to get to digging already?"
		Jacqueline says, "Also, should have started that out by saying that I beg your pardon."
		DavidW says, "I suppose now that we have the shovel and map, we can try for the maze center, but that maze is difficult to read."
DavidW says (to ClubFloyd), "x map" 		
CF ] Garden, East Score: 40, Turns: 222 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at map" 		
CF ] Garden, East Score: 40, Turns: 222 		
CF | > 		
CF | > L AT MAP 		
CF | 		
CF | [Which map do you mean, the thin piece of paper or the yellowed piece 		
CF | of paper?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thin" 		
CF ] Garden, East Score: 40, Turns: 223 		
CF | > 		
CF | > THIN 		
CF | 		
CF | You see the following: 		
CF | ____________________________________ 		
CF | __ ____ ___ __ _____ 		
CF | __ __ __ _ ___ 		
CF | ___ __ _ 		
CF | ______ _____ _ _ 		
CF | __ ___ _ ____ __ 		
CF | __ _____ __ 		
CF | ___ __ ______ _ 		
CF | ___ ___ ____ 		
CF | ___ ___ X ___ ____ 		
CF | _ _ ______ 		
CF | _ _ _____ ____ __ 		
CF | ____ ____ __ 		
CF | _ _ _ 		
CF | __ __ ____ __ __ 		
CF | _________ __ ___ ____ 		
CF | ____ _____ ___ __ 		
CF | _ ___ 		
CF | ___ __ __ _ 		
CF | ___ _______ ___ ____ ____ ____ ___ 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put thin on yellowed" 		
CF ] Garden, East Score: 40, Turns: 223 		
CF | > 		
CF | > PUT THIN ON YELLOWED 		
CF | 		
CF | [There aren't enough nouns in that sentence!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put thin paper on yellowed" 		
CF ] Garden, East Score: 40, Turns: 223 		
CF | > 		
CF | > PUT THIN PAPER ON YELLOWED 		
CF | 		
CF | [There aren't enough nouns in that sentence!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Garden, East Score: 40, Turns: 224 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a shovel, a yellow punch card, a violet punch card, Mama 		
CF | Maggio's cheese grater, a green punch card, a rusty bucket, a cloth 		
CF | sack, a red punch card, an indigo punch card, a brick, a blue punch 		
CF | card, a matchbox, a thin piece of paper, a business card, a yellowed 		
CF | piece of paper, a flashlight (providing light) and a photo of Uncle 		
CF | Buddy. It looks as if the matchbox contains a red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put thin paper on yellowed paper" 		
CF ] Garden, East Score: 40, Turns: 225 		
CF | > 		
CF | > PUT THIN PAPER ON YELLOWED PAPER 		
CF | 		
CF | You see the following: 		
CF | ____________________________________ 		
CF | | __| | |____ | | ___|__ | _____ | 		
CF | | | __|__ | | |__ _ ___| | | | 		
CF | | | ___ | | | | | | __| | _| | | | | 		
CF | |______ | | |_____| | |_ |_| | | | 		
CF | | __ ___|_ ____ | | | __ | | | | 		
CF | |__| | | | | | _____| | |__| | | | | 		
CF | | ___| | | | |__| ______| _| | | | | 		
CF | | | ___| | |___ | | | |____| | | | 		
CF | | | | ___|___ | | |X| |___ | ____| | 		
CF | | | | | | | | |_| | _| |______ | 		
CF | |_| | | | | | |_|_____| | ____ | __| 		
CF | | ____| | | |____ | | | | __ | | | 		
CF | | | | |_| | | |_| | | | | _| | | 		
CF | | | | |__ __| | |____ |__ | |__| | | 		
CF | | | |_________|__ ___ | ____ | | 		
CF | | |____ | _____ | | | | |___ | __| 		
CF | | | | | | | | | |_| | ___| | | 		
CF | | | | |___| | | | |__ __| | |_ | | | 		
CF | |___|_______|___|____ ____|____|___| 		
CF | 		
CF | > 		Jacqueline says, "I took a screen shot of that a while ago."
		Jacqueline asks, "Would it be helpful if I uploaded it?"
		Jacqueline asks, "As a reference?"
		Jacqueline asks, "Or try to talk you through it?"
		Roger asks, "that's quite the hike. 40 moves, maybe?"
		Jacqueline says, "Indeed'"
		DavidW says, "yeah, I'd need a navigator."
DavidW says (to ClubFloyd), "ne" 		
CF ] Garden, East Score: 40, Turns: 226 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Garden, East Score: 40, Turns: 227 		
CF | > 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | Somewhere nearby several of Morgan Fairchild's cats begin crying. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Garden, East Score: 40, Turns: 228 		
CF | > 		
CF | > L 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Garden, North Score: 40, Turns: 229 		
CF | > 		
CF | > NW 		
CF | 		
CF | Garden, North 		
CF | You are in the orchid section of the garden. Tender orchid petals of 		
CF | every color surround a small pond here. The stone walkway leads north, 		
CF | southeast and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 230 		
CF | > 		
CF | > N 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf17" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 230 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Hedge Maze Score: 40, Turns: 231 		
CF | > 		
CF | > N 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south, east and west. 		
CF | 		
CF | > 		Jacqueline asks, "So wait, where do we start in the maze?"
DavidW says (to ClubFloyd), "s" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 232 		
CF | > 		
CF | > S 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		Jacqueline says, "That's not super clear."
		DavidW says, "there's a break in the bottom line"
DavidW says (to ClubFloyd), "put thin paper on yellowed paper" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 233 		
CF | > 		
CF | > PUT THIN PAPER ON YELLOWED PAPER 		
CF | 		
CF | You see the following: 		
CF | ____________________________________ 		
CF | | __| | |____ | | ___|__ | _____ | 		
CF | | | __|__ | | |__ _ ___| | | | 		
CF | | | ___ | | | | | | __| | _| | | | | 		
CF | |______ | | |_____| | |_ |_| | | | 		
CF | | __ ___|_ ____ | | | __ | | | | 		
CF | |__| | | | | | _____| | |__| | | | | 		
CF | | ___| | | | |__| ______| _| | | | | 		
CF | | | ___| | |___ | | | |____| | | | 		
CF | | | | ___|___ | | |X| |___ | ____| | 		
CF | | | | | | | | |_| | _| |______ | 		
CF | |_| | | | | | |_|_____| | ____ | __| 		
CF | | ____| | | |____ | | | | __ | | | 		
CF | | | | |_| | | |_| | | | | _| | | 		
CF | | | | |__ __| | |____ |__ | |__| | | 		
CF | | | |_________|__ ___ | ____ | | 		
CF | | |____ | _____ | | | | |___ | __| 		
CF | | | | | | | | | |_| | ___| | | 		
CF | | | | |___| | | | |__ __| | |_ | | | 		
CF | |___|_______|___|____ ____|____|___| 		
CF | 		
CF | > 		Jacqueline says, "OH"
		Jacqueline says, "well, I guess first I have to solve the maze"
		MoyTravis says, "Oh, I see it."
		MoyTravis says, "...that's awful to try and talk through though."
		MoyTravis asks, "Like, just, do it, I guess?"
		Jacqueline says, "Give me a second."
		DavidW says, "possibly the maze is only the junctions and not every single bend"
		Roger asks, "Do you want me to just paste in the solution?"
		MoyTravis says, "A multiplayer game where one person talks the other person through a thing would be fun."
		DavidW asks (of Roger), "You have a walkthrough?"
		MoyTravis says, "I mean, that's what Keep Talking and Nobody Explodes is. And that's fun."
		DavidW says, "like, I'm surprised we even got this far."
		Roger says, "I've got one here yeah"
		Jacqueline says, "Okay, I've got the solution."
		Jacqueline says, "Okay, Roger, go for it."
		DavidW says, "And I haven't been playing to optimize for time. The flashlight will run out, I think"
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 234 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		Roger | n. w. n. w. n. w. s. w. w. n. w. s. e. s. e. n. e. s. w. n. w. s. w. n. w. s. w. n. e. n. e. n. e. e. n. e. s. e. e. s. e. n. e. n. e. s. w. s. w. s. e. n. w. s.
		Jacqueline says, "I think just the choices - oh wow."
		Roger says, "err I guess I can just tell floyd myself"
DavidW says (to ClubFloyd), "look" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 235 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		DavidW says, "yeah, you do it"
Roger says (to floyd), "n. w. n. w. n. w. s. w. w. n. w. s. e. s. e. n. e. s. w. n. w. s. w. n. w. s. w. n. e. n. e. n. e. e. n. e. s. e. e. s. e. n. e. n. e. s. w. s. w. s. e. n. w. s." 		
CF ] Hedge Maze Score: 40, Turns: 264 		
CF | > 		
CF | > N. W. N. W. N. W. S. W. W. N. W. S. E. S. E. N. E. S. W. N. W. S. W. 		
CF | N. W. S. W. N. E. N. E. N. E. E. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south, east and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 60 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 60 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 70 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | [There aren't any verbs in that sentence!] 		
CF | 		
CF | > 		Roger says, "uh oh"
		DavidW says, "um, there are limits to how long a multi-command can be, y'know."
		Roger says, "oh maybe we did make it here"
		Jacqueline asks, "dig?"
		Roger asks, "Do you want to try digging?"
DavidW says (to ClubFloyd), "dig" 		
CF ] Hedge Maze Score: 40, Turns: 264 		
CF | > 		
CF | > DIG 		
CF | 		
CF | [What do you want to dig in?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ground" 		
CF ] Hedge Maze Score: 40, Turns: 265 		
CF | > 		
CF | > GROUND 		
CF | 		
CF | [with the shovel] 		
CF | You dig a good sized hole, but find nothing. 		
CF | 		
CF | > 		Jacqueline frowns.
		DavidW says, "The middle won't be marked."
		Roger says, "yeah.... hrm okay maybe it hung up on a line break"
		DavidW says, "You could enter the commands in groups of ten, say."
		Jacqueline says, "If you can't figure out where you are you can just restore."
		Roger says, "yeah I can do that. And yeah we should probably restore."
		DavidW says, "I wouldn't dare enter in the entire route in one paste like that."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf17" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 230 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
Roger says (to floyd), ";" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 230 		
CF | > 		
CF | > ; 		
CF | 		
CF | [This story doesn't know the word ";."] 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 231 		
CF | > 		
CF | > L 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Entrance to Hedge Maze Score: 40, Turns: 232 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		
Roger says (to floyd), "n. w. n. w. n. w. s. w. w. n." 		
CF ] Hedge Maze Score: 40, Turns: 242 		
CF | > 		
CF | > N. W. N. W. N. W. S. W. W. N. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south, east and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | > 		
Roger says (to floyd), "w. s. e. s. e. n. e. s. w. n." 		
CF ] Hedge Maze Score: 40, Turns: 252 		
CF | > 		
CF | > W. S. E. S. E. N. E. S. W. N. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 60 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | > 		
Roger says (to floyd), "w. s. w. n. w. s. w. n. e. n." 		
CF ] Hedge Maze Score: 40, Turns: 262 		
CF | > 		
CF | > W. S. W. N. W. S. W. N. E. N. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 60 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 70 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | > 		
Roger says (to floyd), "e. n. e. e. n. e. s. e. e. s." 		
CF ] Hedge Maze Score: 40, Turns: 272 		
CF | > 		
CF | > E. N. E. E. N. E. S. E. E. S. 		
CF | 		
CF | You make your way 30 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 10 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You hear footsteps on the other side of the hedge. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 10 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 50 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 10 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | > 		
Roger says (to floyd), "e. n. e. n. e. s. w. s. w. s." 		
CF ] Hedge Maze Score: 40, Turns: 282 		
CF | > 		
CF | > E. N. E. N. E. S. W. S. W. S. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 10 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | > 		
Roger says (to floyd), "e. n. w. s." 		
CF ] Hedge Maze Score: 40, Turns: 286 		
CF | > 		
CF | > E. N. W. S. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 10 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. A path leads north. 		
CF | 		
CF | > 		Roger says, "okay here we are. I think."
		DavidW says, "feel free to do the digging honors. You'll also have to get us out of here."
		Roger says, "woo"
Roger says (to floyd), "dig in ground" 		
CF ] Hedge Maze Score: 40, Turns: 287 		
CF | > 		
CF | > DIG IN GROUND 		
CF | 		
CF | [with the shovel] 		
CF | You dig a hole and uncover Buck Palace's large rubber stamp. 		
CF | 		
CF | > 		Jacqueline says, "woo"
Roger says (to floyd), "take stamp" 		
CF ] Hedge Maze Score: 50, Turns: 288 		
CF | > 		
CF | > TAKE STAMP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine stamp" 		
CF ] Hedge Maze Score: 50, Turns: 289 		
CF | > 		
CF | > EXAMINE STAMP 		
CF | 		
CF | It's the large rubber stamp Buck Palace used to mail the POW's to the 		
CF | Pentagon in Uncle Buddy's "Address Unknown." 		
CF | 		
CF | > 		
Roger says (to floyd), "n. e. s. w. n. e. n. e. n. w." 		
CF ] Hedge Maze Score: 50, Turns: 299 		
CF | > 		
CF | > N. E. S. W. N. E. N. E. N. W. 		
CF | 		
CF | You make your way 10 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | > 		
Roger says (to floyd), "s. w. s. w. n. w. w. n. w. s." 		
CF ] Hedge Maze Score: 50, Turns: 309 		
CF | > 		
CF | > S. W. S. W. N. W. W. N. W. S. 		
CF | 		
CF | You make your way 10 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 10 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You hear footsteps on the other side of the hedge. 		
CF | 		
CF | You make your way 50 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 10 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | > 		DavidW says, "heh, mail the POWs"
Roger says (to floyd), "w. w. s. w. s. w. s. e. n. e." 		
CF ] Hedge Maze Score: 50, Turns: 319 		
CF | > 		
CF | > W. W. S. W. S. W. S. E. N. E. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 10 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 30 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 70 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | > 		
Roger says (to floyd), "s. e. n. e. s. e. n. w. s. w." 		
CF ] Hedge Maze Score: 50, Turns: 329 		
CF | > 		
CF | > S. E. N. E. S. E. N. W. S. W. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 60 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 60 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | > 		
Roger says (to floyd), "n. w. n. e. s. e. e. n. e. s." 		
CF ] Hedge Maze Score: 50, Turns: 339 		
CF | > 		
CF | > N. W. N. E. S. E. E. N. E. S. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 40 feet west along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 30 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet north along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and east. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south 		
CF | and west. 		
CF | 		
CF | You make your way 20 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | > 		
Roger says (to floyd), "e. s. e. s." 		
CF ] Entrance to Hedge Maze Score: 50, Turns: 343 		
CF | > 		
CF | > E. S. E. S. 		
CF | 		
CF | You make your way 20 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead south, 		
CF | east and west. 		
CF | 		
CF | You make your way 40 feet south along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north 		
CF | and east. 		
CF | 		
CF | You make your way 40 feet east along the path. 		
CF | 		
CF | Hedge Maze 		
CF | You are in a hedge maze of astonishing complexity. Paths lead north, 		
CF | south, east and west. 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | Shadows pour over you as grey clouds sweep past the night's full moon. 		
CF | 		
CF | > 		Roger says, "okay save please"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf18" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Entrance to Hedge Maze Score: 50, Turns: 343 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		MoyTravis says, "lol"
		Roger says, "so that was 'fun' in 1986"
		MoyTravis says, "what was that"
		MoyTravis says, "why would...why would you do this"
		DavidW says, "Because mazes were the thing to do."
		MoyTravis exclaims, "I guess so!"
		Jacqueline says, "Yeah."
		Jacqueline says, "Mahogany desks and mazes, with no X or O."
		Jacqueline says, "Good times."
		DavidW says, "I've seen the outlaid paper trick done as recently as Captain Cutter's Treasure."
		MoyTravis says, "And cursive feelies."
		DavidW says, "er overlaid"
		MoyTravis asks, "Did Captain Cutter's Treasure also make you actually walk it?"
		Roger says, "It's not a bad gimmick, with some restraint"
		MoyTravis says, "I mean, the trick's fine, and cool, but...actually walking it seems a 'lil much."
		DavidW says, "The maze was more a moving a giant crate puzzle, not a true maze."
		DavidW says, "and the papers didn't show a map, but the word WAREHOUSE in big ASCII art letters."
DavidW says (to ClubFloyd), "e" 		
CF ] Northeast Junction Score: 50, Turns: 344 		
CF | > 		
CF | > E 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cannon Emplacement Score: 50, Turns: 345 		
CF | > 		
CF | > N 		
CF | 		
CF | You follow the walkway as it turns west around the hedge leading to... 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look in cannon" 		
CF ] Cannon Emplacement Score: 50, Turns: 346 		
CF | > 		
CF | > LOOK IN CANNON 		
CF | 		
CF | You can see nothing in the cannon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at balls" 		
CF ] Cannon Emplacement Score: 50, Turns: 347 		
CF | > 		
CF | > L AT BALLS 		
CF | 		
CF | The pile of cannon balls appears to be strictly ornamental. All of the 		
CF | balls are welded together, except for the ball on the top of the pile. 		
CF | 		
CF | > 		Roger says, "heh -- literally, (sokoban, �warehouseman�)."
		DavidW says, "I suppose we need to fire this cannon for some reason, but I don't remember it."
		Roger says, "thwart an atomic chihuahua"
		DavidW says, "Maybe something needs to be broken."
		Roger says, "maybe we need to go bowling? This seems like a house with its own bowling alley"
		DavidW says, "Cannonballs are a bit heavier than bowling balls."
DavidW says (to ClubFloyd), "n" 		
CF ] Cliff Score: 50, Turns: 348 		
CF | > 		
CF | > N 		
CF | 		
CF | You attempt to walk down, but end up sliding most of the way to a 		
CF | cliff below. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach, illuminated by the moon's glow. You can hear the 		
CF | faint sound of waves lapping at the shore. Nearby in the ground is a 		
CF | closed hatch. 		
CF | 		
CF | There is an unusual ladder lying on the ground here. 		
CF | 		
CF | > 		DavidW says, "oh, here's the storm cellar."
		DavidW says, "I recall that it's difficult to leave, ala a Rube Goldberg device."
DavidW says (to ClubFloyd), "x ladder" 		
CF ] Cliff Score: 50, Turns: 348 		
CF | > 		
CF | > X LADDER 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l at ladder" 		
CF ] Cliff Score: 50, Turns: 349 		
CF | > 		
CF | > L AT LADDER 		
CF | 		
CF | This straight ladder is made of heavy-duty steel bars. It resembles a 		
CF | ladder you might find on a fire escape. 		
CF | 		
CF | > 		MoyTravis says, "All right it's getting a little late for me. Thanks for driving, David."
		DavidW says, "You're welcome, Moy. Pleasant dreams."
		MoyTravis says, "I appreciate y'all going through older stuff too, if only for the, like - uh, I guess, tourist-y aspect of seeing older stuff."
		MoyTravis exclaims, "Cya'll later!"
		Jacqueline says, "See ya."
MoyTravis goes home. 		Jacqueline says, "I'm fine with continuing or pausing or whatever."
		Jacqueline says, "I'm enjoying this enough that I'd be happy to see the rest."
		DavidW says, "It is getting late. This is as good a place to pause as any."
		Jacqueline says, "okay."
		DavidW says, "The chihuahua really is my favourite bit."
		Roger exclaims, "It was a good bit. Thanks, everyone!"
DavidW says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
DavidW says (to ClubFloyd), "cfhijinx" 		
CF ] Cliff Score: 50, Turns: 349 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
		
*** SESSION TWO *** 		
		
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ifMUD 		
An interactive conversation 		
Copyright 1997-2027 by Loungent Technologies, a wholly owned subsidiary of 		
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Dorm A 		
This is a very long room, lined with multi-tiered bunks. Flimsy partitions between the tiers may provide a modicum of privacy. These spartan living quarters could house hundreds, many of whom are sleeping here right now. A narrow staircase set in the north wall leads up. 		
		
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You mute all channels temporarily. 		
You un-mute #if/clubfloyd. 		
ClubFloyd Clubhouse 		
ClubFloyd Clubhouse : Welcome to the ClubHouse! CF is a dedicated bot exclusively for ClubFloyd's use, and has the same library of games as the 'original' Floyd you'll find in the Toyshop. Have a seat in one of our (intentionally not implemented) comfy chairs and stay a while. If there's anything you need, just pretend it's here. ClubFloyd meets here each Sunday at 2pm Eastern. 		
		
To see how things work, you can read our rules & instructions, as well as past transcripts at [LINK] 		
		
You can see: save button, green button, yellow button, ClubFloyd Suggestions, ClubFloyd Pass 03, ClubFloyd Pass 04, ClubFloyd Pass 05 		
Players: CF, Jacqueline, DavidW, Roger, Knight_Otu 		
Visible Exits: None 		DavidW says, "I don't remember this section very clearly. I know there's a film reel as our prize inside, and you have to do a tricky bit of business to escape."
MoyTravis has arrived. 		DavidW says, "I don't remember if we need special tools before entering or not or if encumberance is an issue or what."
		MoyTravis says, "Hello."
		DavidW says, "We'll just have to wing it."
		MoyTravis asks, "What was the name of this game, again?"
		MoyTravis asks, "Hollywood ???"
		DavidW says, "Hi Moy."
Knight_Otu Hollywood Hijinks, apparently. 		Knight_Otu says, "oops."
		DavidW says, "Home of the Atomic Chihuahua."
DavidW says (to ClubFloyd), "load sleepmask hijinx" 		
CF says (to DavidW), "CF doesn't know that game." 		
DavidW says (to ClubFloyd), "list h" 		
CF says (to DavidW), "hadeanlands halflife3 halloweendance halloweve halothane hamper handthatrocksthepumpkin hangar22 happy harmonic hauntedhouse hauntedhouse2017 headingeast headless heated heist heliopause hell help10 hero1r3 heroes heroine hi hi.zip hiddenverbiage hill160 hillridge hinterlands hipponewyear hockey hollywood holyrobotempire home homecoming hoosegow horrorofrylvania horrorparti horrorpartii house house2018 houseofdreamofmoon howtowinatrockpaperscissors htgessay hugoclock hugoclockworkboy hugocwb hugorn hugospin hugowb hugozork hummingbird hungerdaemon hunterdarkness hwhijinx hypercubic" 		Jacqueline says (to Travis), "Hollywood Hijinx"
		MoyTravis says, "Thanks."
DavidW says (to ClubFloyd), "load sleepmask hollywood" 		
CF ] South Junction Score: 0, Turns: 0 		
CF | As night falls the black limousine turns off the highway. It has all 		
CF | happened so fast, you think to yourself. Your Aunt passing away 		
CF | without any warning, the funeral this afternoon, and now this unusual 		
CF | stipulation in her will. The limo pulls up to the front of the house. 		
CF | "This is the end of the line," says the attorney, and you step out of 		
CF | the back of the limo. "Remember, your Aunt Hildegarde's will stated 		
CF | you will inherit her entire fortune -- if you can find the ten 		
CF | 'treasures' in one night." 		
CF | 		
CF | He hands you a photo of Uncle Buddy and a letter, saying, "Her will 		
CF | instructed that I give you this photo, with the poem, to point you in 		
CF | the right direction. Also this letter, and here, you'll need this." He 		
CF | gives you a flashlight. "Meet me at 9 a.m. in the living room with all 		
CF | the 'treasures' and you'll inherit her entire estate," he says as the 		
CF | limo pulls away and disappears into the night's darkness. 		
CF | 		
CF | HOLLYWOOD HIJINX 		
CF | Infocom interactive fiction -- a zany treasure hunt 		
CF | Copyright (C) 1986 Infocom, Inc. All rights reserved. 		
CF | HOLLYWOOD HIJINX is a trademark of Infocom, Inc. 		
CF | Release 37 / Serial Number 861215 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		Jacqueline asks (of DW), "Do you need the save file?"
		DavidW says, "I... I've blanked on the command to restore ... oh there it is"
DavidW says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		Knight_Otu says, "The start feels familiar."
DavidW says (to ClubFloyd), "cfhijinx" 		
CF ] Cliff Score: 50, Turns: 349 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Cliff Score: 50, Turns: 350 		
CF | > 		
CF | > L 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach, illuminated by the moon's glow. You can hear the 		
CF | faint sound of waves lapping at the shore. Nearby in the ground is a 		
CF | closed hatch. 		
CF | 		
CF | There is an unusual ladder lying on the ground here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ladder" 		
CF ] Cliff Score: 50, Turns: 350 		
CF | > 		
CF | > X LADDER 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		DavidW says, "AAARGH"
DavidW says (to ClubFloyd), "examine ladder" 		
CF ] Cliff Score: 50, Turns: 351 		
CF | > 		
CF | > EXAMINE LADDER 		
CF | 		
CF | This straight ladder is made of heavy-duty steel bars. It resembles a 		
CF | ladder you might find on a fire escape. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Cliff Score: 50, Turns: 352 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Your load is too heavy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Cliff Score: 50, Turns: 353 		
CF | > 		
CF | > I 		
CF | 		
CF | You have Buck Palace's large rubber stamp, a shovel, a yellow punch 		
CF | card, a violet punch card, Mama Maggio's cheese grater, a green punch 		
CF | card, a rusty bucket, a cloth sack, a red punch card, an indigo punch 		
CF | card, a brick, a blue punch card, a matchbox, a thin piece of paper, a 		
CF | business card, a yellowed piece of paper, a flashlight and a photo of 		
CF | Uncle Buddy. It looks as if the matchbox contains a red match. 		
CF | 		
CF | > 		DavidW says, "We might want to dump most of this in the living room, I guess."
		Knight_Otu says, "I see."
		DavidW says, "I'm worried that there's a time limit of some sort I'm forgetting."
		DavidW says, "Also, I don't have a map."
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 50, Turns: 354 		
CF | > 		
CF | > S 		
CF | 		
CF | You slip and slide in the loose rock, but manage to make your way up 		
CF | to the cannon emplacement. 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 50, Turns: 355 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northwest Junction Score: 50, Turns: 356 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the walkway as it turns south around the hedge leading 		
CF | to... 		
CF | 		
CF | Northwest Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and east, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southwest Junction Score: 50, Turns: 357 		
CF | > 		
CF | > S 		
CF | 		
CF | Southwest Junction 		
CF | This is the southwestern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and east, where the walkway ends at the foot of a couple 		
CF | of steps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Junction Score: 50, Turns: 358 		
CF | > 		
CF | > S 		
CF | 		
CF | You follow the stone walkway as it turns east around the corner of the 		
CF | house, arriving at... 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Porch Score: 50, Turns: 359 		
CF | > 		
CF | > N 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Foyer Score: 50, Turns: 360 		
CF | > 		
CF | > N 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on flashlight" 		
CF ] Foyer Score: 50, Turns: 361 		
CF | > 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Living Room Score: 50, Turns: 362 		
CF | > 		
CF | > W 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a Maltese finch, Aunt Hildegarde's letter, a copy of The 		
CF | Status Line, a stuffed penguin and a Big Diamond Ring here. Sitting on 		
CF | the mantle is a red wax statuette, a white wax statuette and a blue 		
CF | wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Living Room Score: 50, Turns: 363 		
CF | > 		
CF | > I 		
CF | 		
CF | You have Buck Palace's large rubber stamp, a shovel, a yellow punch 		
CF | card, a violet punch card, Mama Maggio's cheese grater, a green punch 		
CF | card, a rusty bucket, a cloth sack, a red punch card, an indigo punch 		
CF | card, a brick, a blue punch card, a matchbox, a thin piece of paper, a 		
CF | business card, a yellowed piece of paper, a flashlight (providing 		
CF | light) and a photo of Uncle Buddy. It looks as if the matchbox 		
CF | contains a red match. 		
CF | 		
CF | > 		Jacqueline says, "Maltese finch still makes me smile."
DavidW says (to ClubFloyd), "drop stamp, sack, brick, thin paper, business card" 		
CF ] Living Room Score: 50, Turns: 364 		
CF | > 		
CF | > DROP STAMP, SACK, BRICK, THIN PAPER, BUSINESS CARD 		
CF | 		
CF | Buck Palace's large rubber stamp: Dropped. 		
CF | The cloth sack: Dropped. 		
CF | The brick: Dropped. 		
CF | The thin piece of paper: Dropped. 		
CF | The business card: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop photo, yellowed paper" 		
CF ] Living Room Score: 50, Turns: 365 		
CF | > 		
CF | > DROP PHOTO, YELLOWED PAPER 		
CF | 		
CF | The photo of Uncle Buddy: Dropped. 		
CF | The yellowed piece of paper: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all card" 		
CF ] Living Room Score: 50, Turns: 366 		
CF | > 		
CF | > DROP ALL CARD 		
CF | 		
CF | The yellow punch card: Dropped. 		
CF | The violet punch card: Dropped. 		
CF | The green punch card: Dropped. 		
CF | The red punch card: Dropped. 		
CF | The indigo punch card: Dropped. 		
CF | The blue punch card: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Living Room Score: 50, Turns: 367 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a shovel, Mama Maggio's cheese grater, a rusty bucket, a 		
CF | matchbox and a flashlight (providing light). It looks as if the 		
CF | matchbox contains a red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop grater, bucket, shovel" 		
CF ] Living Room Score: 50, Turns: 368 		
CF | > 		
CF | > DROP GRATER, BUCKET, SHOVEL 		
CF | 		
CF | Mama Maggio's cheese grater: Dropped. 		
CF | The rusty bucket: Dropped. 		
CF | The shovel: Dropped. 		
CF | 		
CF | > 		DavidW says, "I should probably drop all but flashlight. I honestly don't know what's needed"
DavidW says (to ClubFloyd), "drop all but flashlight" 		
CF ] Living Room Score: 50, Turns: 369 		
CF | > 		
CF | > DROP ALL BUT FLASHLIGHT 		
CF | 		
CF | The matchbox: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 50, Turns: 370 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Front Porch Score: 50, Turns: 371 		
CF | > 		
CF | > S 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Front Porch Score: 50, Turns: 372 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Junction Score: 50, Turns: 373 		
CF | > 		
CF | > S 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast Junction Score: 50, Turns: 374 		
CF | > 		
CF | > E 		
CF | 		
CF | You follow the stone walkway as it turns north around the corner of 		
CF | the house, arriving at... 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | You can hear dogs howling in the distance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast Junction Score: 50, Turns: 375 		
CF | > 		
CF | > N 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cannon Emplacement Score: 50, Turns: 376 		
CF | > 		
CF | > N 		
CF | 		
CF | You follow the walkway as it turns west around the hedge leading to... 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cliff Score: 50, Turns: 377 		
CF | > 		
CF | > D 		
CF | 		
CF | You attempt to walk down, but end up sliding most of the way to a 		
CF | cliff below. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach, illuminated by the moon's glow. You can hear the 		
CF | faint sound of waves lapping at the shore. Nearby in the ground is a 		
CF | closed hatch. 		
CF | 		
CF | There is an unusual ladder lying on the ground here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ladder" 		
CF ] Cliff Score: 50, Turns: 378 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Cliff Score: 50, Turns: 379 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Cliff Score: 50, Turns: 380 		
CF | > 		
CF | > U 		
CF | 		
CF | You slip and slide in the loose rock, unable to climb up the cliff 		
CF | because of the weight of the ladder. 		
CF | 		
CF | > 		Knight_Otu says, "Oy."
DavidW says (to ClubFloyd), "drop ladder" 		
CF ] Cliff Score: 50, Turns: 381 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 50, Turns: 382 		
CF | > 		
CF | > S 		
CF | 		
CF | You slip and slide in the loose rock, but manage to make your way up 		
CF | to the cannon emplacement. 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Northeast Junction Score: 50, Turns: 383 		
CF | > 		
CF | > E 		
CF | 		
CF | You follow the walkway as it turns south around the hedge leading 		
CF | to... 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Top Landing Score: 50, Turns: 384 		
CF | > 		
CF | > E 		
CF | 		
CF | As you walk along the path you hear footsteps running south along the 		
CF | stone walkway. 		
CF | 		
CF | Top Landing 		
CF | This is a rickety landing at the top of a long flight of old, wooden 		
CF | stairs leading down to the beach far below. You and Cousin Herman 		
CF | would race down these stairs in the summertime to see who would get to 		
CF | the water first. Usually Cousin Herman would trip you and win. A path 		
CF | in the grass leads west. 		
CF | 		
CF | > 		DavidW says, "oh, this I vaguely remember."
		DavidW says, "There's a break in the stairs and we have to ski down. Skis are in the closet/elevator. But it's a one-way trip and I don't remember how to get back up."
DavidW says (to ClubFloyd), "d" 		
CF ] Middle of Beach Stairs Score: 50, Turns: 385 		
CF | > 		
CF | > D 		
CF | 		
CF | You walk down the old, creaking stairs. You stop as you come to a wide 		
CF | gap of missing steps. 		
CF | 		
CF | Middle of Beach Stairs 		
CF | You're about halfway down the steep staircase, which creaks under your 		
CF | weight. There are several steps missing here. It's quite a gap: 		
CF | probably more than you could jump across. On the other side of the 		
CF | gap, the stairs continue down. Climbing up the stairs returns to the 		
CF | landing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine gap" 		
CF ] Middle of Beach Stairs Score: 50, Turns: 386 		
CF | > 		
CF | > EXAMINE GAP 		
CF | 		
CF | You see nothing extraordinary about the gap. 		
CF | 		
CF | > 		Knight_Otu says, "Skiing down stairs does not seem a wise course of action."
		Jacqueline says, "Agree"
		Knight_Otu says, "And yet that would be at least the second time we'd do it in a game, as Irecall."
		DavidW says, "I know we need the matchbox and at least one of the candles down below."
		Jacqueline says, "But stranger things have been done without dying, and more straight-forward, sensible things have led to our death previously."
		Knight_Otu says, "Also true."
		Jacqueline says, "It's really hard to know for sure from one situation to the next."
		DavidW says, "Did we see anywhere to get water from? I could try to play with the bucket and elevator if I had water."
		Knight_Otu says, "Sadly I missed last session, so I can't help there."
DavidW says (to ClubFloyd), "l" 		
CF ] Middle of Beach Stairs Score: 50, Turns: 387 		
CF | > 		
CF | > L 		
CF | 		
CF | Middle of Beach Stairs 		
CF | You're about halfway down the steep staircase, which creaks under your 		
CF | weight. There are several steps missing here. It's quite a gap: 		
CF | probably more than you could jump across. On the other side of the 		
CF | gap, the stairs continue down. Climbing up the stairs returns to the 		
CF | landing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Top Landing Score: 50, Turns: 388 		
CF | > 		
CF | > U 		
CF | 		
CF | Top Landing 		
CF | This is a rickety landing at the top of a long flight of old, wooden 		
CF | stairs leading down to the beach far below. You and Cousin Herman 		
CF | would race down these stairs in the summertime to see who would get to 		
CF | the water first. Usually Cousin Herman would trip you and win. A path 		
CF | in the grass leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northeast Junction Score: 50, Turns: 389 		
CF | > 		
CF | > W 		
CF | 		
CF | You walk a short distance along the grass path, arriving at... 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fw" 		
CF ] Northeast Junction Score: 50, Turns: 389 		
CF | > 		
CF | > FW 		
CF | 		
CF | [Sorry, but the word "fw" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Entrance to Hedge Maze Score: 50, Turns: 390 		
CF | > 		
CF | > W 		
CF | 		
CF | Entrance to Hedge Maze 		
CF | This is the entrance to the hedge maze. Aunt Hildegarde told you never 		
CF | to go into the maze without the map, and of course you would go in 		
CF | anyway and she would have to come in and find you. 		
CF | 		
CF | Guests were forever getting lost in the maze at parties. Sometimes you 		
CF | wished Cousin Herman would go in and never come out. But you always 		
CF | had the feeling he was thinking the same about you, only more 		
CF | seriously. Tall hedges, thick and green, stretch along paths leading 		
CF | to the east and west and a grass path north enters the maze. A stone 		
CF | walkway leads south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Garden, North Score: 50, Turns: 391 		
CF | > 		
CF | > S 		
CF | 		
CF | Garden, North 		
CF | You are in the orchid section of the garden. Tender orchid petals of 		
CF | every color surround a small pond here. The stone walkway leads north, 		
CF | southeast and southwest. 		
CF | 		
CF | > 		DavidW says, "oh right. I don't remember if we did anything in the garden yet."
		DavidW says, "Was it a diamond shape? We might've found the shovel in here."
DavidW says (to ClubFloyd), "sw" 		
CF ] Garden, West Score: 50, Turns: 392 		
CF | > 		
CF | > SW 		
CF | 		
CF | Garden, West 		
CF | You're standing on a stone walkway in the tulip section of the garden. 		
CF | The walkway leads northeast and southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Garden, South Score: 50, Turns: 393 		
CF | > 		
CF | > SE 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | > 		
Jacqueline asks (of David), "We did the hedge maze, that was in the garden, right?" 		DavidW says, "no north of the garden"
DavidW says (to ClubFloyd), "s" 		
CF ] Patio Score: 50, Turns: 394 		
CF | > 		
CF | > S 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is a closed door to the 		
CF | south. 		
CF | 		
CF | You can see an orange punch card here. 		
CF | 		
CF | > 		Jacqueline says, "Oh, you don't mean the garden areas in generaly. Got it."
		DavidW says, "The four locations called "Garden"."
		DavidW says, "The hedge maze isn't called Garden."
		DavidW asks, "I think this is the last of the punch card?"
		DavidW asks, "cards?"
		Jacqueline says, "Yeah, I was thinking if the garden and junctions and outdoor stuff."
		Jacqueline says, "This is the seventh card."
DavidW says (to ClubFloyd), "take card" 		
CF ] Patio Score: 50, Turns: 395 		
CF | > 		
CF | > TAKE CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Patio Score: 50, Turns: 396 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine door" 		
CF ] Patio Score: 50, Turns: 397 		
CF | > 		
CF | > EXAMINE DOOR 		
CF | 		
CF | It looks as if the patio door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwest Junction Score: 50, Turns: 398 		
CF | > 		
CF | > W 		
CF | 		
CF | Southwest Junction 		
CF | This is the southwestern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and east, where the walkway ends at the foot of a couple 		
CF | of steps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South Junction Score: 50, Turns: 399 		
CF | > 		
CF | > S 		
CF | 		
CF | You follow the stone walkway as it turns east around the corner of the 		
CF | house, arriving at... 		
CF | 		
CF | South Junction 		
CF | You're standing in front of the house where you spent many of your 		
CF | summers as a youngster. The old place is not as big as it seemed to 		
CF | you then, but it is still quite large. Stone pathways wind east and 		
CF | west around the house, and a larger main walkway leads north. 		
CF | 		
CF | A life-size statue of Buck Palace, one of the stars of Uncle Buddy's 		
CF | talent stables, stands here. He's holding a bazooka pointing north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Front Porch Score: 50, Turns: 400 		
CF | > 		
CF | > N 		
CF | 		
CF | Front Porch 		
CF | You're standing on the front porch of the house. Next to the front 		
CF | door is a regulation mailbox endorsed by Buck Palace. Beneath the 		
CF | mailbox is a doorbell once rung by Sonny Tufts. To the south is a 		
CF | walkway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Foyer Score: 50, Turns: 401 		
CF | > 		
CF | > N 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Living Room Score: 50, Turns: 402 		
CF | > 		
CF | > W 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on flashlight" 		
CF ] Living Room Score: 50, Turns: 403 		
CF | > 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a matchbox, a shovel, a rusty bucket, Mama Maggio's cheese 		
CF | grater, a blue punch card, an indigo punch card, a red punch card, a 		
CF | green punch card, a violet punch card, a yellow punch card, a yellowed 		
CF | piece of paper, a photo of Uncle Buddy, a business card, a thin piece 		
CF | of paper, a brick, a cloth sack, Buck Palace's large rubber stamp, a 		
CF | Maltese finch, Aunt Hildegarde's letter, a copy of The Status Line, a 		
CF | stuffed penguin and a Big Diamond Ring here. It looks as if the 		
CF | matchbox contains a red match. Sitting on the mantle is a red wax 		
CF | statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all punch" 		
CF ] Living Room Score: 50, Turns: 404 		
CF | > 		
CF | > TAKE ALL PUNCH 		
CF | 		
CF | The blue punch card: Taken. 		
CF | The indigo punch card: Taken. 		
CF | The red punch card: Taken. 		
CF | The green punch card: Taken. 		
CF | The violet punch card: Taken. 		
CF | The yellow punch card: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room Score: 50, Turns: 405 		
CF | > 		
CF | > N 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 50, Turns: 406 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 50, Turns: 407 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on computer" 		
CF ] Cellar Score: 50, Turns: 408 		
CF | > 		
CF | > TURN ON COMPUTER 		
CF | 		
CF | The computer's machinery begins to roar as you turn it on. The seven 		
CF | rows of display lights on the front of the computer flash on and off 		
CF | in unison several times as it comes to life. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put red in hopper" 		
CF ] Cellar Score: 50, Turns: 409 		
CF | > 		
CF | > PUT RED IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put orange in hopper" 		
CF ] Cellar Score: 50, Turns: 410 		
CF | > 		
CF | > PUT ORANGE IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put yellow in hopper" 		
CF ] Cellar Score: 50, Turns: 411 		
CF | > 		
CF | > PUT YELLOW IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put green in hopper" 		
CF ] Cellar Score: 50, Turns: 412 		
CF | > 		
CF | > PUT GREEN IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put blue in hopper" 		
CF ] Cellar Score: 50, Turns: 413 		
CF | > 		
CF | > PUT BLUE IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put indigo in hopper" 		
CF ] Cellar Score: 50, Turns: 414 		
CF | > 		
CF | > PUT INDIGO IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put violet in hopper" 		
CF ] Cellar Score: 50, Turns: 415 		
CF | > 		
CF | > PUT VIOLET IN HOPPER 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x computer" 		
CF ] Cellar Score: 50, Turns: 415 		
CF | > 		
CF | > X COMPUTER 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine computer" 		
CF ] Cellar Score: 50, Turns: 416 		
CF | > 		
CF | > EXAMINE COMPUTER 		
CF | 		
CF | It's the huge, massive, steel contraption of a computer that saved the 		
CF | earth from the maurading marketeers in "Plan Nine from Marketing." The 		
CF | front of the computer is covered with rows of lights. Beneath the 		
CF | lights are a slot and a button. There is a hopper on one end of it. 		
CF | The computer is on. 		
CF | 		
CF | > 		DavidW says, "hm, don't know about the slot."
DavidW says (to ClubFloyd), "push button" 		
CF ] Cellar Score: 50, Turns: 417 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | All the display lights flash off and on several times. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lights" 		
CF ] Cellar Score: 50, Turns: 417 		
CF | > 		
CF | > X LIGHTS 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine display" 		
CF ] Cellar Score: 50, Turns: 418 		
CF | > 		
CF | > EXAMINE DISPLAY 		
CF | 		
CF | You study the display of lights and see: 		
CF | 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine slot" 		
CF ] Cellar Score: 50, Turns: 419 		
CF | > 		
CF | > EXAMINE SLOT 		
CF | 		
CF | It's the huge, massive, steel contraption of a computer that saved the 		
CF | earth from the maurading marketeers in "Plan Nine from Marketing." The 		
CF | front of the computer is covered with rows of lights. Beneath the 		
CF | lights are a slot and a button. There is a hopper on one end of it. 		
CF | The computer is on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 50, Turns: 420 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 50, Turns: 421 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 50, Turns: 422 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a matchbox, a shovel, a rusty bucket, Mama Maggio's cheese 		
CF | grater, a yellowed piece of paper, a photo of Uncle Buddy, a business 		
CF | card, a thin piece of paper, a brick, a cloth sack, Buck Palace's 		
CF | large rubber stamp, a Maltese finch, Aunt Hildegarde's letter, a copy 		
CF | of The Status Line, a stuffed penguin and a Big Diamond Ring here. It 		
CF | looks as if the matchbox contains a red match. Sitting on the mantle 		
CF | is a red wax statuette, a white wax statuette and a blue wax 		
CF | statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take business card" 		
CF ] Living Room Score: 50, Turns: 423 		
CF | > 		
CF | > TAKE BUSINESS CARD 		
CF | 		
CF | Taken. 		
CF | 		
CF | Somewhere in the house you hear the thud of something falling on the 		
CF | floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read it" 		
CF ] Living Room Score: 50, Turns: 424 		
CF | > 		
CF | > READ IT 		
CF | 		
CF | 		
CF | For fast service, call 		
CF | 		
CF | ROY G. BIV 		
CF | COMPUTER SERVICE & REPAIR 		
CF | 576-1851 		
CF | 		
CF | > 		DavidW asks, "Did we see a phone anywhere?"
DavidW says (to ClubFloyd), "x telephone" 		
CF ] Living Room Score: 50, Turns: 424 		
CF | > 		
CF | > X TELEPHONE 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		DavidW says, "argh argh argh"
DavidW says (to ClubFloyd), "examine telephone" 		
CF ] Living Room Score: 50, Turns: 425 		
CF | > 		
CF | > EXAMINE TELEPHONE 		
CF | 		
CF | You see nothing special about the telephone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call 576-1851" 		
CF ] Living Room Score: 50, Turns: 426 		
CF | > 		
CF | > CALL 576-1851 		
CF | 		
CF | A nerdish voice answers the telephone saying, "Hello, this is Roy G. 		
CF | Biv, Computer Service and Repair. Our office is closed now. Please 		
CF | call back during our regular business hours." 		
CF | 		
CF | > 		Jacqueline says, "At least it let you call"
		DavidW says, "I don't know what I'm doing wrong. It's been decades since I fully played this."
		Jacqueline asks, "Did you press the button?"
		DavidW says, "On the computer? Yes. Lights flashed."
		DavidW says, "Maybe the cards have to go into the slot, not into the hopper."
		Jacqueline says, "Oh, so you did."
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room Score: 50, Turns: 427 		
CF | > 		
CF | > N 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 50, Turns: 428 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 50, Turns: 429 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | It looks as if the hopper contains a violet punch card, an indigo 		
CF | punch card, a blue punch card, a green punch card, a yellow punch 		
CF | card, an orange punch card and a red punch card. 		
CF | 		
CF | > 		Jacqueline says, "Oh, I'm betting that's it."
DavidW says (to ClubFloyd), "take all card" 		
CF ] Cellar Score: 50, Turns: 430 		
CF | > 		
CF | > TAKE ALL CARD 		
CF | 		
CF | [I don't see what you're referring to.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all punch from hopper" 		
CF ] Cellar Score: 50, Turns: 431 		
CF | > 		
CF | > TAKE ALL PUNCH FROM HOPPER 		
CF | 		
CF | The violet punch card: Taken. 		
CF | The indigo punch card: Taken. 		
CF | The blue punch card: Taken. 		
CF | The green punch card: Taken. 		
CF | The yellow punch card: Taken. 		
CF | The orange punch card: Taken. 		
CF | The red punch card: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put red in slot" 		
CF ] Cellar Score: 50, Turns: 432 		
CF | > 		
CF | > PUT RED IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine display" 		
CF ] Cellar Score: 50, Turns: 433 		
CF | > 		
CF | > EXAMINE DISPLAY 		
CF | 		
CF | You study the display of lights and see: 		
CF | 		
CF | OOOO OOOO O OOOO O OOOO OOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 		
CF | 		
CF | > 		DavidW says, "oh, that's better."
DavidW says (to ClubFloyd), "put yellow in slot" 		
CF ] Cellar Score: 50, Turns: 434 		
CF | > 		
CF | > PUT YELLOW IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Cellar Score: 50, Turns: 435 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | All the display lights flash off and on several times. A couple of 		
CF | punch cards drop into the hopper. 		
CF | 		
CF | > 		DavidW says, "ah. Button just ejects them."
DavidW says (to ClubFloyd), "take all from hopper" 		
CF ] Cellar Score: 50, Turns: 436 		
CF | > 		
CF | > TAKE ALL FROM HOPPER 		
CF | 		
CF | The red punch card: Taken. 		
CF | The yellow punch card: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put red in slot" 		
CF ] Cellar Score: 50, Turns: 437 		
CF | > 		
CF | > PUT RED IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		Jacqueline says, "Oh, so you just put them in in order"
		Jacqueline says, "No buttons"
DavidW says (to ClubFloyd), "put orange in slot" 		
CF ] Cellar Score: 50, Turns: 438 		
CF | > 		
CF | > PUT ORANGE IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put yellow in slot" 		
CF ] Cellar Score: 50, Turns: 439 		
CF | > 		
CF | > PUT YELLOW IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put green in slot" 		
CF ] Cellar Score: 50, Turns: 440 		
CF | > 		
CF | > PUT GREEN IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put blue in slot" 		
CF ] Cellar Score: 50, Turns: 441 		
CF | > 		
CF | > PUT BLUE IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put indigo in slot" 		
CF ] Cellar Score: 50, Turns: 442 		
CF | > 		
CF | > PUT INDIGO IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put violet in slot" 		
CF ] Cellar Score: 50, Turns: 443 		
CF | > 		
CF | > PUT VIOLET IN SLOT 		
CF | 		
CF | The computer sucks in the card, making a slurping noise, then begins 		
CF | to rumble like something inside is trying to get out. It pauses as if 		
CF | it were thinking about what to do next, then the display lights 		
CF | change. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine display" 		
CF ] Cellar Score: 50, Turns: 444 		
CF | > 		
CF | > EXAMINE DISPLAY 		
CF | 		
CF | You study the display of lights and see: 		
CF | 		
CF | OOOO OOOO O OOOO O OOOO OOOO 		
CF | O O O O O O O O O 		
CF | O O O O O O O O O 		
CF | OOOO O OOOO OOO OOOO O OOOO O O 		
CF | O O O O O O O O O 		
CF | O O O O O O O O O 		
CF | OOOO O OOOO OOOO O O OOOO 		
CF | 		
CF | > 		Jacqueline says, "Oho. Slick."
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 50, Turns: 445 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 50, Turns: 446 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 50, Turns: 447 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a matchbox, a shovel, a rusty bucket, Mama Maggio's cheese 		
CF | grater, a yellowed piece of paper, a photo of Uncle Buddy, a thin 		
CF | piece of paper, a brick, a cloth sack, Buck Palace's large rubber 		
CF | stamp, a Maltese finch, Aunt Hildegarde's letter, a copy of The Status 		
CF | Line, a stuffed penguin and a Big Diamond Ring here. It looks as if 		
CF | the matchbox contains a red match. Sitting on the mantle is a red wax 		
CF | statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call 576-3190" 		
CF ] Living Room Score: 50, Turns: 448 		
CF | > 		
CF | > CALL 576-3190 		
CF | 		
CF | An answering machine comes on the line. It sounds like Aunt 		
CF | Hildegarde's voice saying, "I can't come to the phone right now. I'm 		
CF | dead. Don't forget to look in the hopper." Then the line goes dead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room Score: 50, Turns: 449 		
CF | > 		
CF | > N 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 50, Turns: 450 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 50, Turns: 451 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | It looks as if the hopper contains Uncle Buddy's toupee. 		
CF | 		
CF | > 		Knight_Otu says, "Nice talking, auntie."
DavidW says (to ClubFloyd), "take toupee" 		
CF ] Cellar Score: 60, Turns: 452 		
CF | > 		
CF | > TAKE TOUPEE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine it" 		
CF ] Cellar Score: 60, Turns: 453 		
CF | > 		
CF | > EXAMINE IT 		
CF | 		
CF | Ah, ahem, well, it looks like Uncle Buddy's toupee. One of the worst 		
CF | kept secrets in Hollywood. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Kitchen Score: 60, Turns: 454 		
CF | > 		
CF | > U 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 60, Turns: 455 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Living Room Score: 60, Turns: 456 		
CF | > 		
CF | > S 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a matchbox, a shovel, a rusty bucket, Mama Maggio's cheese 		
CF | grater, a yellowed piece of paper, a photo of Uncle Buddy, a thin 		
CF | piece of paper, a brick, a cloth sack, Buck Palace's large rubber 		
CF | stamp, a Maltese finch, Aunt Hildegarde's letter, a copy of The Status 		
CF | Line, a stuffed penguin and a Big Diamond Ring here. It looks as if 		
CF | the matchbox contains a red match. Sitting on the mantle is a red wax 		
CF | statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | Somewhere in the house you hear the creaking of floorboards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop toupee" 		
CF ] Living Room Score: 60, Turns: 457 		
CF | > 		
CF | > DROP TOUPEE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf19" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Living Room Score: 60, Turns: 457 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		DavidW asks, "now what?"
		Knight_Otu says, "Gee, judging us for saving."
		Jacqueline says, "Yeah, he does that every time. It's rude."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Living Room Score: 60, Turns: 458 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a business card and a flashlight (providing light). 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "score" 		
CF ] Living Room Score: 60, Turns: 458 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | Your score is 60 points out of 150, in 458 moves. 		
CF | 		
CF | > 		DavidW says, "I suppose if we had a rope, we might try to haul the ladder up."
		Knight_Otu says, "I was about to ask whether there had been rope anywhere."
		DavidW says, "I don't think the ladder can fold or collapse, but I didn't try."
		DavidW says, "We didn't do anything with the piano yet."
		DavidW says, "And we need water for the bucket."
		DavidW says, "And we can try skiing."
		Knight_Otu says, "I guess there would be water at the beach."
		Jacqueline says, "Also, KO wants to do everything except ski first."
		Knight_Otu says, "I do? I mean it would be healhier in real life."
		DavidW says, "well, water is at the beach, but I'm sure it'd run out of the bucket before we could make good use of it."
DavidW says (to ClubFloyd), "take bucket" 		
CF ] Living Room Score: 60, Turns: 459 		
CF | > 		
CF | > TAKE BUCKET 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dining Room Score: 60, Turns: 460 		
CF | > 		
CF | > N 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 60, Turns: 461 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Well, I just mean we're afraid to ski down the stairs."
		Knight_Otu says, "Right, it's rusty, so it's i bad condition."
DavidW says (to ClubFloyd), "fill bucket" 		
CF ] Kitchen Score: 60, Turns: 462 		
CF | > 		
CF | > FILL BUCKET 		
CF | 		
CF | Hmmm. It seems the water has been turned off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x patio door" 		
CF ] Kitchen Score: 60, Turns: 462 		
CF | > 		
CF | > X PATIO DOOR 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		Knight_Otu says (to Jacq), "True."
DavidW says (to ClubFloyd), "examine patio door" 		
CF ] Kitchen Score: 60, Turns: 462 		
CF | > 		
CF | > EXAMINE PATIO DOOR 		
CF | 		
CF | You can't see any patio door here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dining Room Score: 60, Turns: 463 		
CF | > 		
CF | > E 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x patio door" 		
CF ] Dining Room Score: 60, Turns: 463 		
CF | > 		
CF | > X PATIO DOOR 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine patio door" 		
CF ] Dining Room Score: 60, Turns: 463 		
CF | > 		
CF | > EXAMINE PATIO DOOR 		
CF | 		
CF | You can't see any patio door here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Game Room Score: 60, Turns: 464 		
CF | > 		
CF | > E 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock door" 		
CF ] Game Room Score: 60, Turns: 465 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | With a click you unlock the patio door. 		
CF | 		
CF | > 		DavidW says, "whew"
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 60, Turns: 466 		
CF | > 		
CF | > N 		
CF | 		
CF | The patio door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Game Room Score: 60, Turns: 467 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The patio door squeaks as it opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Patio Score: 60, Turns: 468 		
CF | > 		
CF | > N 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Patio Score: 60, Turns: 469 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine pond" 		
CF ] Patio Score: 60, Turns: 469 		
CF | > 		
CF | > EXAMINE POND 		
CF | 		
CF | You can't see any pond here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Garden, South Score: 60, Turns: 470 		
CF | > 		
CF | > N 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Garden, South Score: 60, Turns: 471 		
CF | > 		
CF | > N 		
CF | 		
CF | You bounce off a dwarf fig tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Garden, East Score: 60, Turns: 472 		
CF | > 		
CF | > NE 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Garden, North Score: 60, Turns: 473 		
CF | > 		
CF | > NW 		
CF | 		
CF | Garden, North 		
CF | You are in the orchid section of the garden. Tender orchid petals of 		
CF | every color surround a small pond here. The stone walkway leads north, 		
CF | southeast and southwest. 		
CF | 		
CF | > 		DavidW says, "Here's the pond."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Garden, North Score: 60, Turns: 474 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a rusty bucket, a business card and a flashlight. 		
CF | 		
CF | > 		Jacqueline asks, "We were going to fill the bucket and hang it on a peg, right?"
		DavidW says, "This is gonna be tricky. I want the elevator in the basement. I want to put the leaky bucket on the second peg then race up to the elevator on the main floor, stand on the elevator's roof, and wait for elevator to go up."
		DavidW says, "oh, wait, no."
		Jacqueline says, "And whatever we're doing, get there in time while there's still enough water in the bucket."
		DavidW says, "elev on main floor, peg on third, go up, get on car, ride up to attic."
		Jacqueline says, "(Assuming that the bucket leaks)"
		DavidW says, "oh, I know it does."
		DavidW says, "Let me make sure the elevator is where I want it."
DavidW says (to ClubFloyd), "se" 		
CF ] Garden, East Score: 60, Turns: 475 		
CF | > 		
CF | > SE 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Garden, East Score: 60, Turns: 476 		
CF | > 		
CF | > SE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Garden, South Score: 60, Turns: 477 		
CF | > 		
CF | > SW 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Patio Score: 60, Turns: 478 		
CF | > 		
CF | > S 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Game Room Score: 60, Turns: 479 		
CF | > 		
CF | > S 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on flashlight" 		
CF ] Game Room Score: 60, Turns: 480 		
CF | > 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer Score: 60, Turns: 481 		
CF | > 		
CF | > S 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Top of Closet Score: 60, Turns: 482 		
CF | > 		
CF | > IN 		
CF | 		
CF | Top of Closet 		
CF | You're standing in a shaft on top of the closet. The door to the north 		
CF | is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Foyer Score: 60, Turns: 483 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 60, Turns: 484 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dining Room Score: 60, Turns: 485 		
CF | > 		
CF | > W 		
CF | 		
CF | Dining Room 		
CF | This is the dining room with a long, walnut table and seating for 		
CF | twelve. You remember more than one evening falling asleep at the table 		
CF | while Uncle Buddy rambled on about the way Hollywood used to be. A 		
CF | large picture window looks out on the garden. Doorways lead east, west 		
CF | and south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Kitchen Score: 60, Turns: 486 		
CF | > 		
CF | > W 		
CF | 		
CF | Kitchen 		
CF | This is Aunt Hildegarde's kitchen. It is a fairly large, sterile area 		
CF | with several pieces of commercial-grade equipment to handle the vast 		
CF | amount of food needed for Hollywood parties. It is not exactly the 		
CF | kind of homey kitchen most people's aunts have. The whole family 		
CF | remembers the Christmas everyone received fruit cakes with serial 		
CF | numbers on them. A doorway leads to the east and stairs lead down from 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Cellar Score: 60, Turns: 487 		
CF | > 		
CF | > D 		
CF | 		
CF | Cellar 		
CF | You are in a musty cellar. One of Uncle Buddy's old movie props, a 		
CF | huge, over-teched computer is here. There is an open closet door to 		
CF | the south. A staircase leads up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Closet Score: 60, Turns: 488 		
CF | > 		
CF | > IN 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push second peg" 		
CF ] Closet Score: 60, Turns: 489 		
CF | > 		
CF | > PUSH SECOND PEG 		
CF | 		
CF | You pull the peg down to a horizontal position. 		
CF | 		
CF | As you release the peg, it pops back into its original 45-degree 		
CF | position. The closet begins to shake and rattle a bit as the door 		
CF | swings shut. You feel your stomach drop to your knees as the closet 		
CF | moves up, then stops. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Closet Score: 60, Turns: 490 		
CF | > 		
CF | > OUT 		
CF | 		
CF | The closet door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Closet Score: 60, Turns: 491 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door squeals as it opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Foyer Score: 60, Turns: 492 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upstairs Hall, Middle Score: 60, Turns: 493 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the stairs to the... 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is a closed closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open closet door" 		
CF ] Upstairs Hall, Middle Score: 60, Turns: 494 		
CF | > 		
CF | > OPEN CLOSET DOOR 		
CF | 		
CF | You open the door and see the top of the closet at floor level and the 		
CF | shaft continuing upwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Foyer Score: 60, Turns: 495 		
CF | > 		
CF | > D 		
CF | 		
CF | You walk down the stairs to the... 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 60, Turns: 496 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Patio Score: 60, Turns: 497 		
CF | > 		
CF | > N 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Garden, South Score: 60, Turns: 498 		
CF | > 		
CF | > N 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] Garden, East Score: 60, Turns: 499 		
CF | > 		
CF | > NE 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "nw" 		
CF ] Garden, North Score: 60, Turns: 500 		
CF | > 		
CF | > NW 		
CF | 		
CF | Garden, North 		
CF | You are in the orchid section of the garden. Tender orchid petals of 		
CF | every color surround a small pond here. The stone walkway leads north, 		
CF | southeast and southwest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf20" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Garden, North Score: 60, Turns: 500 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill bucket" 		
CF ] Garden, North Score: 60, Turns: 501 		
CF | > 		
CF | > FILL BUCKET 		
CF | 		
CF | You fill the rusty bucket, which naturally leaks slowly. 		
CF | 		
CF | From the ocean there is the distant ringing of warning buoys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "se" 		
CF ] Garden, East Score: 60, Turns: 502 		
CF | > 		
CF | > SE 		
CF | 		
CF | Garden, East 		
CF | You are in the overpoweringly fragrant rose bush section of the 		
CF | garden. As you admire the roses you notice one somewhat sickly rose 		
CF | bush. Something about the sight of this particular rose bush makes you 		
CF | feel a bit queasy. The stone walkway leads northwest and southwest. 		
CF | 		
CF | The water begins to dribble out of the rusty bucket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sw" 		
CF ] Garden, South Score: 60, Turns: 503 		
CF | > 		
CF | > SW 		
CF | 		
CF | Garden, South 		
CF | You're standing on a stone walkway in Aunt Hildegarde's much envied 		
CF | garden where she would spend hours tending to her flowers, bushes and 		
CF | trees. The garden was off limits to you as a child because of an 		
CF | incident one summer when you and Cousin Herman were playing in the 		
CF | garden. You suggested pretending to be wild African animals and 		
CF | climbed a tree and began to screech as if a baboon while Cousin Herman 		
CF | ran off toward the roses shouting something about being a rhinoceros. 		
CF | 		
CF | After howling until your throat felt like you had puffed on one of 		
CF | Uncle Buddy's Hollywood cigars, you went to find Cousin Herman. When 		
CF | you arrived you couldn't believe your eyes -- Cousin Herman had pulled 		
CF | all the thorns off of all of Aunt Hildegarde's rose bushes in a quest 		
CF | to find the biggest thorn possible so he could be a rhino. Of course 		
CF | when Aunt Hildegarde saw her naked rose bushes, Cousin Herman blamed 		
CF | it all on you. The walkway leads south, northeast and northwest. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Patio Score: 60, Turns: 504 		
CF | > 		
CF | > S 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Game Room Score: 60, Turns: 505 		
CF | > 		
CF | > S 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		MoyTravis says, "The wimp commentary is really annoying me more and more."
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer Score: 60, Turns: 506 		
CF | > 		
CF | > S 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Closet Score: 60, Turns: 507 		
CF | > 		
CF | > IN 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		Knight_Otu says, "Xeah."
DavidW says (to ClubFloyd), "put bucket on third peg" 		
CF ] Closet Score: 60, Turns: 508 		
CF | > 		
CF | > PUT BUCKET ON THIRD PEG 		
CF | 		
CF | As you hang the rusty bucket on the third coat peg, the peg lowers to 		
CF | a horizontal position and you feel the closet begin to vibrate. 		
CF | 		
CF | The water continues to dribble out of the rusty bucket. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Foyer Score: 60, Turns: 509 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Upstairs Hall, Middle Score: 60, Turns: 510 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the stairs to the... 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is an open closet door. In the 		
CF | ceiling above you see the outline of a panel. You notice an unusual 		
CF | newel next to the stairs leading down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Top of Closet Score: 60, Turns: 511 		
CF | > 		
CF | > S 		
CF | 		
CF | Top of Closet 		
CF | You're standing in a shaft on top of the closet. The door to the north 		
CF | is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wait" 		
CF ] Top of Closet Score: 60, Turns: 514 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Top of Closet Score: 60, Turns: 517 		
CF | > 		
CF | > G 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "g" 		
CF ] Top of Closet Score: 60, Turns: 518 		
CF | > 		
CF | > G 		
CF | 		
CF | Time passes. 		
CF | 		
CF | The closet ceiling begins to shake and rattle a bit as the door swings 		
CF | shut. You feel your stomach drop to your knees as the closet moves up. 		
CF | You enter the top of the shaft, then the closet stops. 		
CF | 		
CF | Top of Closet 		
CF | You're standing in a shaft on top of the closet. The door to the north 		
CF | is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Top of Closet Score: 60, Turns: 519 		
CF | > 		
CF | > N 		
CF | 		
CF | The closet door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Top of Closet Score: 60, Turns: 520 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door whines as it opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Attic Score: 60, Turns: 521 		
CF | > 		
CF | > N 		
CF | 		
CF | Attic 		
CF | This is a dusty old attic with cobwebs hanging from the ceiling 		
CF | rafters. The attic is empty except for a dusty trunk and a folding 		
CF | ladder attached to a panel in the floor. To the south there is an open 		
CF | door. 		
CF | 		
CF | > 		Knight_Otu says, "Communicative closet doors."
DavidW says (to ClubFloyd), "open panel" 		
CF ] Attic Score: 60, Turns: 522 		
CF | > 		
CF | > OPEN PANEL 		
CF | 		
CF | The panel in the floor drops downward and the ladder unfolds as it 		
CF | swings down into the upstairs hallway. At the same time you hear a 		
CF | click from under the dusty trunk's lid. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open trunk" 		
CF ] Attic Score: 60, Turns: 523 		
CF | > 		
CF | > OPEN TRUNK 		
CF | 		
CF | Opening the dusty trunk reveals a fire hydrant. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine hydrant" 		
CF ] Attic Score: 60, Turns: 524 		
CF | > 		
CF | > EXAMINE HYDRANT 		
CF | 		
CF | Don't you recognize it? It's a prop fire hydrant from "Atomic 		
CF | Chihuahuas From Hell." Uncle Buddy took a lot of heat for that film 		
CF | when two unlikely special interest groups, the Institute for Nuclear 		
CF | Power and the American Chihuahua Breeders Association, joined forces 		
CF | in an effort to have the film banned. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Attic Score: 70, Turns: 525 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "I simultaniously want and don't want to know."
		DavidW says, "There's probably a German word for that feeling."
		Jacqueline says, "haha"
		Knight_Otu says, "There may be. I don't think I kno the wrd though."
		DavidW says, "I think that's all that's here."
		Jacqueline says, "Schrödinger'sCuriosity."
		Knight_Otu says, "I mean the English word is conflictedness, surely."
		DavidW says, "dreadscroll"
DavidW says (to ClubFloyd), "d" 		
CF ] Upstairs Hall, Middle Score: 70, Turns: 526 		
CF | > 		
CF | > D 		
CF | 		
CF | Upstairs Hall, Middle 		
CF | This is the middle of the upstairs hall. The hall stretches to the 		
CF | east and the west. To the south there is a closed closet door. There 		
CF | is pull-down ladder extending from the floor into an open panel in the 		
CF | ceiling here. You notice an unusual newel next to the stairs leading 		
CF | down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Upstairs Hall, Middle Score: 70, Turns: 527 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door breaks into its nightclub act as it opens. 		
CF | 		
CF | > 		Jacqueline says, "Conflictedness is more about whether or not to do a thing, I'm not sure about conflictedness over whether or not you want to know a thing."
DavidW says (to ClubFloyd), "s" 		
CF ] Closet Score: 70, Turns: 528 		
CF | > 		
CF | > S 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | A rusty bucket is hanging from the third coat peg. 		
CF | 		
CF | You can see a pair of skis here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take skis" 		
CF ] Closet Score: 70, Turns: 529 		
CF | > 		
CF | > TAKE SKIS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push second peg" 		
CF ] Closet Score: 70, Turns: 530 		
CF | > 		
CF | > PUSH SECOND PEG 		
CF | 		
CF | You pull the peg down to a horizontal position. 		
CF | 		
CF | As you release the peg, it pops back into its original 45-degree 		
CF | position. The closet begins to shake and rattle a bit as the door 		
CF | swings shut. You feel your stomach rising to your throat as the closet 		
CF | moves down, then stops. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Closet Score: 70, Turns: 531 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The closet door squeals as it opens. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "out" 		
CF ] Foyer Score: 70, Turns: 532 		
CF | > 		
CF | > OUT 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Foyer Score: 70, Turns: 533 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a pair of skis, a fire hydrant, a business card and a 		
CF | flashlight (providing light). 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Living Room Score: 70, Turns: 534 		
CF | > 		
CF | > W 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see Uncle Buddy's toupee, a matchbox, a shovel, Mama Maggio's 		
CF | cheese grater, a yellowed piece of paper, a photo of Uncle Buddy, a 		
CF | thin piece of paper, a brick, a cloth sack, Buck Palace's large rubber 		
CF | stamp, a Maltese finch, Aunt Hildegarde's letter, a copy of The Status 		
CF | Line, a stuffed penguin and a Big Diamond Ring here. It looks as if 		
CF | the matchbox contains a red match. Sitting on the mantle is a red wax 		
CF | statuette, a white wax statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop hydrant, card" 		
CF ] Living Room Score: 70, Turns: 535 		
CF | > 		
CF | > DROP HYDRANT, CARD 		
CF | 		
CF | The fire hydrant: Dropped. 		
CF | The business card: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf21" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Living Room Score: 70, Turns: 535 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		DavidW says, "Do we want to test the skis or explore the house more. I don't really remember the east rooms' layout/contents."
		Jacqueline exclaims, "Let's do the skiis!"
		Knight_Otu says, "Let's be wildly irresponsible, sure."
		Jacqueline says, "hee"
		DavidW says, "This will be a test run, because I don't remember what we MUST have at the beach fully."
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 70, Turns: 536 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 70, Turns: 537 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Patio Score: 70, Turns: 538 		
CF | > 		
CF | > N 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Patio Score: 70, Turns: 539 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast Junction Score: 70, Turns: 540 		
CF | > 		
CF | > E 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast Junction Score: 70, Turns: 541 		
CF | > 		
CF | > N 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Top Landing Score: 70, Turns: 542 		
CF | > 		
CF | > E 		
CF | 		
CF | You walk a short distance along the grass path, arriving at... 		
CF | 		
CF | Top Landing 		
CF | This is a rickety landing at the top of a long flight of old, wooden 		
CF | stairs leading down to the beach far below. You and Cousin Herman 		
CF | would race down these stairs in the summertime to see who would get to 		
CF | the water first. Usually Cousin Herman would trip you and win. A path 		
CF | in the grass leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear skis" 		
CF ] Top Landing Score: 70, Turns: 543 		
CF | > 		
CF | > WEAR SKIS 		
CF | 		
CF | Okay, you're now wearing the pair of skis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Beach Score: 80, Turns: 544 		
CF | > 		
CF | > D 		
CF | 		
CF | You shuffle over the edge of the landing, and quickly gain momentum as 		
CF | you sail down the stairs. Ahead of you is the gap in the stairs. 		
CF | Racing into the gap, your skis bow slightly, but your forward momentum 		
CF | pulls you across the gap. You hit the landing at the bottom of the 		
CF | stairs but don't stop. You continue down a short flight of stairs then 		
CF | sail onto the sandy beach. You quickly stop with the drag of the sand 		
CF | and a feeble attempt to snow plow. 		
CF | 		
CF | Beach 		
CF | This is the end of a beach which stretches to the east. The fine white 		
CF | sand underfoot reflects the light. A slight breeze blows off the ocean 		
CF | to the north. A wooden landing is south of here, and an inlet lies 		
CF | west. 		
CF | 		
CF | Lying near the fire is a green match. 		
CF | 		
CF | You can see a small, smoldering fire here. 		
CF | 		
CF | > 		DavidW says, "ah right. Here's the 2nd match."
		Knight_Otu asks, "Someone lit a fire here, eh?"
		DavidW says, "I'm reasonably certain that we need to use this fire to light a candle, then drip wax over BOTH matches to make them waterproof."
		DavidW says (to Knight), "Part of the story has yet to be revealed."
		DavidW says, "But yes. Someone did light it."
		Knight_Otu says, "There have been various indications that we are not alone, yes."
DavidW says (to ClubFloyd), "remove skis" 		
CF ] Beach Score: 80, Turns: 545 		
CF | > 		
CF | > REMOVE SKIS 		
CF | 		
CF | Okay, you're no longer wearing the pair of skis. 		
CF | 		
CF | > 		Jacqueline says, "yeah"
DavidW says (to ClubFloyd), "drop skis" 		
CF ] Beach Score: 80, Turns: 546 		
CF | > 		
CF | > DROP SKIS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fire" 		
CF ] Beach Score: 80, Turns: 546 		
CF | > 		
CF | > X FIRE 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine fire" 		
CF ] Beach Score: 80, Turns: 547 		
CF | > 		
CF | > EXAMINE FIRE 		
CF | 		
CF | It's a small, smoldering fire in a shallow pit in the sand, probably 		
CF | left here by Morgan Fairchild and a friend earlier in the evening. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Beach Score: 80, Turns: 548 		
CF | > 		
CF | > E 		
CF | 		
CF | You stroll down the beach, declining several invitations to nude hot 		
CF | tub parties, then return to the end of the beach. 		
CF | 		
CF | > 		Jacqueline says, "..."
		Knight_Otu says, ";:blinks."
		Jacqueline asks, "Why though?"
		Jacqueline says, "I mean, I guess we *are* on a schedule."
		Knight_Otu says, "I guess time pressure at least."
DavidW says (to ClubFloyd), "w" 		
CF ] Beach Score: 80, Turns: 549 		
CF | > 		
CF | > W 		
CF | 		
CF | If you want to swim, say so. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Beach Score: 80, Turns: 550 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a flashlight. 		
CF | 		
CF | > 		DavidW says, "oh, water will probably damage it."
		Knight_Otu says, "Seems likely, yes."
		DavidW says, "We'll want to leave that upstairs, but let me see..."
DavidW says (to ClubFloyd), "drop flashlight" 		
CF ] Beach Score: 80, Turns: 551 		
CF | > 		
CF | > DROP FLASHLIGHT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] Inlet Score: 80, Turns: 552 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | As you enter the chilly water, goose bumps cover your body and your 		
CF | teeth chatter a bit. 		
CF | 		
CF | Inlet 		
CF | You are swimming in a shallow inlet, whose waters are much calmer than 		
CF | in the open ocean to the north. A sandy beach lies to the east and the 		
CF | mouth of a dark cave gapes open to the south. 		
CF | 		
CF | > 		Jacqueline says, "ooh"
DavidW says (to ClubFloyd), "s" 		
CF ] Surface of Grotto Pool Score: 80, Turns: 553 		
CF | > 		
CF | > S 		
CF | 		
CF | Surface of Grotto Pool 		
CF | You are swimming on the surface of the pool. The water sparkles, 		
CF | reflecting the light coming in from an opening to the north. To the 		
CF | east is a boat dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Grotto Score: 80, Turns: 554 		
CF | > 		
CF | > E 		
CF | 		
CF | You climb out of the pool and onto the boat dock. The night air makes 		
CF | you shiver. 		
CF | 		
CF | Grotto 		
CF | You are in a large grotto standing on a boat dock. Moonlight trickling 		
CF | through the grotto's opening to the north reflects off the water, 		
CF | dimly illuminating this area. A wooden walkway leads north out of the 		
CF | grotto. A pool of sea water covers the bottom of the grotto. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine pool" 		
CF ] Grotto Score: 80, Turns: 555 		
CF | > 		
CF | > EXAMINE POOL 		
CF | 		
CF | You see nothing interesting about water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Bottom Landing Score: 80, Turns: 556 		
CF | > 		
CF | > N 		
CF | 		
CF | You follow the wooden planking as it turns right and exits the cave 		
CF | arriving at... 		
CF | 		
CF | Bottom Landing 		
CF | This is the bottom landing. A rickety wooden walkway leads west. To 		
CF | the north is a sandy beach, and steep stairs lead up a rocky cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Grotto Score: 80, Turns: 557 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the wooden planking as it turns left and enters a cave 		
CF | arriving at... 		
CF | 		
CF | Grotto 		
CF | You are in a large grotto standing on a boat dock. Moonlight trickling 		
CF | through the grotto's opening to the north reflects off the water, 		
CF | dimly illuminating this area. A wooden walkway leads north out of the 		
CF | grotto. A pool of sea water covers the bottom of the grotto. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] Surface of Grotto Pool Score: 80, Turns: 558 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | As you enter the chilly water, goose bumps cover your body and your 		
CF | teeth chatter a bit. 		
CF | 		
CF | Surface of Grotto Pool 		
CF | You are swimming on the surface of the pool. The water sparkles, 		
CF | reflecting the light coming in from an opening to the north. To the 		
CF | east is a boat dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Grotto, Underwater Score: 80, Turns: 559 		
CF | > 		
CF | > D 		
CF | 		
CF | You take a deep breath then plunge down. 		
CF | 		
CF | Grotto, Underwater 		
CF | As you swim underwater you can see faint light above you and darkness 		
CF | below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Underwater Passage Score: 80, Turns: 560 		
CF | > 		
CF | > D 		
CF | 		
CF | Underwater Passage 		
CF | You feel a mild current flowing east. You have to grit your teeth to 		
CF | keep them from chattering in the cold water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Underwater Passage Score: 80, Turns: 561 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | You feel pressure building in your chest. You won't be able to hold 		
CF | your breath much longer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Underwater Passage Score: 80, Turns: 561 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | [What do you want to undo?] 		
CF | 		
CF | > 		Jacqueline says, "So this is how we die"
DavidW says (to ClubFloyd), "u" 		
CF ] Grotto, Underwater Score: 80, Turns: 562 		
CF | > 		
CF | > U 		
CF | 		
CF | Grotto, Underwater 		
CF | As you swim underwater you can see faint light above you and darkness 		
CF | below. 		
CF | 		
CF | The pressure is increasing. Your feel as if your lungs are going to 		
CF | rupture! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Surface of Grotto Pool Score: 80, Turns: 563 		
CF | > 		
CF | > U 		
CF | 		
CF | You come to the surface and catch your breath. 		
CF | 		
CF | Surface of Grotto Pool 		
CF | You are swimming on the surface of the pool. The water sparkles, 		
CF | reflecting the light coming in from an opening to the north. To the 		
CF | east is a boat dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Grotto, Underwater Score: 80, Turns: 564 		
CF | > 		
CF | > D 		
CF | 		
CF | You take a deep breath then plunge down. 		
CF | 		
CF | Grotto, Underwater 		
CF | As you swim underwater you can see faint light above you and darkness 		
CF | below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Underwater Passage Score: 80, Turns: 565 		
CF | > 		
CF | > D 		
CF | 		
CF | Underwater Passage 		
CF | You feel a mild current flowing east. You have to grit your teeth to 		
CF | keep them from chattering in the cold water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Underwater Passage Score: 80, Turns: 566 		
CF | > 		
CF | > W 		
CF | 		
CF | You swim west through a narrow, jagged passage. 		
CF | 		
CF | Underwater Passage 		
CF | You feel a current coming from above and flowing east through the 		
CF | passage. 		
CF | 		
CF | You feel pressure building in your chest. You won't be able to hold 		
CF | your breath much longer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Underwater Score: 80, Turns: 567 		
CF | > 		
CF | > U 		
CF | 		
CF | Underwater 		
CF | You are swimming underwater. In the darkness, you can't make out your 		
CF | surroundings here. 		
CF | 		
CF | The pressure is increasing. Your feel as if your lungs are going to 		
CF | rupture! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Surface of Pool Score: 80, Turns: 568 		
CF | > 		
CF | > U 		
CF | 		
CF | You come to the surface and catch your breath. 		
CF | 		
CF | Surface of Pool 		
CF | You are swimming on the surface of a pool in the dark. From the sound 		
CF | of your breathing you can tell this is a fairly small area. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine pool" 		
CF ] Surface of Pool Score: 80, Turns: 569 		
CF | > 		
CF | > EXAMINE POOL 		
CF | 		
CF | It's too dark to see! 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "yeah, we need to bring light here."
		DavidW asks, "But also, how do we get back up the stairs?"
DavidW says (to ClubFloyd), "d" 		
CF ] Underwater Score: 80, Turns: 570 		
CF | > 		
CF | > D 		
CF | 		
CF | You take a deep breath then plunge down. 		
CF | 		
CF | Underwater 		
CF | You are swimming underwater. In the darkness, you can't make out your 		
CF | surroundings here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Underwater Passage Score: 80, Turns: 571 		
CF | > 		
CF | > D 		
CF | 		
CF | Underwater Passage 		
CF | You feel a current coming from above and flowing east through the 		
CF | passage. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Underwater Passage Score: 80, Turns: 572 		
CF | > 		
CF | > E 		
CF | 		
CF | You swim east through a narrow, jagged passage. 		
CF | 		
CF | Underwater Passage 		
CF | You feel a mild current flowing east. You have to grit your teeth to 		
CF | keep them from chattering in the cold water. 		
CF | 		
CF | You feel pressure building in your chest. You won't be able to hold 		
CF | your breath much longer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Grotto, Underwater Score: 80, Turns: 573 		
CF | > 		
CF | > U 		
CF | 		
CF | Grotto, Underwater 		
CF | As you swim underwater you can see faint light above you and darkness 		
CF | below. 		
CF | 		
CF | The pressure is increasing. Your feel as if your lungs are going to 		
CF | rupture! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Surface of Grotto Pool Score: 80, Turns: 574 		
CF | > 		
CF | > U 		
CF | 		
CF | You come to the surface and catch your breath. 		
CF | 		
CF | Surface of Grotto Pool 		
CF | You are swimming on the surface of the pool. The water sparkles, 		
CF | reflecting the light coming in from an opening to the north. To the 		
CF | east is a boat dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Inlet Score: 80, Turns: 575 		
CF | > 		
CF | > N 		
CF | 		
CF | Inlet 		
CF | You are swimming in a shallow inlet, whose waters are much calmer than 		
CF | in the open ocean to the north. A sandy beach lies to the east and the 		
CF | mouth of a dark cave gapes open to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Beach Score: 80, Turns: 576 		
CF | > 		
CF | > E 		
CF | 		
CF | Beach 		
CF | This is the end of a beach which stretches to the east. The fine white 		
CF | sand underfoot reflects the light. A slight breeze blows off the ocean 		
CF | to the north. A wooden landing is south of here, and an inlet lies 		
CF | west. 		
CF | 		
CF | Lying near the fire is a green match. 		
CF | 		
CF | You can see a flashlight, a pair of skis and a small, smoldering fire 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bottom Landing Score: 80, Turns: 577 		
CF | > 		
CF | > S 		
CF | 		
CF | Bottom Landing 		
CF | This is the bottom landing. A rickety wooden walkway leads west. To 		
CF | the north is a sandy beach, and steep stairs lead up a rocky cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Middle of Beach Stairs Score: 80, Turns: 578 		
CF | > 		
CF | > U 		
CF | 		
CF | Middle of Beach Stairs 		
CF | You're about halfway up the steep stairs. There are several steps of 		
CF | the stairs missing here. It's quite a gap: probably more than you 		
CF | could jump across. On the other side of the gap stairs continue up. 		
CF | Climbing down the stairs returns to the beach. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine gap" 		
CF ] Middle of Beach Stairs Score: 80, Turns: 579 		
CF | > 		
CF | > EXAMINE GAP 		
CF | 		
CF | You see nothing extraordinary about the gap. 		
CF | 		
CF | > 		DavidW says, "Perhaps something we can't see in the dark offers a way back, but I'm not sure."
		DavidW asks, "shall I restore and try again with matches and candles?"
DavidW says (to ClubFloyd), "push restore" 		
CF ] Middle of Beach Stairs Score: 80, Turns: 579 		
CF | > 		
CF | > PUSH RESTORE 		
CF | 		
CF | [This story can't understand the word "restore" when you use it that 		
CF | way.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf21" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Living Room Score: 70, Turns: 535 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Living Room Score: 70, Turns: 536 		
CF | > 		
CF | > L 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a business card, a fire hydrant, Uncle Buddy's toupee, a 		
CF | matchbox, a shovel, Mama Maggio's cheese grater, a yellowed piece of 		
CF | paper, a photo of Uncle Buddy, a thin piece of paper, a brick, a cloth 		
CF | sack, Buck Palace's large rubber stamp, a Maltese finch, Aunt 		
CF | Hildegarde's letter, a copy of The Status Line, a stuffed penguin and 		
CF | a Big Diamond Ring here. It looks as if the matchbox contains a red 		
CF | match. Sitting on the mantle is a red wax statuette, a white wax 		
CF | statuette and a blue wax statuette. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take matchbox" 		
CF ] Living Room Score: 70, Turns: 537 		
CF | > 		
CF | > TAKE MATCHBOX 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take candles" 		
CF ] Living Room Score: 70, Turns: 537 		
CF | > 		
CF | > TAKE CANDLES 		
CF | 		
CF | [Which candles do you mean, the red wax statuette, the white wax 		
CF | statuette, or the blue wax statuette?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "all" 		
CF ] Living Room Score: 70, Turns: 538 		
CF | > 		
CF | > ALL 		
CF | 		
CF | The red wax statuette: Taken. 		
CF | The white wax statuette: Taken. 		
CF | The blue wax statuette: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 70, Turns: 539 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 70, Turns: 540 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Patio Score: 70, Turns: 541 		
CF | > 		
CF | > N 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Patio Score: 70, Turns: 542 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop it" 		
CF ] Patio Score: 70, Turns: 543 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast Junction Score: 70, Turns: 544 		
CF | > 		
CF | > E 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | Shadows pour over you as grey clouds sweep past the night's full moon. 		
CF | 		
CF | > 		Jacqueline says, "Okay. I'll see if I can get Sam's as well."
		Jacqueline says, "ILAC"
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast Junction Score: 70, Turns: 545 		
CF | > 		
CF | > N 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		Jacqueline says, "Okay. I'll see if I can get Sam's as well."
DavidW says (to ClubFloyd), "e" 		
CF ] Top Landing Score: 70, Turns: 546 		
CF | > 		
CF | > E 		
CF | 		
CF | You walk a short distance along the grass path, arriving at... 		
CF | 		
CF | Top Landing 		
CF | This is a rickety landing at the top of a long flight of old, wooden 		
CF | stairs leading down to the beach far below. You and Cousin Herman 		
CF | would race down these stairs in the summertime to see who would get to 		
CF | the water first. Usually Cousin Herman would trip you and win. A path 		
CF | in the grass leads west. 		
CF | 		
CF | > 		Jacqueline says, "ACK"
DavidW says (to ClubFloyd), "wear skis" 		
CF ] Top Landing Score: 70, Turns: 547 		
CF | > 		
CF | > WEAR SKIS 		
CF | 		
CF | Okay, you're now wearing the pair of skis. 		
CF | 		
CF | > 		Jacqueline says, "Hate when I do that."
DavidW says (to ClubFloyd), "i" 		
CF ] Top Landing Score: 70, Turns: 548 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a blue wax statuette, a white wax statuette, a red wax 		
CF | statuette, a matchbox and a pair of skis (being worn). It looks as if 		
CF | the matchbox contains a red match. 		
CF | 		
CF | The sun begins to rise over the colony. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Beach Score: 80, Turns: 549 		
CF | > 		
CF | > D 		
CF | 		
CF | You shuffle over the edge of the landing, and quickly gain momentum as 		
CF | you sail down the stairs. Ahead of you is the gap in the stairs. 		
CF | Racing into the gap, your skis bow slightly, but your forward momentum 		
CF | pulls you across the gap. You hit the landing at the bottom of the 		
CF | stairs but don't stop. You continue down a short flight of stairs then 		
CF | sail onto the sandy beach. You quickly stop with the drag of the sand 		
CF | and a feeble attempt to snow plow. 		
CF | 		
CF | Beach 		
CF | This is the end of a beach which stretches to the east. The fine white 		
CF | sand underfoot reflects the light. A slight breeze blows off the ocean 		
CF | to the north. A wooden landing is south of here, and an inlet lies 		
CF | west. 		
CF | 		
CF | Lying near the fire is a green match. 		
CF | 		
CF | You can see a small, smoldering fire here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take match" 		
CF ] Beach Score: 80, Turns: 550 		
CF | > 		
CF | > TAKE MATCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light white candle with fire" 		
CF ] Beach Score: 80, Turns: 551 		
CF | > 		
CF | > LIGHT WHITE CANDLE WITH FIRE 		
CF | 		
CF | You light the white wax statuette and a bit of wax begins to dribble 		
CF | down the god. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drip wax on green match" 		
CF ] Beach Score: 80, Turns: 552 		
CF | > 		
CF | > DRIP WAX ON GREEN MATCH 		
CF | 		
CF | The match head is now covered with a thin coating of candle wax. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop wax on red match" 		
CF ] Beach Score: 80, Turns: 553 		
CF | > 		
CF | > DROP WAX ON RED MATCH 		
CF | 		
CF | The match head is now covered with a thin coating of candle wax. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow out white" 		
CF ] Beach Score: 80, Turns: 553 		
CF | > 		
CF | > BLOW OUT WHITE 		
CF | 		
CF | [There aren't enough nouns in that sentence!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow white candle" 		
CF ] Beach Score: 80, Turns: 554 		
CF | > 		
CF | > BLOW WHITE CANDLE 		
CF | 		
CF | Blowing the white wax statuette accomplishes nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put out white candle" 		
CF ] Beach Score: 80, Turns: 555 		
CF | > 		
CF | > PUT OUT WHITE CANDLE 		
CF | 		
CF | The white wax statuette goes out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put green match in box" 		
CF ] Beach Score: 80, Turns: 556 		
CF | > 		
CF | > PUT GREEN MATCH IN BOX 		
CF | 		
CF | There's no room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Beach Score: 80, Turns: 557 		
CF | > 		
CF | > S 		
CF | 		
CF | These are downhill skis, not cross-country skis! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove skis" 		
CF ] Beach Score: 80, Turns: 558 		
CF | > 		
CF | > REMOVE SKIS 		
CF | 		
CF | Okay, you're no longer wearing the pair of skis. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop skis" 		
CF ] Beach Score: 80, Turns: 559 		
CF | > 		
CF | > DROP SKIS 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Bottom Landing Score: 80, Turns: 560 		
CF | > 		
CF | > S 		
CF | 		
CF | Bottom Landing 		
CF | This is the bottom landing. A rickety wooden walkway leads west. To 		
CF | the north is a sandy beach, and steep stairs lead up a rocky cliff. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Grotto Score: 80, Turns: 561 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the wooden planking as it turns left and enters a cave 		
CF | arriving at... 		
CF | 		
CF | Grotto 		
CF | You are in a large grotto standing on a boat dock. Moonlight trickling 		
CF | through the grotto's opening to the north reflects off the water, 		
CF | dimly illuminating this area. A wooden walkway leads north out of the 		
CF | grotto. A pool of sea water covers the bottom of the grotto. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Grotto Score: 80, Turns: 562 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a green match, a blue wax statuette, a white wax statuette, a 		
CF | red wax statuette and a matchbox. It looks as if the matchbox contains 		
CF | a red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Grotto Score: 80, Turns: 563 		
CF | > 		
CF | > D 		
CF | 		
CF | If you want to swim, say so. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "swim" 		
CF ] Surface of Grotto Pool Score: 80, Turns: 564 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | As you enter the chilly water, goose bumps cover your body and your 		
CF | teeth chatter a bit. 		
CF | 		
CF | Surface of Grotto Pool 		
CF | You are swimming on the surface of the pool. The water sparkles, 		
CF | reflecting the light coming in from an opening to the north. To the 		
CF | east is a boat dock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Grotto, Underwater Score: 80, Turns: 565 		
CF | > 		
CF | > D 		
CF | 		
CF | You take a deep breath then plunge down. 		
CF | 		
CF | Grotto, Underwater 		
CF | As you swim underwater you can see faint light above you and darkness 		
CF | below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Underwater Passage Score: 80, Turns: 566 		
CF | > 		
CF | > D 		
CF | 		
CF | Underwater Passage 		
CF | You feel a mild current flowing east. You have to grit your teeth to 		
CF | keep them from chattering in the cold water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Underwater Passage Score: 80, Turns: 567 		
CF | > 		
CF | > W 		
CF | 		
CF | You swim west through a narrow, jagged passage. 		
CF | 		
CF | Underwater Passage 		
CF | You feel a current coming from above and flowing east through the 		
CF | passage. 		
CF | 		
CF | You feel pressure building in your chest. You won't be able to hold 		
CF | your breath much longer. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Underwater Score: 80, Turns: 568 		
CF | > 		
CF | > U 		
CF | 		
CF | Underwater 		
CF | You are swimming underwater. In the darkness, you can't make out your 		
CF | surroundings here. 		
CF | 		
CF | The pressure is increasing. Your feel as if your lungs are going to 		
CF | rupture! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Surface of Pool Score: 80, Turns: 569 		
CF | > 		
CF | > U 		
CF | 		
CF | You come to the surface and catch your breath. 		
CF | 		
CF | Surface of Pool 		
CF | You are swimming on the surface of a pool in the dark. From the sound 		
CF | of your breathing you can tell this is a fairly small area. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light white match" 		
CF ] Surface of Pool Score: 80, Turns: 569 		
CF | > 		
CF | > LIGHT WHITE MATCH 		
CF | 		
CF | It's too dark to see! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Surface of Pool Score: 80, Turns: 570 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a green match, a blue wax statuette, a white wax statuette, a 		
CF | red wax statuette and a matchbox. It looks as if the matchbox contains 		
CF | a red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light match" 		
CF ] Surface of Pool Score: 80, Turns: 570 		
CF | > 		
CF | > LIGHT MATCH 		
CF | 		
CF | [Which match do you mean, the green match or the red match?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "green" 		
CF ] Surface of Pool Score: 80, Turns: 571 		
CF | > 		
CF | > GREEN 		
CF | 		
CF | You'd better find some dry land first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Surface of Pool Score: 80, Turns: 572 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "out" 		
CF ] Surface of Pool Score: 80, Turns: 573 		
CF | > 		
CF | > OUT 		
CF | 		
CF | That's for you to figure out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "leave pond" 		
CF ] Surface of Pool Score: 80, Turns: 573 		
CF | > 		
CF | > LEAVE POND 		
CF | 		
CF | It's too dark to see! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Surface of Pool Score: 80, Turns: 574 		
CF | > 		
CF | > L 		
CF | 		
CF | It's too dark to see! 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
DavidW says (to ClubFloyd), "n" 		
CF ] Ledge Score: 80, Turns: 575 		
CF | > 		
CF | > N 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light green match" 		
CF ] Ledge Score: 80, Turns: 576 		
CF | > 		
CF | > LIGHT GREEN MATCH 		
CF | 		
CF | The wax coating melts away as you light the green match. 		
CF | 		
CF | Ledge 		
CF | You're on a wet, narrow ledge in a dripping underground cave. There is 		
CF | a pool of blackness to the south and a tunnel leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light blue candle" 		
CF ] Ledge Score: 80, Turns: 577 		
CF | > 		
CF | > LIGHT BLUE CANDLE 		
CF | 		
CF | [with the green match] 		
CF | You light the blue wax statuette and a bit of wax begins to dribble 		
CF | down the god. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Ledge Score: 80, Turns: 578 		
CF | > 		
CF | > S 		
CF | 		
CF | If you want to swim, say so. 		
CF | 		
CF | The green match goes out, turns to ashes, falls to the ground and 		
CF | disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Tunnel Score: 80, Turns: 579 		
CF | > 		
CF | > N 		
CF | 		
CF | Tunnel 		
CF | Your soggy footsteps echo through the long, slimy corridor which runs 		
CF | up, towards a dry area, and south, toward dripping noises. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Bomb Shelter Score: 80, Turns: 580 		
CF | > 		
CF | > U 		
CF | 		
CF | Bomb Shelter 		
CF | With its concrete walls and floor this room looks as if it might be a 		
CF | bomb shelter. A heavy-duty sawhorse has a heavy wooden plank across 		
CF | it. Suspended above the left end of the plank by a rope is a safe. The 		
CF | rope stretches from the safe, through a pulley in the ceiling, to the 		
CF | floor where it is tied to a pipe running along the wall. In the 		
CF | ceiling above the right end of the plank there is a closed hatch. A 		
CF | long chain hangs down from the hatch. Just beneath the hatch there is 		
CF | a pair of heavy-duty metal hooks protruding from the wall. There is a 		
CF | doorway leading south. 		
CF | 		
CF | > 		Knight_Otu says, "Well there are things that could be useful."
		DavidW says, "This is a Rube Goldburg sort of scenario."
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf22" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Bomb Shelter Score: 80, Turns: 580 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		DavidW says, "I didn't remember entering this way, but I guess this is the way out. I think the film reel we want is in the safe."
		DavidW says, "And maybe we need that ladder from earlier? Or maybe that's just for returning in here after solving."
		DavidW says, "In any case, the candlelight makes this a timed puzzle."
		DavidW says, "I think we need to arrange the plank as a springboard so when the safe falls on one end, we get catapulted up to the hatch."
		Roger says, "Sounds like fun"
		MoyTravis says, "Extremely looney tunes."
		Jacqueline says (to DW), "Oh, right. I recall yyou mentioning Rube Goldburg last week."
		DavidW says, "The hooks are likely for the ladder."
		DavidW says, "My room's just been invaded by black flies."
		Jacqueline asks, "IRL?"
		DavidW says, "yes. The windows here have no screens on them, so in the summer, we can either roast or welcome the flies inside."
		DavidW says, "And it just takes one open window."
DavidW says (to ClubFloyd), "examine pipe" 		
CF ] Bomb Shelter Score: 80, Turns: 581 		
CF | > 		
CF | > EXAMINE PIPE 		
CF | 		
CF | The pipe runs along a wall of the bomb shelter. There is a rope tied 		
CF | to it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine plank" 		
CF ] Bomb Shelter Score: 80, Turns: 582 		
CF | > 		
CF | > EXAMINE PLANK 		
CF | 		
CF | The heavy wooden plank is about 12 feet long and several inches thick. 		
CF | The right end of the plank is in the air and the left end is on the 		
CF | ground. 		
CF | 		
CF | > 		DavidW says, "The bugs can come in through my door even if I didn't open my window, but I guess it's nice to know about."
DavidW says (to ClubFloyd), "push plank" 		
CF ] Bomb Shelter Score: 80, Turns: 583 		
CF | > 		
CF | > PUSH PLANK 		
CF | 		
CF | Pushing around the heavy wooden plank doesn't do anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Bomb Shelter Score: 80, Turns: 584 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Bomb Shelter 		
CF | With its concrete walls and floor this room looks as if it might be a 		
CF | bomb shelter. A heavy-duty sawhorse has a heavy wooden plank across 		
CF | it. Suspended above the left end of the plank by a rope is a safe. The 		
CF | rope stretches from the safe, through a pulley in the ceiling, to the 		
CF | floor where it is tied to a pipe running along the wall. In the 		
CF | ceiling above the right end of the plank there is a closed hatch. A 		
CF | long chain hangs down from the hatch. Just beneath the hatch there is 		
CF | a pair of heavy-duty metal hooks protruding from the wall. There is a 		
CF | doorway leading south. 		
CF | 		
CF | > 		DavidW asks, "ok, I guess the sawhorse is the fulcrum?"
		Jacqueline says, "Yeah"
		Jacqueline says, "I'm visualizing most of this, except for the chain coming down from the closed hatch."
		Jacqueline asks, "Like, that pulls the hatch open?"
DavidW says (to ClubFloyd), "stand on right end" 		
CF ] Bomb Shelter Score: 80, Turns: 585 		
CF | > 		
CF | > STAND ON RIGHT END 		
CF | 		
CF | It's in the air. How can you stand on it? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push right end" 		
CF ] Bomb Shelter Score: 80, Turns: 586 		
CF | > 		
CF | > PUSH RIGHT END 		
CF | 		
CF | Pushing around the right end of the plank has no effect. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lower right end" 		
CF ] Bomb Shelter Score: 80, Turns: 587 		
CF | > 		
CF | > LOWER RIGHT END 		
CF | 		
CF | You push down the right end of the plank and the other end goes up. 		
CF | 		
CF | The blue wax statuette has burned down to the god's shoulders. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on right end" 		
CF ] Bomb Shelter Score: 80, Turns: 588 		
CF | > 		
CF | > STAND ON RIGHT END 		
CF | 		
CF | You are now on the right end of the plank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "untie rope" 		
CF ] Bomb Shelter Score: 80, Turns: 589 		
CF | > 		
CF | > UNTIE ROPE 		
CF | 		
CF | You can't even loosen the knot because of the weight of the safe. 		
CF | 		
CF | > 		DavidW asks, "I don't remember a cutting tool. Burn it?"
DavidW says (to ClubFloyd), "burn rope" 		
CF ] Bomb Shelter Score: 80, Turns: 590 		
CF | > 		
CF | > BURN ROPE 		
CF | 		
CF | [with the blue wax statuette] 		
CF | You can't reach it from here. You'll have to step off the right end of 		
CF | the plank first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chain" 		
CF ] Bomb Shelter Score: 80, Turns: 590 		
CF | > 		
CF | > X CHAIN 		
CF | 		
CF | [This story doesn't know the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine chain" 		
CF ] Bomb Shelter Score: 80, Turns: 591 		
CF | > 		
CF | > EXAMINE CHAIN 		
CF | 		
CF | The long, greasy chain hangs down to about eye-level from the hatch 		
CF | above. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] Bomb Shelter Score: 80, Turns: 592 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You're already standing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get off plank" 		
CF ] Bomb Shelter Score: 80, Turns: 593 		
CF | > 		
CF | > GET OFF PLANK 		
CF | 		
CF | You are no longer on the right end of the plank. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "burn rope" 		
CF ] Bomb Shelter Score: 80, Turns: 594 		
CF | > 		
CF | > BURN ROPE 		
CF | 		
CF | [with the blue wax statuette] 		
CF | You touch the flame to the rope then pull it back. The rope catches 		
CF | fire and begins to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on right end" 		
CF ] Bomb Shelter Score: 80, Turns: 595 		
CF | > 		
CF | > STAND ON RIGHT END 		
CF | 		
CF | You are now on the right end of the plank. 		
CF | 		
CF | The rope continues to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Bomb Shelter Score: 80, Turns: 595 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | As the flame burns through the rope it snaps and the safe crashes down 		
CF | on the left end of the plank. The right end of the plank catapults you 		
CF | up. Unfortunately the hatch was closed. Your body crumples like an 		
CF | empty beer can at a frat party as you smash into the closed hatch. You 		
CF | black out as your body hits the ground with a plop! 		
CF | 		
CF | Fade to black: 		
CF | 		
CF | **** You have died **** 		
CF | 		
CF | Your score is 80 points out of 150, in 595 moves. 		
CF | 		
CF | Do you want to restart the story, restore a saved position, or quit? 		
CF | 		
CF | (Please type RESTART, RESTORE or QUIT.) > 		Knight_Otu says, "Ouch."
		Jacqueline says, "ah."
		Roger says, "On the right track then"
		DavidW says, "okay. I missed a step."
		Jacqueline says, "Yeah, I guess my question about the chain is answered."
		Jacqueline says, "Still, fun."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf22" 		
CF | (Please type RESTART, RESTORE or QUIT.) > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Bomb Shelter Score: 80, Turns: 580 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull chain" 		
CF ] Bomb Shelter Score: 80, Turns: 581 		
CF | > 		
CF | > PULL CHAIN 		
CF | 		
CF | You pull on the long, greasy chain and the hatch pops up, revealing a 		
CF | hole in the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lower right end" 		
CF ] Bomb Shelter Score: 80, Turns: 582 		
CF | > 		
CF | > LOWER RIGHT END 		
CF | 		
CF | You push down the right end of the plank and the other end goes up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "burn rope" 		
CF ] Bomb Shelter Score: 80, Turns: 583 		
CF | > 		
CF | > BURN ROPE 		
CF | 		
CF | [with the blue wax statuette] 		
CF | You touch the flame to the rope then pull it back. The rope catches 		
CF | fire and begins to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on right end" 		
CF ] Bomb Shelter Score: 80, Turns: 584 		
CF | > 		
CF | > STAND ON RIGHT END 		
CF | 		
CF | You are now on the right end of the plank. 		
CF | 		
CF | The rope continues to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Cliff Score: 80, Turns: 585 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | As the flame burns through the rope it snaps and the safe crashes down 		
CF | on the left end of the plank. The right end of the plank catapults you 		
CF | up through the opening in the ceiling. The thrilling sensation of 		
CF | flying ends as you land on your feet on a cliff. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach. You can hear the faint sound of waves lapping at the 		
CF | shore. Nearby in the ground is an open hatch, forming a hole which 		
CF | leads down. 		
CF | 		
CF | You can see a ladder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ladder" 		
CF ] Cliff Score: 80, Turns: 586 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Your load is too heavy. 		
CF | 		
CF | > 		Roger says, "freeeeedooooooom"
DavidW says (to ClubFloyd), "i" 		
CF ] Cliff Score: 80, Turns: 587 		
CF | > 		
CF | > I 		
CF | 		
CF | You have a blue wax statuette (providing light), a white wax 		
CF | statuette, a red wax statuette and a matchbox. It looks as if the 		
CF | matchbox contains a red match. 		
CF | 		
CF | The blue wax statuette has burned down to the god's shoulders. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all" 		
CF ] Cliff Score: 80, Turns: 588 		
CF | > 		
CF | > DROP ALL 		
CF | 		
CF | The blue wax statuette: Dropped. 		
CF | The white wax statuette: Dropped. 		
CF | The red wax statuette: Dropped. 		
CF | The matchbox: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ladder" 		
CF ] Cliff Score: 80, Turns: 589 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Roger asks, "Did you want to extinguish that first?"
DavidW says (to ClubFloyd), "put ladder on hooks" 		
CF ] Cliff Score: 80, Turns: 589 		
CF | > 		
CF | > PUT LADDER ON HOOKS 		
CF | 		
CF | You can't see any hooks here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put ladder in hole" 		
CF ] Cliff Score: 80, Turns: 590 		
CF | > 		
CF | > PUT LADDER IN HOLE 		
CF | 		
CF | You drop the ladder in the hole and a second later hear it hit the 		
CF | ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Cliff Score: 80, Turns: 590 		
CF | > 		
CF | > UNDO 		
CF | 		
CF | [What do you want to undo?] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter hole" 		
CF ] Bomb Shelter Score: 80, Turns: 591 		
CF | > 		
CF | > ENTER HOLE 		
CF | 		
CF | You drop into the hole, managing to land on your feet. 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf22" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Bomb Shelter Score: 80, Turns: 580 		
CF | > RESTOREOkay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "pull chain" 		
CF ] Bomb Shelter Score: 80, Turns: 581 		
CF | > 		
CF | > PULL CHAIN 		
CF | 		
CF | You pull on the long, greasy chain and the hatch pops up, revealing a 		
CF | hole in the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lower right" 		
CF ] Bomb Shelter Score: 80, Turns: 581 		
CF | > 		
CF | > LOWER RIGHT 		
CF | 		
CF | [That sentence didn't make sense. Please reword it or try something 		
CF | else.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lower right end" 		
CF ] Bomb Shelter Score: 80, Turns: 582 		
CF | > 		
CF | > LOWER RIGHT END 		
CF | 		
CF | You push down the right end of the plank and the other end goes up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "burn rope" 		
CF ] Bomb Shelter Score: 80, Turns: 583 		
CF | > 		
CF | > BURN ROPE 		
CF | 		
CF | [with the blue wax statuette] 		
CF | You touch the flame to the rope then pull it back. The rope catches 		
CF | fire and begins to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on right end" 		
CF ] Bomb Shelter Score: 80, Turns: 584 		
CF | > 		
CF | > STAND ON RIGHT END 		
CF | 		
CF | You are now on the right end of the plank. 		
CF | 		
CF | The rope continues to burn. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Cliff Score: 80, Turns: 585 		
CF | > 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | As the flame burns through the rope it snaps and the safe crashes down 		
CF | on the left end of the plank. The right end of the plank catapults you 		
CF | up through the opening in the ceiling. The thrilling sensation of 		
CF | flying ends as you land on your feet on a cliff. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach. You can hear the faint sound of waves lapping at the 		
CF | shore. Nearby in the ground is an open hatch, forming a hole which 		
CF | leads down. 		
CF | 		
CF | You can see a ladder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 80, Turns: 586 		
CF | > 		
CF | > S 		
CF | 		
CF | You slip and slide in the loose rock, but manage to make your way up 		
CF | to the cannon emplacement. 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 80, Turns: 587 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | The blue wax statuette has burned down to the god's shoulders. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow blue" 		
CF ] Cannon Emplacement Score: 80, Turns: 587 		
CF | > 		
CF | > BLOW BLUE 		
CF | 		
CF | [There aren't enough nouns in that sentence!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "blow blue candle" 		
CF ] Cannon Emplacement Score: 80, Turns: 588 		
CF | > 		
CF | > BLOW BLUE CANDLE 		
CF | 		
CF | Blowing the blue wax statuette doesn't do anything. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put out blue candle" 		
CF ] Cannon Emplacement Score: 80, Turns: 589 		
CF | > 		
CF | > PUT OUT BLUE CANDLE 		
CF | 		
CF | The blue wax statuette goes out. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 80, Turns: 590 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northwest Junction Score: 80, Turns: 591 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the walkway as it turns south around the hedge leading 		
CF | to... 		
CF | 		
CF | Northwest Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and east, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southwest Junction Score: 80, Turns: 592 		
CF | > 		
CF | > S 		
CF | 		
CF | Southwest Junction 		
CF | This is the southwestern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and east, where the walkway ends at the foot of a couple 		
CF | of steps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Patio Score: 80, Turns: 593 		
CF | > 		
CF | > E 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | You can see a flashlight here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take flashlight" 		
CF ] Patio Score: 80, Turns: 594 		
CF | > 		
CF | > TAKE FLASHLIGHT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all but flashlight" 		
CF ] Patio Score: 80, Turns: 595 		
CF | > 		
CF | > DROP ALL BUT FLASHLIGHT 		
CF | 		
CF | The blue wax statuette: Dropped. 		
CF | The white wax statuette: Dropped. 		
CF | The red wax statuette: Dropped. 		
CF | The matchbox: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast Junction Score: 80, Turns: 596 		
CF | > 		
CF | > E 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast Junction Score: 80, Turns: 597 		
CF | > 		
CF | > N 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cannon Emplacement Score: 80, Turns: 598 		
CF | > 		
CF | > N 		
CF | 		
CF | You follow the walkway as it turns west around the hedge leading to... 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cliff Score: 80, Turns: 599 		
CF | > 		
CF | > N 		
CF | 		
CF | You attempt to walk down, but end up sliding most of the way to a 		
CF | cliff below. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach. You can hear the faint sound of waves lapping at the 		
CF | shore. Nearby in the ground is an open hatch, forming a hole which 		
CF | leads down. 		
CF | 		
CF | You can see a ladder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ladder" 		
CF ] Cliff Score: 80, Turns: 600 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | [Hurry up, you only have 2 hours left!] 		
CF | 		
CF | > 		DavidW says, "oh, there's another timer."
		DavidW says, "There must be an absolute limit to the total turns."
DavidW says (to ClubFloyd), "examine hole" 		
CF ] Cliff Score: 80, Turns: 601 		
CF | > 		
CF | > EXAMINE HOLE 		
CF | 		
CF | The hole is about the size of a manhole. The hole descends down into 		
CF | darkness. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
		DavidW says, "I guess we can't see the hooks from this side"
DavidW says (to ClubFloyd), "put ladder in hole" 		
CF ] Cliff Score: 80, Turns: 602 		
CF | > 		
CF | > PUT LADDER IN HOLE 		
CF | 		
CF | You drop the ladder in the hole and a second later hear it hit the 		
CF | ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Bomb Shelter Score: 80, Turns: 603 		
CF | > 		
CF | > D 		
CF | 		
CF | You drop into the hole, managing to land on your feet. 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on flashlight" 		
CF ] Bomb Shelter Score: 80, Turns: 604 		
CF | > 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Bomb Shelter 		
CF | With its concrete walls and floor this room looks as if it might be a 		
CF | bomb shelter. A heavy-duty sawhorse has a heavy wooden plank across 		
CF | it. A safe is on the left end of the plank. In the ceiling above the 		
CF | right end of the plank there is an open hatch. A long chain hangs down 		
CF | from the hatch. Just beneath the hatch there is a pair of heavy-duty 		
CF | metal hooks protruding from the wall. There is a doorway leading 		
CF | south. 		
CF | 		
CF | You can see a ladder here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ladder" 		
CF ] Bomb Shelter Score: 80, Turns: 605 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put ladder on hooks" 		
CF ] Bomb Shelter Score: 80, Turns: 606 		
CF | > 		
CF | > PUT LADDER ON HOOKS 		
CF | 		
CF | You hang the ladder from the pair of metal hooks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine safe" 		
CF ] Bomb Shelter Score: 80, Turns: 607 		
CF | > 		
CF | > EXAMINE SAFE 		
CF | 		
CF | The safe is sitting on the left end of the plank. There is a dial on 		
CF | the safe which can be set to any number between 0 and 10. The dial is 		
CF | set to 3. There is a small plaque on the front of the safe. The safe 		
CF | is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read plaque" 		
CF ] Bomb Shelter Score: 80, Turns: 608 		
CF | > 		
CF | > READ PLAQUE 		
CF | 		
CF | LEVY, REGAN, LEBLING 		
CF | SAFE COMPANY 		
CF | UPPER SANDUSKY, OHIO 		
CF | 1936 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial left to 4" 		
CF ] Bomb Shelter Score: 80, Turns: 609 		
CF | > 		
CF | > TURN DIAL LEFT TO 4 		
CF | 		
CF | You turn the dial to 4. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial right to 5" 		
CF ] Bomb Shelter Score: 80, Turns: 610 		
CF | > 		
CF | > TURN DIAL RIGHT TO 5 		
CF | 		
CF | You turn the dial to 5. 		
CF | 		
CF | > 		Roger says, "I'd like to thank IF for providing me a solid foundation in the principles of flinging myself into dark holes; it has been a valuable life skill."
DavidW says (to ClubFloyd), "turn dial left to 7" 		
CF ] Bomb Shelter Score: 80, Turns: 611 		
CF | > 		
CF | > TURN DIAL LEFT TO 7 		
CF | 		
CF | You turn the dial to 7. You hear a faint click. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open safe" 		
CF ] Bomb Shelter Score: 80, Turns: 612 		
CF | > 		
CF | > OPEN SAFE 		
CF | 		
CF | Opening the safe reveals a copy of the film "A Corpse Line". 		
CF | 		
CF | > 		Jacqueline smiles.
DavidW says (to ClubFloyd), "take film" 		
CF ] Bomb Shelter Score: 90, Turns: 613 		
CF | > 		
CF | > TAKE FILM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine film" 		
CF ] Bomb Shelter Score: 90, Turns: 614 		
CF | > 		
CF | > EXAMINE FILM 		
CF | 		
CF | It's a copy of the film "A Corpse Line," on a large film reel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Cliff Score: 90, Turns: 615 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the ladder to the cliff. 		
CF | 		
CF | Cliff 		
CF | This cliff affords the same spectacular view as from the cannon 		
CF | emplacement above. Far below you and stretching east, are the white 		
CF | sands of a beach. You can hear the faint sound of waves lapping at the 		
CF | shore. Nearby in the ground is an open hatch, forming a hole which 		
CF | leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf23" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Cliff Score: 90, Turns: 615 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off flashlight" 		
CF ] Cliff Score: 90, Turns: 616 		
CF | > 		
CF | > TURN OFF FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now off. 		
CF | 		
CF | > 		DavidW says, "I vaguely seem to remember hearing that if you actually try to watch this film in the viewing theatre (or whatever it's called), you'll go mad."
		Roger says, "cool"
		Jacqueline says, "Let's do it.'"
		DavidW says, "I don't know how."
		Jacqueline says, "Oh, hrm."
		DavidW says, "I haven't seen any projection room."
		DavidW says, "I don't remember the full layout of the house that well. I know there's a puzzle with the piano, at least."
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 90, Turns: 617 		
CF | > 		
CF | > S 		
CF | 		
CF | You slip and slide in the loose rock, but manage to make your way up 		
CF | to the cannon emplacement. 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		Jacqueline says, "I propose that when we're otherwise done we use a walkthrough to do that little extra thing."
		Roger asks, "maybe the projector is at the back of the theatre room?"
		DavidW says, "oh, I don't remember if this cannonball is for anything."
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 90, Turns: 618 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Northeast Junction Score: 90, Turns: 619 		
CF | > 		
CF | > E 		
CF | 		
CF | You follow the walkway as it turns south around the hedge leading 		
CF | to... 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
Jade has arrived. 		Jade says, "good night"
DavidW says (to ClubFloyd), "s" 		
CF ] Southeast Junction Score: 90, Turns: 620 		
CF | > 		
CF | > S 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Patio Score: 90, Turns: 621 		
CF | > 		
CF | > W 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | You can see a matchbox, a red wax statuette, a white wax statuette and 		
CF | a blue wax statuette here. It looks as if the matchbox contains a red 		
CF | match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Game Room Score: 90, Turns: 622 		
CF | > 		
CF | > S 		
CF | 		
CF | It is pitch black. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "hi"
DavidW says (to ClubFloyd), "turn on flashlight" 		
CF ] Game Room Score: 90, Turns: 623 		
CF | > 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | Okay, the flashlight is now on. 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Short Hall Score: 90, Turns: 624 		
CF | > 		
CF | > E 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Screening Room Score: 90, Turns: 625 		
CF | > 		
CF | > E 		
CF | 		
CF | Screening Room 		
CF | This is the screening room where Uncle Buddy died. He had a massive 		
CF | heart attack while viewing the final cut of his first horror musical, 		
CF | "A Corpse Line." The film was never released and no one knows what 		
CF | happened to the only full-length version, worth a fortune today. Rumor 		
CF | has it that as he was dying he proclaimed "A Corpse Line" to be his 		
CF | masterwork of horror. Other rumors say the film was so bad that, if it 		
CF | had been released and he hadn't died, someone would have killed him. 		
CF | Several rows of plush theatre-like seats face a movie screen. Doorways 		
CF | lead south and west. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "We've been going almost two hours. Playing Hollywood Hijinx a second week."
DavidW says (to ClubFloyd), "s" 		
CF ] Projection Booth Score: 90, Turns: 626 		
CF | > 		
CF | > S 		
CF | 		
CF | Projection Booth 		
CF | This cramped area is just big enough for one person and all the 		
CF | equipment. A thick glass window overlooks the screening room to the 		
CF | north. 		
CF | 		
CF | You can see a slide projector, a film projector, a slide and a strip 		
CF | of film here. 		
CF | 		
CF | > 		Jacqueline says, "oho"
		DavidW asks, "oh. This looks familiar. I think the slide and film have to run simultaneously to blend into a message, some song to play on the piano?"
DavidW says (to ClubFloyd), "put slide in slide projector" 		
CF ] Projection Booth Score: 90, Turns: 626 		
CF | > 		
CF | > PUT SLIDE IN SLIDE PROJECTOR 		
CF | 		
CF | [You don't seem to be holding the slide!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take slide and strip" 		
CF ] Projection Booth Score: 90, Turns: 627 		
CF | > 		
CF | > TAKE SLIDE AND STRIP 		
CF | 		
CF | The slide: Taken. 		
CF | The strip of film: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put slide in slide projector" 		
CF ] Projection Booth Score: 90, Turns: 628 		
CF | > 		
CF | > PUT SLIDE IN SLIDE PROJECTOR 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put strip in film projector" 		
CF ] Projection Booth Score: 90, Turns: 629 		
CF | > 		
CF | > PUT STRIP IN FILM PROJECTOR 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		Roger says, "hmmm I wonder if projection booths actually have thick windows, or very thin windows, or maybe glassless windows"
DavidW says (to ClubFloyd), "turn on slide projector" 		
CF ] Projection Booth Score: 90, Turns: 630 		
CF | > 		
CF | > TURN ON SLIDE PROJECTOR 		
CF | 		
CF | A stream of colored light shoots out of the lens of the slide 		
CF | projector onto the screen in the screening room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on flim projector" 		
CF ] Projection Booth Score: 90, Turns: 630 		
CF | > 		
CF | > TURN ON FLIM PROJECTOR 		
CF | 		
CF | [This story doesn't know the word "flim."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on film projector" 		
CF ] Projection Booth Score: 90, Turns: 631 		
CF | > 		
CF | > TURN ON FILM PROJECTOR 		
CF | 		
CF | Immediately the projector begins to roll. The film starts to run 		
CF | through the projector. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Screening Room Score: 90, Turns: 632 		
CF | > 		
CF | > N 		
CF | 		
CF | Screening Room 		
CF | This is the screening room where Uncle Buddy died. He had a massive 		
CF | heart attack while viewing the final cut of his first horror musical, 		
CF | "A Corpse Line." The film was never released and no one knows what 		
CF | happened to the only full-length version, worth a fortune today. Rumor 		
CF | has it that as he was dying he proclaimed "A Corpse Line" to be his 		
CF | masterwork of horror. Other rumors say the film was so bad that, if it 		
CF | had been released and he hadn't died, someone would have killed him. 		
CF | Several rows of plush theatre-like seats face a movie screen. Doorways 		
CF | lead south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x screen" 		
CF ] Screening Room Score: 90, Turns: 632 		
CF | > 		
CF | > X SCREEN 		
CF | 		
CF | [Sorry, but the word "x" is not in the vocabulary you can use.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine screen" 		
CF ] Screening Room Score: 90, Turns: 633 		
CF | > 		
CF | > EXAMINE SCREEN 		
CF | 		
CF | The viewing screen is a blur of colored light. 		
CF | 		
CF | > 		Jacqueline asks (of David), "Is this the screen thing you were talking about?"
		DavidW says, "I've mistimed it or I need to focus a lens or something."
		DavidW says, "yeah"
DavidW says (to ClubFloyd), "s" 		
CF ] Projection Booth Score: 90, Turns: 634 		
CF | > 		
CF | > S 		
CF | 		
CF | Projection Booth 		
CF | This cramped area is just big enough for one person and all the 		
CF | equipment. A thick glass window overlooks the screening room to the 		
CF | north. 		
CF | 		
CF | You can see a strip of film, a slide projector (providing light) and a 		
CF | film projector (providing light) here. It looks as if the slide 		
CF | projector contains a slide. 		
CF | 		
CF | > 		Jacqueline asks, "Like how you can filter one color out or something?"
		Roger asks, "clean the window?"
		DavidW asks, "What window?"
		DavidW says, "let me examine the projectors."
DavidW says (to ClubFloyd), "examine slide projector" 		
CF ] Projection Booth Score: 90, Turns: 635 		
CF | > 		
CF | > EXAMINE SLIDE PROJECTOR 		
CF | 		
CF | It's a slide projector with a lens. The slide projector has a slide in 		
CF | it and is turned on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "focus slide lens" 		
CF ] Projection Booth Score: 90, Turns: 636 		
CF | > 		
CF | > FOCUS SLIDE LENS 		
CF | 		
CF | You twist the slide projector lens. 		
CF | 		
CF | > 		Roger says, "the slide is probably upside down. They always are"
DavidW says (to ClubFloyd), "examine screen" 		
CF ] Projection Booth Score: 90, Turns: 637 		
CF | > 		
CF | > EXAMINE SCREEN 		
CF | 		
CF | The viewing screen is filled with bits and pieces of colored words. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x film lens" 		
CF ] Projection Booth Score: 90, Turns: 637 		
CF | > 		
CF | > X FILM LENS 		
CF | 		
CF | [Sorry, but this story doesn't recognize the word "x."] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine film lens" 		
CF ] Projection Booth Score: 90, Turns: 638 		
CF | > 		
CF | > EXAMINE FILM LENS 		
CF | 		
CF | It's a hand-ground, all-aluminum, Bierman 500 film projector lens with 		
CF | a lens cap on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove cap" 		
CF ] Projection Booth Score: 90, Turns: 639 		
CF | > 		
CF | > REMOVE CAP 		
CF | 		
CF | As you remove the lens cap a stream of white light shoots from the 		
CF | film projector's lens. 		
CF | 		
CF | > 		Roger says, "whoops"
		DavidW says, "put strip in film projector"
DavidW says (to ClubFloyd), "put strip in film projector" 		
CF ] Projection Booth Score: 90, Turns: 639 		
CF | > 		
CF | > PUT STRIP IN FILM PROJECTOR 		
CF | 		
CF | [You don't seem to be holding the strip of film!] 		
CF | 		
CF | > 		DavidW says, "ARGH"
DavidW says (to ClubFloyd), "take strip" 		
CF ] Projection Booth Score: 90, Turns: 640 		
CF | > 		
CF | > TAKE STRIP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put strip in film projector" 		
CF ] Projection Booth Score: 90, Turns: 641 		
CF | > 		
CF | > PUT STRIP IN FILM PROJECTOR 		
CF | 		
CF | You start to put the strip of film in the film projector, but glance 		
CF | up at a sign on the wall. The sign states: Remember, Perry 		
CF | Projectionist sez, "Never try to put film in a film projector that's 		
CF | turned on." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off film projector" 		
CF ] Projection Booth Score: 90, Turns: 642 		
CF | > 		
CF | > TURN OFF FILM PROJECTOR 		
CF | 		
CF | You hear the film projector's whining trail off as it rolls to a stop. 		
CF | 		
CF | > 		Roger says, "Hijinks averted"
DavidW says (to ClubFloyd), "put strip in film projector" 		
CF ] Projection Booth Score: 90, Turns: 643 		
CF | > 		
CF | > PUT STRIP IN FILM PROJECTOR 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "turn on film projector" 		
CF ] Projection Booth Score: 90, Turns: 644 		
CF | > 		
CF | > TURN ON FILM PROJECTOR 		
CF | 		
CF | Immediately the projector begins to roll. The film starts to run 		
CF | through the projector and a stream of colored light shoots out of the 		
CF | lens onto the screen in the screening room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "focus film lens" 		
CF ] Projection Booth Score: 90, Turns: 645 		
CF | > 		
CF | > FOCUS FILM LENS 		
CF | 		
CF | You can't adjust the film projector lens. It's preset for Uncle 		
CF | Buddy's screening room. 		
CF | 		
CF | The strip of film runs out of the film projector and onto the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn off film projector" 		
CF ] Projection Booth Score: 90, Turns: 646 		
CF | > 		
CF | > TURN OFF FILM PROJECTOR 		
CF | 		
CF | You hear the film projector's whining trail off as it rolls to a stop. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take strip" 		
CF ] Projection Booth Score: 90, Turns: 647 		
CF | > 		
CF | > TAKE STRIP 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put strip in film projector" 		
CF ] Projection Booth Score: 90, Turns: 648 		
CF | > 		
CF | > PUT STRIP IN FILM PROJECTOR 		
CF | 		
CF | Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on film projector" 		
CF ] Projection Booth Score: 90, Turns: 649 		
CF | > 		
CF | > TURN ON FILM PROJECTOR 		
CF | 		
CF | Immediately the projector begins to roll. The film starts to run 		
CF | through the projector and a stream of colored light shoots out of the 		
CF | lens onto the screen in the screening room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine screen" 		
CF ] Projection Booth Score: 100, Turns: 650 		
CF | > 		
CF | > EXAMINE SCREEN 		
CF | 		
CF | The viewing screen is showing a message saying: 		
CF | 		
CF | PLAY "Stardust." 		
CF | Love, 		
CF | Aunt Hildegarde. 		
CF | 		
CF | The strip of film runs out of the film projector and onto the floor. 		
CF | 		
CF | > 		Jacqueline says, "So, we did not go insane, that is a clue."
		DavidW says, "yes. I think the song title is randomized too."
		Roger says, "big Bowie fan, old Hildi"
		Jacqueline asks, "Go to the piano?"
		DavidW says, "yes"
DavidW says (to ClubFloyd), "n" 		
CF ] Screening Room Score: 100, Turns: 651 		
CF | > 		
CF | > N 		
CF | 		
CF | Screening Room 		
CF | This is the screening room where Uncle Buddy died. He had a massive 		
CF | heart attack while viewing the final cut of his first horror musical, 		
CF | "A Corpse Line." The film was never released and no one knows what 		
CF | happened to the only full-length version, worth a fortune today. Rumor 		
CF | has it that as he was dying he proclaimed "A Corpse Line" to be his 		
CF | masterwork of horror. Other rumors say the film was so bad that, if it 		
CF | had been released and he hadn't died, someone would have killed him. 		
CF | Several rows of plush theatre-like seats face a movie screen. Doorways 		
CF | lead south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Short Hall Score: 100, Turns: 652 		
CF | > 		
CF | > W 		
CF | 		
CF | Short Hall 		
CF | This is a short hall stretching east and west. Doorways lead north to 		
CF | the ladies' room and south to the men's room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Game Room Score: 100, Turns: 653 		
CF | > 		
CF | > W 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer Score: 100, Turns: 654 		
CF | > 		
CF | > S 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Hallway Score: 100, Turns: 655 		
CF | > 		
CF | > E 		
CF | 		
CF | Hallway 		
CF | This is a long hall stretching east and west. There is a painting 		
CF | swung away from the wall. Next to the painting is an open wall safe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Parlor Score: 100, Turns: 656 		
CF | > 		
CF | > E 		
CF | 		
CF | Parlor 		
CF | This is the parlor where Uncle Buddy would bring potential investors. 		
CF | He would break out his finest scotch and Cuban cigars. Once the 		
CF | "guests" were tight he would present his latest movie idea. (You've 		
CF | seen his movies, so you know anyone who would agree to invest in one 		
CF | of them had to have been drinking.) Strange, you notice all the 		
CF | furniture in this room is bolted to the floor, except for the piano in 		
CF | the middle of the room. A doorway leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play "stardust"" 		
CF ] Parlor Score: 100, Turns: 657 		
CF | > 		
CF | > PLAY "STARDUST" 		
CF | 		
CF | Although a little rusty, you begin to play "Stardust." Just as you 		
CF | start to seriously consider taking lessons again, a door in the floor 		
CF | opens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Crawl Space, North Score: 100, Turns: 658 		
CF | > 		
CF | > D 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. The entrance is partially blocked by the floor of the room 		
CF | above. There is a niche in the ceiling here. In the niche there is a 		
CF | dusty pillar supporting the ceiling. There is an open door above you. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
DavidW says (to ClubFloyd), "s" 		
CF ] Crawl Space, South Score: 100, Turns: 659 		
CF | > 		
CF | > S 		
CF | 		
CF | Crawl Space, South 		
CF | This is the southern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. A wooden beam runs east-west across the ceiling, forming 		
CF | the boundary between this side of the crawl space and the other half 		
CF | to the north. There is a niche in the ceiling here. In the niche there 		
CF | is a dirty pillar supporting the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pillar" 		
CF ] Crawl Space, South Score: 100, Turns: 660 		
CF | > 		
CF | > TAKE PILLAR 		
CF | 		
CF | The pillar won't budge from the niche. 		
CF | 		
CF | [Hurry up, you only have 1 hour left!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Crawl Space, North Score: 100, Turns: 661 		
CF | > 		
CF | > N 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. The entrance is partially blocked by the floor of the room 		
CF | above. There is a niche in the ceiling here. In the niche there is a 		
CF | dusty pillar supporting the ceiling. There is an open door above you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Parlor Score: 100, Turns: 662 		
CF | > 		
CF | > U 		
CF | 		
CF | Parlor 		
CF | This is the parlor where Uncle Buddy would bring potential investors. 		
CF | He would break out his finest scotch and Cuban cigars. Once the 		
CF | "guests" were tight he would present his latest movie idea. (You've 		
CF | seen his movies, so you know anyone who would agree to invest in one 		
CF | of them had to have been drinking.) Strange, you notice all the 		
CF | furniture in this room is bolted to the floor, except for the piano in 		
CF | the middle of the room. There is an open door in the floor. A doorway 		
CF | leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push piano north" 		
CF ] Parlor Score: 100, Turns: 663 		
CF | > 		
CF | > PUSH PIANO NORTH 		
CF | 		
CF | The hearty breakfast you had this morning pays off as you push the 		
CF | piano north against the wall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Crawl Space, North Score: 100, Turns: 664 		
CF | > 		
CF | > D 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. The entrance is partially blocked by the floor of the room 		
CF | above. There is a niche in the ceiling here. In the niche there is a 		
CF | dusty pillar supporting the ceiling. There is an open door above you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Crawl Space, South Score: 100, Turns: 665 		
CF | > 		
CF | > S 		
CF | 		
CF | Crawl Space, South 		
CF | This is the southern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. A wooden beam runs east-west across the ceiling, forming 		
CF | the boundary between this side of the crawl space and the other half 		
CF | to the north. There is a niche in the ceiling here. In the niche there 		
CF | is a dirty pillar supporting the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take pillar" 		
CF ] Crawl Space, South Score: 100, Turns: 666 		
CF | > 		
CF | > TAKE PILLAR 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Crawl Space, North Score: 100, Turns: 667 		
CF | > 		
CF | > N 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. The entrance is partially blocked by the floor of the room 		
CF | above. There is a niche in the ceiling here. In the niche there is a 		
CF | dusty pillar supporting the ceiling. There is an open door above you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Parlor Score: 100, Turns: 668 		
CF | > 		
CF | > U 		
CF | 		
CF | Parlor 		
CF | This is the parlor where Uncle Buddy would bring potential investors. 		
CF | He would break out his finest scotch and Cuban cigars. Once the 		
CF | "guests" were tight he would present his latest movie idea. (You've 		
CF | seen his movies, so you know anyone who would agree to invest in one 		
CF | of them had to have been drinking.) Strange, you notice all the 		
CF | furniture in this room is bolted to the floor, except for the piano 		
CF | against the northern wall. There is an open door in the floor. A 		
CF | doorway leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push piano south" 		
CF ] Parlor Score: 100, Turns: 669 		
CF | > 		
CF | > PUSH PIANO SOUTH 		
CF | 		
CF | You push the piano south to the center of the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push piano south" 		
CF ] Parlor Score: 100, Turns: 670 		
CF | > 		
CF | > PUSH PIANO SOUTH 		
CF | 		
CF | You push the piano south a couple of feet and the room begins to tip. 		
CF | As the south side of the parlor tips down the piano rolls across the 		
CF | floor and slams against the south wall. The north side of the floor 		
CF | tilts up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Crawl Space, North Score: 100, Turns: 671 		
CF | > 		
CF | > D 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. There is a niche in the ceiling here. There is an open door 		
CF | above you. 		
CF | 		
CF | You can see a dusty pillar here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Small Passage Score: 100, Turns: 672 		
CF | > 		
CF | > N 		
CF | 		
CF | Small Passage 		
CF | This is a small passage which ends here. It looks as if the 		
CF | construction of this room was never completed. 		
CF | 		
CF | You can see a parking meter here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take meter" 		
CF ] Small Passage Score: 110, Turns: 673 		
CF | > 		
CF | > TAKE METER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine meter" 		
CF ] Small Passage Score: 110, Turns: 674 		
CF | > 		
CF | > EXAMINE METER 		
CF | 		
CF | This is the parking meter that was the final frustration for budding 		
CF | actor Alan Chaplin in Uncle Buddy's "You Can't Fight City Hall, But 		
CF | You Can Blow It Up!" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Crawl Space, North Score: 110, Turns: 675 		
CF | > 		
CF | > S 		
CF | 		
CF | Crawl Space, North 		
CF | This is the northern half of an uncomfortably warm crawl space beneath 		
CF | the parlor. It appears as though this room is under construction. A 		
CF | wooden beam runs east-west across the ceiling, forming the boundary 		
CF | between this side of the crawl space and the other half to the south. 		
CF | To the north, about a foot above the floor, you see an entrance to a 		
CF | passage. There is a niche in the ceiling here. There is an open door 		
CF | above you. 		
CF | 		
CF | You can see a dusty pillar here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Parlor Score: 110, Turns: 676 		
CF | > 		
CF | > U 		
CF | 		
CF | Parlor 		
CF | This room is askew with the floor tilting down in the south and up in 		
CF | the north. The piano is against the southern wall. There is an open 		
CF | door in the floor. A doorway leads west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Hallway Score: 110, Turns: 677 		
CF | > 		
CF | > W 		
CF | 		
CF | Hallway 		
CF | This is a long hall stretching east and west. There is a painting 		
CF | swung away from the wall. Next to the painting is an open wall safe. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Foyer Score: 110, Turns: 678 		
CF | > 		
CF | > W 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Living Room Score: 110, Turns: 679 		
CF | > 		
CF | > W 		
CF | 		
CF | Living Room 		
CF | This is the living room where Uncle Buddy and Aunt Hildegarde used to 		
CF | spend their evenings. Most of the west wall is covered by a grand 		
CF | stone fireplace with a mantle over it. A long sofa, several cushy 		
CF | chairs and a telephone fill the room. Most of the hardwood floor is 		
CF | covered by a monstrous Persian rug. A doorway leads north and an 		
CF | archway exits to the east. 		
CF | 		
CF | You can see a business card, a fire hydrant, Uncle Buddy's toupee, a 		
CF | shovel, Mama Maggio's cheese grater, a yellowed piece of paper, a 		
CF | photo of Uncle Buddy, a thin piece of paper, a brick, a cloth sack, 		
CF | Buck Palace's large rubber stamp, a Maltese finch, Aunt Hildegarde's 		
CF | letter, a copy of The Status Line, a stuffed penguin and a Big Diamond 		
CF | Ring here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all but flashlight" 		
CF ] Living Room Score: 110, Turns: 680 		
CF | > 		
CF | > DROP ALL BUT FLASHLIGHT 		
CF | 		
CF | The parking meter: Dropped. 		
CF | The dirty pillar: Dropped. 		
CF | The lens cap: Dropped. 		
CF | The copy of the film "A Corpse Line": Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "score" 		
CF ] Living Room Score: 110, Turns: 680 		
CF | > 		
CF | > SCORE 		
CF | 		
CF | Your score is 110 points out of 150, in 680 moves. 		
CF | 		
CF | > 		Jade exclaims, "680 moves wow!"
		Jacqueline exclaims, "Getting there!"
		Jacqueline says, "Me and Jade: Impressed for very different reasons. ha"
		DavidW asks, "I think we're missing one treasure, and I guess it's something to do with the cannonball?"
		MoyTravis says, "I'd love to see "moves with loads"."
		Roger says, "hmm"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf24" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Living Room Score: 110, Turns: 680 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		DavidW says, "I don't think there's enough time to figure it out and win."
		Jacqueline asks, "Are we actually on a timer?"
		DavidW says, "yes"
		DavidW says, "Sunrise or something."
		Jacqueline says, "Oh. I knew they talked about it when we started, but thought maybe that was just sort of show."
		DavidW says, "unfortunately, no."
		Jacqueline says, "shucks"
		DavidW says, "That's show business."
		DavidW says, "I can try loading the cannon and lighting it with the 2nd match just to see what happens."
DavidW says (to ClubFloyd), "e" 		
CF ] Foyer Score: 110, Turns: 681 		
CF | > 		
CF | > E 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Game Room Score: 110, Turns: 682 		
CF | > 		
CF | > N 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Patio Score: 110, Turns: 683 		
CF | > 		
CF | > N 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | You can see a matchbox, a red wax statuette, a white wax statuette and 		
CF | a blue wax statuette here. It looks as if the matchbox contains a red 		
CF | match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take red match" 		
CF ] Patio Score: 110, Turns: 684 		
CF | > 		
CF | > TAKE RED MATCH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast Junction Score: 110, Turns: 685 		
CF | > 		
CF | > E 		
CF | 		
CF | Southeast Junction 		
CF | This is the southeastern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and west, where the walkway ends at a couple of steps 		
CF | leading up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast Junction Score: 110, Turns: 686 		
CF | > 		
CF | > N 		
CF | 		
CF | Northeast Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and west, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. A slightly worn path in the grass heads east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cannon Emplacement Score: 110, Turns: 687 		
CF | > 		
CF | > N 		
CF | 		
CF | You follow the walkway as it turns west around the hedge leading to... 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take cannonball" 		
CF ] Cannon Emplacement Score: 110, Turns: 688 		
CF | > 		
CF | > TAKE CANNONBALL 		
CF | 		
CF | The cannon is too heavy for you to move. 		
CF | 		
CF | > 		Jacqueline says, "I mean, fair."
DavidW says (to ClubFloyd), "take ball" 		
CF ] Cannon Emplacement Score: 110, Turns: 689 		
CF | > 		
CF | > TAKE BALL 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put ball in cannon" 		
CF ] Cannon Emplacement Score: 110, Turns: 690 		
CF | > 		
CF | > PUT BALL IN CANNON 		
CF | 		
CF | Done. 		
CF | 		
CF | [Hurry up, you only have 30 minutes left!] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light cannon" 		
CF ] Cannon Emplacement Score: 110, Turns: 691 		
CF | > 		
CF | > LIGHT CANNON 		
CF | 		
CF | You have nothing to light the fuse with. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light match" 		
CF ] Cannon Emplacement Score: 110, Turns: 692 		
CF | > 		
CF | > LIGHT MATCH 		
CF | 		
CF | The wax coating melts away as you light the red match. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light fuse" 		
CF ] Cannon Emplacement Score: 110, Turns: 693 		
CF | > 		
CF | > LIGHT FUSE 		
CF | 		
CF | [with the red match] 		
CF | You touch the flame to the fuse and it sizzles. A second later the 		
CF | cannon fires, pushing it back a couple of feet. The cannon ball flies 		
CF | from the cannon's barrel out to sea. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look" 		
CF ] Cannon Emplacement Score: 110, Turns: 694 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Cannon Emplacement 		
CF | This is a cannon emplacement complete with a Civil War-style cannon 		
CF | and a neatly stacked pyramid of cannon balls. During the day this area 		
CF | affords a spectacular view of the coastline. Stone walkways lead east 		
CF | and west, and a steep path leads down. 		
CF | 		
CF | The red match goes out, turns to ashes, falls to the ground and 		
CF | disappears. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under cannon" 		
CF ] Cannon Emplacement Score: 110, Turns: 695 		
CF | > 		
CF | > LOOK UNDER CANNON 		
CF | 		
CF | You see nothing interesting. 		
CF | 		
CF | > 		
Jade has left. 		
Jade has arrived. 		
DavidW says (to ClubFloyd), "x cannon" 		
CF ] Cannon Emplacement Score: 110, Turns: 695 		
CF | > 		
CF | > X CANNON 		
CF | 		
CF | [You don't need to use the word "x" to finish this story.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "examine cannon" 		
CF ] Cannon Emplacement Score: 110, Turns: 696 		
CF | > 		
CF | > EXAMINE CANNON 		
CF | 		
CF | It's a replica Civil War cannon pointing out to sea. Right next to the 		
CF | cannon is a small compartment. The cannon was used in Uncle Buddy's 		
CF | production of "Dracula Meets the Confederacy." Uncle Buddy said he 		
CF | always kept it loaded in case those big Hollywood studio types came 		
CF | around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open compartment" 		
CF ] Cannon Emplacement Score: 110, Turns: 697 		
CF | > 		
CF | > OPEN COMPARTMENT 		
CF | 		
CF | Opening the small compartment reveals a catcher's mask. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take mask" 		
CF ] Cannon Emplacement Score: 120, Turns: 698 		
CF | > 		
CF | > TAKE MASK 		
CF | 		
CF | As you take the catcher's mask you notice a wooden peg and a note 		
CF | beneath it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take peg and note" 		
CF ] Cannon Emplacement Score: 120, Turns: 699 		
CF | > 		
CF | > TAKE PEG AND NOTE 		
CF | 		
CF | The chipped peg: Taken. 		
CF | The note: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read note" 		
CF ] Cannon Emplacement Score: 120, Turns: 700 		
CF | > 		
CF | > READ NOTE 		
CF | 		
CF | Congratulations Pumpkin! You've found all the "treasures." Now come on 		
CF | down for a big surprise. 		
CF | Aunt Hildegarde 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Cannon Emplacement Score: 120, Turns: 701 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northwest Junction Score: 120, Turns: 702 		
CF | > 		
CF | > W 		
CF | 		
CF | You follow the walkway as it turns south around the hedge leading 		
CF | to... 		
CF | 		
CF | Northwest Junction 		
CF | In this corner of the backyard you can make out the enormous hedge, 		
CF | which is part of the estate's hedge maze. The stone walkway splits in 		
CF | three directions here: north, along the dark and towering hedge; 		
CF | south, past the fragrant and inviting garden; and east, where the 		
CF | walkway cuts a straight and narrow path between the hedge and the 		
CF | garden. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southwest Junction Score: 120, Turns: 703 		
CF | > 		
CF | > S 		
CF | 		
CF | Southwest Junction 		
CF | This is the southwestern corner of a large backyard whose main feature 		
CF | is an elaborate garden. The stone walkway splits in three directions 		
CF | here: north, along the perimeter of the garden; south, around the side 		
CF | of the house; and east, where the walkway ends at the foot of a couple 		
CF | of steps. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Patio Score: 120, Turns: 704 		
CF | > 		
CF | > E 		
CF | 		
CF | Patio 		
CF | This is a large fieldstone patio spanning the entire width of the back 		
CF | of the house. In the daytime you can look out onto Aunt Hildegarde's 		
CF | beautiful garden, said to be the envy of the Malibu colony. This is 		
CF | where Uncle Buddy and Aunt Hildegarde would often entertain. 		
CF | 		
CF | Standing here you remember the time at one of their parties when you 		
CF | swiped one of Uncle Buddy's big Hollywood cigars and smoked it, then 		
CF | got sick on a rose bush in the garden. You snicker a little bit 		
CF | thinking about that poor rose bush now and the goofy things you did as 		
CF | a child. To the north a stone pathway leads to the garden. Steps lead 		
CF | down off to the east and west, and there is an open door to the south. 		
CF | 		
CF | You can see a matchbox, a red wax statuette, a white wax statuette and 		
CF | a blue wax statuette here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Game Room Score: 120, Turns: 705 		
CF | > 		
CF | > S 		
CF | 		
CF | Game Room 		
CF | This was your favorite room as a child. Each summer Uncle Buddy would 		
CF | have props and models from his various movies brought here for the 		
CF | amusement of his numerous guests. There is a scale model of downtown 		
CF | Tokyo here. Doorways lead south, east and west. There is a door to the 		
CF | north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Foyer Score: 120, Turns: 706 		
CF | > 		
CF | > S 		
CF | 		
CF | Foyer 		
CF | This is the elegant foyer, covered in rich mahogany paneling. Your 		
CF | footsteps echo sharply in this large, hollow space. A broad, graceful 		
CF | staircase sweeps upstairs. Pillared archways beckon you east, west and 		
CF | north. The front door to the south is open. There is a coat closet by 		
CF | the front door. The door to the closet is open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Closet Score: 120, Turns: 707 		
CF | > 		
CF | > IN 		
CF | 		
CF | Closet 		
CF | You're in a small closet. Mounted at an angle on the back wall of the 		
CF | closet are three coat pegs. To the left of the first peg there is a 		
CF | hole the size of a peg. To the right of the third peg there is a peg 		
CF | which has been sawed-off, flush with the wall. The door to the north 		
CF | is open. 		
CF | 		
CF | A rusty bucket is hanging from the third coat peg. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put peg in hole" 		
CF ] Prop Vault Score: 130, Turns: 708 		
CF | > 		
CF | > PUT PEG IN HOLE 		
CF | 		
CF | You put the chipped peg in the hole and the closet door slams shut. 		
CF | Without warning, the floor drops out from under you! You fall for 		
CF | several seconds then land with a bone-crunching thud, dropping 		
CF | everything you're holding. You slide down a twisting, slippery slide 		
CF | and are dumped into a room filled with props. 		
CF | 		
CF | You look around the room and can't believe what your eyes are seeing. 		
CF | There is Aunt Hildegarde! She's tied to the conveyor belt of a 		
CF | whirling buzz saw and a man is standing over her. Aunt Hildegarde sees 		
CF | you and screams. The man turns and you immediately recognize your 		
CF | childhood nemesis: Cousin Herman. 		
CF | 		
CF | Prop Vault 		
CF | This is a vault filled with props. You can see Aunt Hildegarde tied to 		
CF | a buzz saw. Cousin Herman is here, thinking of something rotten to do 		
CF | to you. To the east there is a chute. 		
CF | 		
CF | You can see an elvish sword of great antiquity, salivating hedge 		
CF | shears, giant nail clippers, a boomerang mail bag, a glowing mop, a 		
CF | gun, a big stick and a hairy club here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf25" 		
CF | > 		
CF | > SAVE 		
CF | 		
CF | You can almost hear Buck Palace saying, "Wimp!" 		
CF | %% Enter a save filename to write: 		
CF ] Prop Vault Score: 130, Turns: 708 		
CF | You can almost hear Buck Palace saying, "Wimp!"Okay, done. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
		Jacqueline says, "Dang"
		Jacqueline says, "I gotta say: did not see this coming."
		Roger says, "It's quite the twist"
		MoyTravis says, "Yeah that's uh."
		MoyTravis says, "That's sure a thing."
		DavidW says, "I don't remember how to solve this finale. I think Herman and I will grad weapons and use them until one of us falls or Aunt H dies gruesomely."
		DavidW says, "But there's also that chute to the east."
		Jacqueline says, "That is where we put her body later, maybe."
		DavidW says, "oh wait, that chute is how we got here."
		Jacqueline says, "Oh. Or not."
DavidW says (to ClubFloyd), "take sword" 		
CF ] Prop Vault Score: 130, Turns: 709 		
CF | > 		
CF | > TAKE SWORD 		
CF | 		
CF | Taken. 		
CF | 		
CF | Cousin Herman grabs the glowing mop. 		
CF | 		
CF | Your Aunt Hildegarde, strapped to the conveyor belt, is about a foot 		
CF | from the saw blade. "Herman, stop this silly game this instant and 		
CF | untie me," demands Aunt Hildegarde. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill herman with sword" 		
CF ] Prop Vault Score: 130, Turns: 710 		
CF | > 		
CF | > KILL HERMAN WITH SWORD 		
CF | 		
CF | You give it your best, striking Herman. The elvish sword of great 		
CF | antiquity breaks into a hundred pieces. It was only a prop. 		
CF | 		
CF | Cousin Herman swings the glowing mop, striking you. The glowing mop 		
CF | crumbles; it was only a prop. 		
CF | 		
CF | Your Aunt Hildegarde, strapped to the conveyor belt, is slowly moving 		
CF | closer to the saw blade. "Herman, that's no way to treat your cousin," 		
CF | admonishes Aunt Hildegarde. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take shears" 		
CF ] Prop Vault Score: 130, Turns: 711 		
CF | > 		
CF | > TAKE SHEARS 		
CF | 		
CF | Taken. 		
CF | 		
CF | Cousin Herman grabs the gun. 		
CF | 		
CF | Your Aunt Hildegarde, strapped to the conveyor belt, is now only about 		
CF | half a foot from the saw blade. "I'm just glad your Uncle Buddy isn't 		
CF | alive to see this," says Aunt Hildegarde with resignation. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "kill herman with shears" 		
CF ] Prop Vault Score: 130, Turns: 712 		
CF | > 		
CF | > KILL HERMAN WITH SHEARS 		
CF | 		
CF | You give it your best, striking Herman. The salivating hedge shears 		
CF | breaks into a hundred pieces. It was only a prop. 		
CF | 		
CF | Cousin Herman fires the gun, covering you with whipped cream. Herman 		
CF | tosses the gun in the chute. 		
CF | 		
CF | Your Aunt Hildegarde, strapped to the conveyor belt, is slowly 		
CF | approaching the saw blade. "Herman, enough is enough. You are in big 		
CF | trouble, buster. Pumpkin, untie me then run and get your Uncle Buddy's 		
CF | belt," orders Aunt Hildegarde. 		
CF | 		
CF | > 		Jacqueline says, "hahaha"
DavidW says (to ClubFloyd), "take clippers" 		
CF ] Prop Vault Score: 130, Turns: 713 		
CF | > 		
CF | > TAKE CLIPPERS 		
CF | 		
CF | Taken. 		
CF | 		
CF | Cousin Herman grabs the hairy club. 		
CF | 		
CF | Your Aunt Hildegarde, strapped to the conveyor belt, is about three or 		
CF | four inches away from the saw blade. "Now you two stop that horseplay 		
CF | and get me off this contraption," demands Aunt Hildegarde. 		
CF | 		
CF | > 		Jacqueline says, "This is both terrifying and hilarious."
DavidW says (to ClubFloyd), "kill herman with clippers" 		
CF ] Prop Vault Score: 130, Turns: 714 		
CF | > 		
CF | > KILL HERMAN WITH CLIPPERS 		
CF | 		
CF | You give it your best, striking Herman. He drops to the ground. (Hmm, 		
CF | guess that wasn't a prop after all.) Slowly, he starts to come to his 		
CF | feet. The saw blade is less than an inch from the blue-gray hairs of 		
CF | Aunt Hildegarde's head! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "untie aunt" 		
CF ] Prop Vault Score: 150, Turns: 714 		
CF | > 		
CF | > UNTIE AUNT 		
CF | 		
CF | The conveyor belt stops and the buzz saw's blade begins to slow. As 		
CF | you untie your Aunt Hildegarde, Herman races toward the chute and 		
CF | jumps inside, disappearing. You hear his squeaky laugh trail off in 		
CF | the distance. Aunt Hildegarde gets up from the buzz saw rubbing the 		
CF | back of her head. Though a bit shaken, she explains she had been 		
CF | watching you while you searched for the "treasures." 		
CF | 		
CF | "As I followed your progress I began to realize you and I were not the 		
CF | only ones on the estate. My suspicions were confirmed when I received 		
CF | a rap on the skull. The next thing I knew I was being tied to this 		
CF | buzz saw by your Cousin Herman," says Aunt Hildegarde. "I guess he 		
CF | couldn't stand to see you inherit the family fortune. Well, it's all 		
CF | yours now. I knew you could do it," says Aunt Hildegarde with 		
CF | satisfaction. 		
CF | 		
CF | "I'm sorry I put you through all this, Pumpkin, but your Uncle Buddy 		
CF | and I had to be sure that whoever inherited the estate and the studio 		
CF | would be clever enough to handle it all. The only way I could be sure 		
CF | the stipulations in my will would be carried out would be to oversee 		
CF | it myself, so I faked my death," says Aunt Hildegarde, hugging you so 		
CF | tight she squeezes the air out of your lungs. "Tomorrow we'll go see 		
CF | my lawyer and he'll take care of all the paper work. I know you'll 		
CF | take good care of Hildebud and the studio. As for me, I'm sure it 		
CF | won't be long before the press discovers I'm alive. I plan to go to 		
CF | the south of France for a rest while the story leaks out. It will be 		
CF | great publicity for the studio," says Aunt Hildegarde. Then she adds, 		
CF | "And let's hope we've seen the last of your Cousin Herman." 		
CF | 		
CF | Your score is 150 points out of 150, in 714 moves. 		
CF | 		
CF | Do you want to restart the story, restore a saved position, or quit? 		
CF | 		
CF | (Please type RESTART, RESTORE or QUIT.) > 		Roger says, "huzzah"
		MoyTravis says, "Well. Okay then."
		Roger says, "I think this would have been too hard for me on my own"
		Knight_Otu says, "Well done."
		MoyTravis says, "Good job on the puzzles, for real though."
		Jade says, "WOW, done"
		DavidW says, "thanks"
		MoyTravis says, "They, uh, they built'm different back in the day I suppose."
		Jacqueline says, "Quite the ride."
		Jacqueline says, "And you did it before sunrise."
		DavidW says, "barely. I'm very surprised I managed it."
		DavidW says, "I think the compartment is only visible on the cannon after it's fired and moved."
		Roger says, "seems likely"
		DavidW says, "also thanks with the assistance on the hedge maze and the front door code."
		DavidW asks, "Can the next game we play know 'x' for 'examine'?"
		Jacqueline says, "You did it both before sunrise, as well as generally within the allotted ClubFloyd time frame."
		DavidW says, "We're all Hildebuddies now."
		Jacqueline says, "Group hug. Bring it in, folks."
		Jade says, "So, you have done it at the first attempt."
		Jacqueline says, "Sort of."
		Jacqueline says, "He had played it, like, thirty years ago."
		DavidW says (to Jade), "Only because I remembered enough and from saves and restores."
		DavidW says, "You missed when I slammed into the hatch into a pancake."
		Jade exclaims, "Congratulations!"
		DavidW says, "thanks again"
		Jacqueline exclaims, "Good job, David - again, I'm glad to have been able to see this game, thanks mostly to you!"
		DavidW says, "I'm glad to show off the Atomic Chihuahua."
		Jade says, "30 years after. My memory doesn't cover 30 years at all."
		Jacqueline says, "This came out in 1986, I think."
		Jacqueline says, "Yeah, Dec '86"
		DavidW says, "gosh"
		Jade says, "Yes, 1986"
		Jacqueline says, "From back when we sat on rocks, gamed on casette tapes, and typed out the word 'e-x-a-m-i-n-e'"
		Jacqueline says, "Well, I guess we also had 5 1/2 inch floppy disks."
		DavidW says, "yeah"
		Knight_Otu says, "When we had hunger timers, inventory limits, ..."
		Jade says, "I played Zx spectrum tape games a lot"
		Jacqueline says, "I had a C64 at that time, but I don't think I ever had casettes (they existed, but I always had a disk drive, iirc)."
		DavidW says, "I had an Apple IIc."
		Jade says, "I played a lot of american IF games in middle 80s."
		Jade says, "This game was very fast for me. Vini, vidi, vincit."
		Jade says, "I go to sleep now. See you next week. Have a nice week."
		DavidW says, "After Infocom, there was a dark period where I played rare good games like Eric the Unready and awful ones like The Crystal Key."
		DavidW says, "I don't remember which of Inform or TADS games I first played."
		DavidW says, "When I found the mud for the first time, I walked into the middle of a speed-if. I may have written A speed-if O Entry in Inform before even getting to play an Inform game first."
		Jacqueline says, "huh"
		DavidW asks, "well, that does sound insane, doesn't it? But until Sarge's posts on miningco pointed me to new IF games prior to that...?"
		DavidW says, "er unless"



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ClubFloyd Transcript:
Ecdysis by Peter Nepstad
As played on ifMUD on June 5, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Ecdysis written by Peter Nepstad. Ecdysis was written as part of the Commonplace Book Project in 2007. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.

ANOTHER WARNING! A lot (most!) of the transcripts contained on this site are, shall we say, family-friendly. This is not one of those family-friendly transcripts. Just so we're clear.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load ecdysis" 		
CF | Welcome to the Cheap Glk Implementation, library version 0.9.0. 		
CF | 		
CF | tadsr - A text-only TADS 2.5.10 Interpreter. 		
CF | Copyright (c) 1993, 2006 by Michael J. Roberts. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [Press any Key to Begin...] 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You wake, a pounding headache loud in your inner ear, the back of your 		
CF | head itching and tingling, your mouth full of cotton. The pain drives 		
CF | away your dreams, weird visions of alien landscapes and strange 		
CF | geometries that your awakening mind can no longer comprehend... 		
CF | 		
CF | Ecdysis Version 1.6 		
CF | Inspired by the Last Entry in H.P. Lovecraft's CommonPlace Book 		
CF | Implemented by Peter Nepstad 		
CF | Illuminated Lantern Publishing 		
CF | [LINK] 		
CF | 		
CF | [Type ABOUT for more information.] 		
CF | 		
CF | Bedroom, on the bed 		
CF | The room is illuminated only by the skylight over the bed, which you 		
CF | left open for the cool night air. Helen sleeps peacefully beside you. 		
CF | Your side of the bed is soaked with sweat. 		
CF | 		
CF | > 		MoyTravis says, "Oh it's a Lovecraft Thing."
		Jacqueline says, "Aw. [LINK] gives a 403."
		Jacqueline says, "Beautiful Helen. I'll bet she dies soon."
Jacqueline says (to ClubFloyd), "change sheets" 		
CF | I don't know the word "change". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "about" 		
CF | Howard Phillips Lovecraft (1890 - 1937), an American writer, is 		
CF | considered one of the fathers of 20th Century weird and fantastic 		
CF | fiction. He is the author of over sixty short stories, a novel, as 		
CF | well as poems. Although Lovecraft had a hard life and died young, he 		
CF | is known today as both a pioneer and genius. 		
CF | 		
CF | Peter Nepstad is the author of several works of Interactive Fiction, 		
CF | including 1893: A WORLD'S FAIR MYSTERY, one of the few commercial 		
CF | Interactive Fiction released in the past 10 years. All of his works 		
CF | are available online from Illuminated Lantern Publishing at 		
CF | [LINK] 		
CF | 		
CF | Lovecraft's Commonplace Book is a written compilation of ideas: from 		
CF | 1919 to 1934, Lovecraft wrote down fragments, plot ideas and scenario 		
CF | outlines, all concrete elements he could put to use at any given time. 		
CF | The texts contain suggestions for story-writing as well as a list of 		
CF | 'horror fundamentals', intended to stimulate the imagination. 		
CF | 		
CF | Ecdysis is based on idea #221 of the Commonplace Book: "Insects or 		
CF | other entities from space attack and penetrate a man's head and cause 		
CF | him to remember alien and exotic things--possible displacement of 		
CF | personality." 		
CF | 		
CF | This is Version 1.0, released on June 15, 2007, Copyright (c) Peter 		
CF | Nepstad, All Rights Reserved. Developed using TADS 2. 		
CF | 		
CF | > 		Roger says, "now it is we who are the personality-displacers"
		Knight_Otu says, "As we often are."
		Roger says, ">HELEN, GET UP AND MAKE SANDWICH"
		Jacqueline says (to Roger), "..."
		Jacqueline says, "Though speaking of food, I have breakfast."
		Jacqueline asks, "Could someone else please drive for at least a few?"
		Roger says, "Surely"
Roger says (to floyd), "HELEN, AWAKE" 		
CF | I don't know the word "awake". 		
CF | 		
CF | > 		
Roger says (to floyd), "HELEN, WAKE" 		
CF | Helen doesn't appear interested. 		
CF | 		
CF | Your head is pounding, a rushing noise fills your ears. You've got to 		
CF | get up and get some aspirin from the bathroom. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine helen" 		
CF | She is sleeping. 		
CF | 		
CF | > 		
Roger says (to floyd), "kick helen" 		
CF | I don't know the word "kick". 		
CF | 		
CF | > 		Roger says, "BOOOO"
Roger says (to floyd), "stand" 		
CF | You step on something as you rise unsteadily off the bed. It breaks 		
CF | under your weight and a shard of some kind cuts into the sole of your 		
CF | foot. The pain is intense, driving you back down. 		
CF | 		
CF | 		
CF | > 		Roger says, "well okay then"
Roger says (to floyd), "examine me" 		
CF | You feel tired and disoriented. Your head is throbbing, and so is your 		
CF | foot, which you can put pressure on only slightly without causing pain. 		
CF | 		
CF | > 		Jacqueline says, "Glass lego on the floor."
Roger says (to floyd), "examine floor" 		
CF | The floor reassures you somehow. 		
CF | 		
CF | > 		Knight_Otu says, "Glass d4s."
		Roger says, "lies"
Roger says (to floyd), "examine foot" 		
CF | Some kind of shard is stuck in your foot and it hurts. 		
CF | 		
CF | Your scalp itches fiendishly. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine shard" 		
CF | A small, sharp piece of a shell of some kind. 		
CF | 		
CF | > 		
Roger says (to floyd), "take shard" 		
CF | You carefully pull the shard out of your foot. Dark blood slowly drips 		
CF | from the open wound. 		
CF | 		
CF | > 		
Roger says (to examine), "shard" 		
Roger says (to floyd), "examine shard" 		
CF | It is what remains of a small shell, covered in strange geometric 		
CF | patterns that you have never seen before, yet look strangely familiar. 		
CF | 		
CF | > 		Jacqueline says, "ah"
		Jacqueline says (to KO), "You'll go to bed soon after we play this, right? I'll bet this is a great thing to play just before bed."
Roger says (to floyd), "examine wound" 		
CF | I don't know the word "wound". 		
CF | 		
CF | > 		
Roger says (to floyd), "examine foot" 		
CF | Your foot is bleeding a little and hurts when you put your weight on 		
CF | it. 		
CF | 		
CF | > 		Knight_Otu says, "I can stay awake a while longer."
Roger says (to floyd), "show shard to helen" 		
CF | Helen isn't impressed. 		
CF | 		
CF | > 		
Roger says (to floyd), "stand" 		
CF | You stand. The room spins for a moment as if somehow realigning itself 		
CF | to you. 		
CF | 		
CF | Bedroom 		
CF | The room is illuminated only by the skylight over the bed. Helen is 		
CF | still sleeping soundly. The lamp on your bedside table is off, and the 		
CF | bedroom door closed. 		
CF | 		
CF | > 		
Roger says (to floyd), "turn on lamp" 		
CF | You hesitate for a moment for fear of waking Helen, then reach down and 		
CF | turn on the light. You remember the bedside lamp being a dim, small 		
CF | light; but it seems to glow like the sun, filling the room with 		
CF | dazzling light and turning everything white. Your eyes burn in agony 		
CF | and you see a rainbow of colors against the back of your eyelids, which 		
CF | you keep firmly shut while you fumble for the switch, and turn the lamp 		
CF | back off. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine table" 		
CF | I don't know the word "table". 		
CF | 		
CF | > 		
Roger says (to floyd), "examine skylight" 		
CF | A perfectly clear night, thousands of stars stretching out into 		
CF | infinity. The endless cosmos makes you feel small, cold, and afraid, 		
CF | and lost; lost for time beyond reckoning. You feel panic rising in 		
CF | your throat, as if the starlight is reaching in through the skylight, 		
CF | to tear you from your home to drift forever. 		
CF | 		
CF | Your vision blurs, the pain makes it impossible to concentrate. 		
CF | 		
CF | > 		Roger says, "get yourself together, man"
Roger says (to floyd), "open door" 		
CF | Your sweaty hands fumble with the knob for a while but finally get the 		
CF | door open, and stagger out into the... 		
CF | 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the first floor. 		
CF | 		
CF | > 		
Roger says (to floyd), "look under bed" 		
CF | I don't see any bed here. 		
CF | 		
CF | > 		
Roger says (to floyd), "bathroom" 		
CF | There's no verb in that sentence! 		
CF | 		
CF | > 		
Roger says (to floyd), "go bathroom" 		
CF | I don't recognize that sentence. 		
CF | 		
CF | > 		Knight_Otu says, "Pesky autoteleport doors."
Roger says (to floyd), "examine bathroom" 		
CF | The bathroom door is open. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter bathroom" 		
CF | Bathroom 		
CF | The medicine cabinet is over the sink. Your face, barely glimpsed 		
CF | in the half-darkness, looks strangely distorted, foreign, in the 		
CF | cabinet mirror. The only exit is back out to the hallway. 		
CF | 		
CF | > 		Jacqueline says, "Oh no. We had kids. Helen, why did you have kids with us? We're a mess."
Roger says (to floyd), "examine mirror" 		
CF | Your eyes...It is your eyes that make your face seem so strangely 		
CF | distorted. Your pupils have opened unnaturally wide, deep black pits 		
CF | grotesquely gaping open like mouths ready to feed. Even here, in this 		
CF | interior room, with no windows, your eyes lap up the diaphanous light 		
CF | filtered in from under the doors and through the windows. 		
CF | 		
CF | > 		Knight_Otu says, "For starters, we're way too many people."
Roger says (to floyd), "open cabinet" 		
CF | Opening the medicine cabinet reveals an aspirin bottle. 		
CF | 		
CF | > 		
Roger says (to floyd), "take it" 		
CF | You can't have the medicine cabinet. 		
CF | 		
CF | > 		
Roger says (to floyd), "take bottlwe" 		
CF | I don't know the word "bottlwe". 		
CF | 		
CF | > 		
Roger says (to floyd), "take bottle" 		
CF | You grab the aspirin bottle off the shelf. The pills inside rattle 		
CF | noisily. 		
CF | 		
CF | > 		Jacqueline says (to KO), "heh"
Roger says (to floyd), "shake bottle" 		
CF | Pushing the aspirin bottle doesn't do anything. 		
CF | 		
CF | > 		
Roger says (to floyd), "read bottle" 		
CF | I don't know how to read the aspirin bottle. 		
CF | 		
CF | > 		
Roger says (to floyd), "open bottle" 		
CF | Opened. 		
CF | 		
CF | A cold, stabbing pain penetrates the back of your skull. It is without 		
CF | a doubt the worst headache you have ever experienced. You need to get 		
CF | some aspirin from the cabinet in the bathroom, and you need it now. 		
CF | 		
CF | > 		
Roger says (to floyd), "look in bottle" 		
CF | In the aspirin bottle you see pills. 		
CF | 		
CF | > 		
Roger says (to floyd), "take pills" 		
CF | You clumsily take the pills out of the bottle, put them in your mouth, 		
CF | and swallow them. 		
CF | 		
CF | The pills can't have had any effect yet, but you feel your headache is 		
CF | receeding slightly, and a new pain, in your stomach, begins to grow. 		
CF | Hunger pains. 		
CF | 		
CF | > 		
Roger says (to floyd), "g" 		
CF | You can't repeat that command. 		
CF | 		
CF | > 		
Roger says (to floyd), "out" 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the kitchen. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter children's room" 		
CF | (Opening the bedroom door) 		
CF | Children's Bedroom 		
CF | Helen's kids. Little Mary is sleeping peacefully. Michael has 		
CF | thrown off his blanket some time in the night, and it lies in a heap on 		
CF | the floor. He tosses and turns uncomfortably. The starlight shining 		
CF | through their small window seems like daylight, it is so bright. The 		
CF | only exit is back out to the hallway. 		
CF | 		
CF | > 		
Roger says (to floyd), "take blanket" 		
CF | You pick up the blanket. Michael thrashes around in bed, as if having 		
CF | a nightmare. He looks small and fragile and helpless. 		
CF | 		
CF | > 		
Roger says (to floyd), "put blanket on michael" 		
CF | You cover him with the blanket. He grabs it and snuggles in to it 		
CF | happily. 		
CF | 		
CF | > 		Jacqueline says, "I'm better Peter Nepstad wouldn't be kind enough to put this poor man out of his misery with a hunger daemon that ends the game in three turns like Planetfall."
Roger says (to floyd), "examine mary" 		
CF | Mary is Helen's two year old girl, a spoiled, fussy, but endearing 		
CF | child. 		
CF | 		
CF | Your head is throbbing, you are sweating profusely, and you are feeling 		
CF | quite hungry. 		
CF | 		
CF | > 		Roger says, "Mom's spaghetti"
Roger says (to floyd), "out" 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the kitchen. 		
CF | 		
CF | > 		
Roger says (to floyd), "down" 		
CF | Somehow, making it only halfway down the stairs takes a supreme effort 		
CF | and what seems like an eternity. Your foot is sensitive to too much 		
CF | pressure, your head throbs, your hunger increases, and with each step 		
CF | you seem to get hotter and hotter... 		
CF | 		
CF | Landing 		
CF | You are standing on the landing midway down the stairs, where you 		
CF | hung a few pictures not long ago. 		
CF | 		
CF | Your pajamas are drenched in sweat and stick uncomfortably to your 		
CF | skin, heavy and restrictive. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine pictures" 		
CF | One of the pictures is of Helen and the kids, before you met. They are 		
CF | in the park, on a picnic. The other picture is a portrait you had 		
CF | taken on your graduation. Things look so simple in the pictures, so 		
CF | irretrievably distant. 		
CF | 		
CF | > 		Knight_Otu says, "I do note that the kids were described only as Helen's."
		Roger says, "I guess that's why she's hanging out with this loser"
		Jacqueline says, "Yeah"
		Knight_Otu says, "Well there's the explanation."
Roger says (to floyd), "examine portrait" 		
CF | I don't know the word "portrait". 		
CF | 		
CF | > 		Jacqueline says, "Sorry that I assumed that they were ours."
		Roger says, "s'alright"
Jacqueline says (to ClubFloyd), "remove clothes" 		
CF | You pull off your pajamas, popping buttons and tearing in the process, 		
CF | and throw them aside. Now that you are completely naked, your sweat, 		
CF | which is almost mucus-like in consistency, seems to coat your entire 		
CF | body in a protective sheath. 		
CF | 		
CF | > 		Jacqueline says, "er"
		Jacqueline says, "I mean, ew"
		Jacqueline says, "Also, I just realized that I stripped in front of the kids. My bad."
		Roger says, "no we're down on the landing now"
		Jacqueline says, "Oh, phew."
		Roger says, "good thinking"
Roger says (to floyd), "examine sweat" 		
CF | You are sweating profusely because of the heat, and who knows what 		
CF | else. 		
CF | 		
CF | > 		
Roger says (to floyd), "sweat" 		
CF | There's no verb in that sentence! 		
CF | 		
CF | > 		
Roger says (to floyd), "down" 		
CF | Pit 		
CF | At the bottom of the stairs, in the middle of the foyer, a huge 		
CF | tunnel has been dug where no tunnel was before. It is impossible to 		
CF | imagine how it could have been dug there, in the night, and by what 		
CF | hand it might have taken shape. The pit does not go directly down, but 		
CF | instead, descends in a steep but manageable grade. The floor and all 		
CF | sides of the pit seem to be wet. Mounds of dirt are heaped nearby, 		
CF | blocking off the rest of the house. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Roger says, "another tragic case of sleep-digging"
Roger says (to floyd), "examine pit" 		
CF | The tunnel goes down, under your house, a tremendous depth. It has a 		
CF | gradual slope, and looks very much like the tunnels you inhabited of 		
CF | old. 		
CF | 		
CF | > 		Knight_Otu says, "That's gonns be inconvenient."
Roger says (to floyd), "examine dirt" 		
CF | The mounds completely block off the rest of the house. There is 		
CF | nowhere to go but down. 		
CF | 		
CF | You are ravenously hungry. 		
CF | 		
CF | > 		
Roger says (to floyd), "eat dirt" 		
CF | The earthen mounds don't appear appetizing. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | You take careful steps, and descend into the... 		
CF | 		
CF | Tunnel 		
CF | The tunnel continues its gradual descent. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | The tunnel narrows considerably, and gets more steep and more slippery. 		
CF | You can only continue down if you lie down, and try to slide into the 		
CF | narrow tunnel. It looks very invitingly dark and snug. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | The tunnel narrows considerably, and gets more steep and more slippery. 		
CF | You can only continue down if you lie down, and try to slide into the 		
CF | narrow tunnel. It looks very invitingly dark and snug. 		
CF | 		
CF | > 		Jacqueline asks, "...the tunnels we inhabited of old??"
		MoyTravis says, "This MC's pretty sanguine about the mysterious pit in his house, to be honest."
		Roger says, "in our frat"
		Jacqueline says, "Sorry, I'm acting as though I've never read any Lovecraft. I'll try to calm down."
Roger says (to floyd), "examine tunnel" 		
CF | I don't see any tunnel here. 		
CF | 		
CF | > 		MoyTravis says, "Unless it's, like, you know, his basement project."
Roger says (to floyd), "slide" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		
Roger says (to floyd), "slide into tunnel" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		Roger says, "slide into dm"
Roger says (to floyd), "enter tunnel" 		
CF | I don't see any tunnel here. 		
CF | 		
CF | > 		
Roger says (to floyd), "looko" 		
CF | I don't know the word "looko". 		
CF | 		
CF | > 		
Roger says (to floyd), "look" 		
CF | Tunnel 		
CF | The tunnel continues its gradual descent. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | The tunnel narrows considerably, and gets more steep and more slippery. 		
CF | You can only continue down if you lie down, and try to slide into the 		
CF | narrow tunnel. It looks very invitingly dark and snug. 		
CF | 		
CF | > 		Jacqueline says, "Electric slide... maybe we gotta go in sideways like a line dance."
Roger says (to floyd), "lie down" 		
CF | (the ground) 		
CF | You lie down on the tunnel floor, and find that you can move easily on 		
CF | your stomach, by pushing forward with your arms and legs. Your sweat 		
CF | acts as a natural lubricant to the tunnel walls. 		
CF | 		
CF | For a moment, your vision blurs, then returns, more sensitive than ever 		
CF | to light, and now, even heat appears to be visible. 		
CF | 		
CF | > 		Jacqueline says, "There you go"
Roger says (to floyd), "d" 		
CF | You slide down, enveloped in the wet, warm, passage, pulling yourself 		
CF | deeper and deeper inside... 		
CF | 		
CF | Tunnel 		
CF | The tunnel continues down into the center of the meteorite, toward 		
CF | the hive nest. 		
CF | 		
CF | > 		MoyTravis says, "and then John was the demons"
		Jacqueline says, "So, mostly this game is just leveraging all of the wet / moist / mucous squick."
		Roger says, "It's hard to get good leverage with all this lubrication"
Roger says (to floyd), "examine meteorite" 		
CF | I don't see any meteorite here. 		
CF | 		
CF | > 		Knight_Otu says, "More like pop-culture image of a snake than demons."
Roger says (to floyd), "examine nest" 		
CF | I don't see any nest here. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine me" 		
CF | You propel yourself forward using your tentacles, and draw things with 		
CF | them to your powerful jaws for crushing and chewing. Your slick, 		
CF | narrow body is beginning to harden in its middle, creating a shell from 		
CF | minerals leaking from your pores. 		
CF | 		
CF | > 		Jacqueline says, "More like reverse birth."
		MoyTravis says, "Wait, no. It's "and then john was the insects""
		Jacqueline says, "Yeah"
Roger says (to floyd), "up" 		
CF | The tunnel is too narrow to allow you to turn around. 		
CF | 		
CF | > 		
Roger says (to floyd), "back" 		
CF | I don't know the word "back". 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | You slide easily down the passage... 		
CF | 		
CF | Hive Nest 		
CF | The center of the meteorite, the hive nest. Tz'ikk'k lies dead on 		
CF | the ground, defeated moments ago by your powerful jaws to claim mating 		
CF | rights for Sh'usggg'ul, who crouches over the male drone now, devouring 		
CF | his brain. His larvae have slithered further down the tunnel, but you 		
CF | must not allow them to escape or they will surely return for their 		
CF | revenge. 		
CF | 		
CF | > 		Jacqueline exclaims, "Oh no! Tz'ikk'k!"
		Jacqueline cries.
		Jacqueline says, "Oh, wait. No."
		Roger says, "He had three more days until drone retirement"
		Jacqueline says, "We killed Tz'ikk'k. It's all good. He deserved it for sure."
Roger says (to floyd), "mate" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		Knight_Otu asks, "Like those security guards?"
Roger says (to floyd), "eat brain" 		
CF | I don't know the word "brain". 		
CF | 		
CF | > 		MoyTravis says, "I mean I guess these aliens have different sexual dimorphism but traditionally for ants, like, the males don't really hang around."
		Jacqueline says (to KO), "Yes. And now we shall kill all of his little larvae before they too can grow up to become security guards."
		MoyTravis says, ""His larvae" is a weird formulation."
Roger says (to floyd), "x larvae" 		
CF | The larvae have retreated down the tunnel. 		
CF | 		
CF | You understand minutely the earth under which you lie, the hair 		
CF | follicles on your body seem to be probing the ground and transmitting 		
CF | information to you. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | You pursue the retreating larvae... 		
CF | 		
CF | Tunnel 		
CF | Down has become up and up has become down, as you pass through the 		
CF | center of the meteor in search of your prey. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | You pursue the larvae, following their slime trails and their screams 		
CF | of fear... 		
CF | 		
CF | Tunnel 		
CF | The larvae are huddled near a wall here by an opening into space. 		
CF | But instead of inky blackness and distant stars, you see a blue and 		
CF | white orb, growing larger, and beyond that, a blazing star far brighter 		
CF | than any you have ever seen. The hive mind conjures up a vision of 		
CF | another huge star, millenia ago, around which another great planet 		
CF | orbited, before its destruction -- your ancestral home. The larvae, 		
CF | who appear to have been blinded, nevertheless find an opening and 		
CF | squirm past you while you are dazzled by the light. 		
CF | 		
CF | > 		Jacqueline says, "I really feel for the people who read any transcripts of ours post-Dr Horror without knowing why we make so many security guard death jokes."
		MoyTravis says, "These are some real, you know, mobile larvae."
		Roger says, "well sure they're all lubed up"
Roger says (to floyd), "examine orb" 		
CF | The meteorite is heading toward a large blue and white orb. 		
CF | 		
CF | > 		Knight_Otu says, "Sometimes games just have that effect."
Roger says (to floyd), "enter orb" 		
CF | It's too far away. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter d" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		
Roger says (to floyd), "d" 		
CF | You pursue the larvae, following their trails to... 		
CF | 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. The smaller of the 		
CF | two larvae is nearest you, the larger, closer to the opening. 		
CF | 		
CF | > 		
Roger says (to floyd), "eat large larva" 		
CF | You coil up your body, then extend it in a sudden movement, striking 		
CF | with your jaws on its soft underbelly while pinning it to the ground 		
CF | with your appendages. Finally you must crack open the larva by 		
CF | striking it against the walls of the tunnel to get at the soft brain 		
CF | parts, which you consume with relish. 		
CF | 		
CF | The other larva thrashes helplessly back and forth, unable to escape, 		
CF | forced to watch you devour its broodmate. 		
CF | 		
CF | > 		Roger says, "nom nom nom"
		Jacqueline says (to Roger), "Lubed Larvae... Larval Lube... There's, like, a band name in there somewhere."
Roger says (to floyd), "eat larva" 		
CF | You grab the small larva and twist it, shake it, and smash it against 		
CF | the walls of the tunnel until it stops moving. Then you consume the 		
CF | creature, tearing it apart with your jaws and powerful tentacles. 		
CF | Viscera runs down your face. And suddenly there is light, a blinding 		
CF | light, as if the meteor has hurled into the sun, and a shrieking, a 		
CF | screaming, like nothing you have ever heard. And for a brief moment 		
CF | you understand that it is Helen screaming, standing behind you, and you 		
CF | are lying on the ground in the children's bedroom, smeared with gore; 		
CF | and the children, the -- you try sliding past her, scraping your naked 		
CF | body against splintered boards, but you find you cannot return to the 		
CF | tunnels, nor can you return to the world of men, and your mind instead 		
CF | forever roams out in the vastness of space. 		
CF | 		
CF | *** You Are Lost *** 		
CF | 		
CF | 		
CF | If you wish to continue playing, you may restore a saved game, start 		
CF | over, quit, or undo the current command. 		
CF | Please enter RESTORE, RESTART, QUIT, or UNDO: > 		
Roger says (to floyd), "undo" 		
CF | (Undoing one command) 		
CF | 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. You have cracked 		
CF | open one of the larva and eaten its brain. The other remains nearby, 		
CF | trapped. 		
CF | 		
CF | > 		Jacqueline says, "See, if this weren't Lovecraftian we'd all be like, 'Wait, he went down a moist tunnel in his living room floor and now he's eating larvae in space isn't this weird?'"
		MoyTravis says, "ooooh noooooooooo"
		Roger says, "perhaps"
		MoyTravis says, "how terrible"
		Knight_Otu says, "Oh dear."
		Jacqueline says, "Okay, I wrote that before the horrific ending."
		Roger says, "the name Helen is reminding me of that newish adultish cartoon YOLO: Crystal Fantasy and how this pretty much fits right in"
		Jacqueline says, "So let me know belated react: ooooh nooooooooo how terrible oh dear"
Roger says (to floyd), "up" 		
CF | It's too late for that. 		
CF | 		
CF | > 		
Roger says (to floyd), "l" 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. You have cracked 		
CF | open one of the larva and eaten its brain. The other remains nearby, 		
CF | trapped. 		
CF | 		
CF | You hunger, and must feed in order to have strength for mating. 		
CF | 		
CF | > 		
Roger says (to floyd), "enter opening" 		
CF | It's too late for that. 		
CF | 		
CF | > 		
Roger says (to floyd), "x larva" 		
CF | Which larva do you mean, the small larva, or the dead larva? 		
CF | 		
CF | > 		
Roger says (to x), "dead larva" 		Jacqueline says, "I think we already ate one, Roger. Though I'm not sure there's any way to avoid eating Helen's children. It just is what it is, sometimes."
Roger says (to floyd), "x dead larva" 		
CF | The larva has been brutally consumed by the new hive prime to build 		
CF | energy stores for mating. 		
CF | 		
CF | > 		Roger says, "hrm possibly. At least it"
		Roger says, "is a quick runthrough"
		Jacqueline says, "I wonder if I should maybe put a warning on this transcript."
		MoyTravis says, "That do be how it be when you're in Lovecraft country."
Roger says (to floyd), "eat larva" 		
CF | You grab the small larva and twist it, shake it, and smash it against 		
CF | the walls of the tunnel until it stops moving. Then you consume the 		
CF | creature, tearing it apart with your jaws and powerful tentacles. 		
CF | Viscera runs down your face. And suddenly there is light, a blinding 		
CF | light, as if the meteor has hurled into the sun, and a shrieking, a 		
CF | screaming, like nothing you have ever heard. And for a brief moment 		
CF | you understand that it is Helen screaming, standing behind you, and you 		
CF | are lying on the ground in the children's bedroom, smeared with gore; 		
CF | and the children, the -- you try sliding past her, scraping your naked 		
CF | body against splintered boards, but you find you cannot return to the 		
CF | tunnels, nor can you return to the world of men, and your mind instead 		
CF | forever roams out in the vastness of space. 		
CF | 		
CF | *** You Are Lost *** 		
CF | 		
CF | 		
CF | If you wish to continue playing, you may restore a saved game, start 		
CF | over, quit, or undo the current command. 		
CF | Please enter RESTORE, RESTART, QUIT, or UNDO: > 		
Roger says (to floyd), "restart" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [Press any Key to Begin...] 		Knight_Otu asks, "Just wonder?"
Roger pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You wake, a pounding headache loud in your inner ear, the back of your 		
CF | head itching and tingling, your mouth full of cotton. The pain drives 		
CF | away your dreams, weird visions of alien landscapes and strange 		
CF | geometries that your awakening mind can no longer comprehend... 		
CF | 		
CF | Ecdysis Version 1.6 		
CF | Inspired by the Last Entry in H.P. Lovecraft's CommonPlace Book 		
CF | Implemented by Peter Nepstad 		
CF | Illuminated Lantern Publishing 		
CF | [LINK] 		
CF | 		
CF | [Type ABOUT for more information.] 		
CF | 		
CF | Bedroom, on the bed 		
CF | The room is illuminated only by the skylight over the bed, which you 		
CF | left open for the cool night air. Helen sleeps peacefully beside you. 		
CF | Your side of the bed is soaked with sweat. 		
CF | 		
CF | > 		Jacqueline says (to KO), "heh"
		Jacqueline says, "Actually, I have a new request."
		Roger says, "okay someone else can look for a different path"
		Jacqueline says, "If we hit a game where we think we need the warning, please say so in the chat."
		Jacqueline says, "Because that way, six months later, I can search for the word 'warning'"
		Knight_Otu says, "I think you had that idea before."
		Jacqueline says, "That would have been helpful when processing transcripts - and if anyone with a good memory is willing to click on the titles of recent transcripts to make sure there are warnings where they're merited, I would be very grateful."
		Knight_Otu says, "I seem to recall hearing it before at least."
		Jacqueline says, "I did put a few warnings in, but not too many."
		Jacqueline says (to KO), "If I have the idea six or seven times then we'll probably start doing it."
		Jacqueline asks (of Roger), "So, um, gonna not eat Helen's kiddos this play through?"
		Jacqueline says, "Oh, you want someone else to."
		Roger says, "I'd rather, yeah"
		Jacqueline says, "I don't think it's possible to not eat those fat little larvae, but I can try."
Jacqueline says (to ClubFloyd), "look at floor" 		
CF | The floor reassures you somehow. 		
CF | 		
CF | Your head is pounding, a rushing noise fills your ears. You've got to 		
CF | get up and get some aspirin from the bathroom. 		
CF | 		
CF | > 		MoyTravis says, "I thought that was the point, to be honest."
Jacqueline says (to ClubFloyd), "crawl over helen" 		
CF | I don't understand that sentence. 		
CF | 		
CF | > 		Roger says, "maybe if you avoid the aspirin entirely, or something"
		Roger exclaims, "or eat the kids really early!"
		Jacqueline says, "haha"
Jacqueline says (to ClubFloyd), "push helen out of bed" 		
CF | I don't recognize that sentence. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get up" 		
CF | You step on something as you rise unsteadily off the bed. It breaks 		
CF | under your weight and a shard of some kind cuts into the sole of your 		
CF | foot. The pain is intense, driving you back down. 		
CF | 		
CF | 		
CF | > 		Knight_Otu says, "Maybe not take the whole bottle worth of pills at once."
Jacqueline says (to ClubFloyd), "remove shard" 		
CF | You carefully pull the shard out of your foot. Dark blood slowly drips 		
CF | from the open wound. 		
CF | 		
CF | > 		Roger says, "Warning: Graphic Lactation oh wait that's a different game"
		Jacqueline says, "hahaha"
		Jacqueline says, "This game is bad, that game was worse. In the best way, though... sort of."
		Jacqueline says, "Memorable, anyway."
		Knight_Otu says, "Can't all be Cragne Manor."
		Jacqueline says, "No, they sure can't."
Jacqueline says (to ClubFloyd), "get up" 		
CF | You stand. The room spins for a moment as if somehow realigning itself 		
CF | to you. 		
CF | 		
CF | Bedroom 		
CF | The room is illuminated only by the skylight over the bed. Helen is 		
CF | still sleeping soundly. The lamp on your bedside table is off, and the 		
CF | bedroom door closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF | Your sweaty hands fumble with the knob for a while but finally get the 		
CF | door open, and stagger out into the... 		
CF | 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the first floor. 		
CF | 		
CF | > 		Roger asks, "maybe there's some way to wake up the kids and get them to run away?"
Jacqueline says (to ClubFloyd), "go to children's room" 		
CF | (Opening the bedroom door) 		
CF | Children's Bedroom 		
CF | Helen's kids. Little Mary is sleeping peacefully. Michael has 		
CF | thrown off his blanket some time in the night, and it lies in a heap on 		
CF | the floor. He tosses and turns uncomfortably. The starlight shining 		
CF | through their small window seems like daylight, it is so bright. The 		
CF | only exit is back out to the hallway. 		
CF | 		
CF | Your scalp itches fiendishly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wake Michael" 		
CF | He murmurs a bit, feels around for his blanket, but does not wake up. 		
CF | 		
CF | > 		Roger says, "dang our knob-fumbling"
Jacqueline says (to ClubFloyd), "take blanket" 		
CF | You pick up the blanket. Michael thrashes around in bed, as if having 		
CF | a nightmare. He looks small and fragile and helpless. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to hallway" 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the first floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | Another sharp stab of pain serves to remind you of your headache, 		
CF | almost causing you to tumble down the stairs. Perhaps a couple aspirin 		
CF | will help make such a descent more manageable. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tie feet with blanket" 		
CF | I don't know the word "tie". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remove clothes" 		
CF | I don't see any clothes here. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		Jacqueline asks, "That isn't a word until it needs to be?"
Jacqueline says (to ClubFloyd), "go to bathroom" 		
CF | Bathroom 		
CF | The medicine cabinet is over the sink. Your face, barely glimpsed 		
CF | in the half-darkness, looks strangely distorted, foreign, in the 		
CF | cabinet mirror. The only exit is back out to the hallway. 		
CF | 		
CF | > 		Knight_Otu says, "We're not drugged up yet I guess."
Jacqueline says (to ClubFloyd), "open mirror" 		
CF | I don't know how to open the mirror. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF | Opening the medicine cabinet reveals an aspirin bottle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take aspirin" 		
CF | You grab the aspirin bottle off the shelf. The pills inside rattle 		
CF | noisily. 		
CF | 		
CF | Your vision blurs, the pain makes it impossible to concentrate. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open aspirin" 		
CF | Opened. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take two aspirin" 		
CF | I don't know the word "two". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take aspirin" 		
CF | You open the bottle, clumsily take the pills out, put them in your 		
CF | mouth, and swallow them, without water. 		
CF | 		
CF | The pills can't have had any effect yet, but you feel your headache is 		
CF | receeding slightly, and a new pain, in your stomach, begins to grow. 		
CF | Hunger pains. 		
CF | 		
CF | > 		Roger says, "It lacks the agency that makes IF Horror effective, in my opinion"
		Jacqueline says, "Yeah, it's basically using IF as a slow reveal."
		Roger says, "I blame Helen for not making us a sandwich"
		Jacqueline says, "Making the player pull the curtain back, inch by inch."
		Jacqueline says (to Roger), "I thought Lovecraft was just racist, not racist + misogynistic... but admittedly I haven't read up on this much."
		Jacqueline says, "IMO, insects can make their own damn sammiches."
		Roger says, "I can't think of any female characters in any of his stories, off the top of my head. I guess Old Witch Keziah"
Jacqueline says (to ClubFloyd), "lock door" 		
CF | It can't be locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "out" 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the kitchen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bedroom" 		
CF | Bedroom 		
CF | The room is illuminated only by the skylight over the bed. Helen is 		
CF | still sleeping soundly. The lamp on your bedside table is off, and the 		
CF | bedroom door open, the hallway just visible beyond in the near dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put blanket on Helen" 		
CF | There's no good surface on Helen. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "out" 		
CF | You stagger out into the... 		
CF | 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the kitchen. 		
CF | 		
CF | Your head is throbbing, you are sweating profusely, and you are feeling 		
CF | quite hungry. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | Somehow, making it only halfway down the stairs takes a supreme effort 		
CF | and what seems like an eternity. Your foot is sensitive to too much 		
CF | pressure, your head throbs, your hunger increases, and with each step 		
CF | you seem to get hotter and hotter... 		
CF | 		
CF | Landing 		
CF | You are standing on the landing midway down the stairs, where you 		
CF | hung a few pictures not long ago. 		
CF | 		
CF | Your pajamas are drenched in sweat and stick uncomfortably to your 		
CF | skin, heavy and restrictive. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | You try to take a step, but your pajamas feel tight and heavy and are 		
CF | somehow restricting your movement. It is as if you are swollen all 		
CF | over, and the pajamas are constricting your circulation. 		
CF | 		
CF | > 		Jacqueline frowns. "Well, I don't like that."
Jacqueline says (to ClubFloyd), "remove clothes" 		
CF | You pull off your pajamas, popping buttons and tearing in the process, 		
CF | and throw them aside. Now that you are completely naked, your sweat, 		
CF | which is almost mucus-like in consistency, seems to coat your entire 		
CF | body in a protective sheath. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wear blanket" 		
CF | You can't wear the blanket. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | Pit 		
CF | At the bottom of the stairs, in the middle of the foyer, a huge 		
CF | tunnel has been dug where no tunnel was before. It is impossible to 		
CF | imagine how it could have been dug there, in the night, and by what 		
CF | hand it might have taken shape. The pit does not go directly down, but 		
CF | instead, descends in a steep but manageable grade. The floor and all 		
CF | sides of the pit seem to be wet. Mounds of dirt are heaped nearby, 		
CF | blocking off the rest of the house. 		
CF | 		
CF | > 		Roger says, "well that's sort of a blanket statement innit"
		Jacqueline says, "heh"
		Jacqueline says, "Apparently there is no good surface on me for a blanket."
		Roger says, "we are too slimy"
		Jacqueline says, "We really are."
Jacqueline says (to ClubFloyd), "dig" 		
CF | What do you want to dig in? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dirt" 		
CF | What do you want to dig in it with? 		
CF | 		
CF | > 		Jacqueline says, "um"
Jacqueline says (to ClubFloyd), "blanket" 		
CF | I don't know how to dig in the earthen mounds. 		
CF | 		
CF | > 		Roger says, "nice try"
Jacqueline says (to ClubFloyd), "dig dirt with hands" 		
CF | I don't know how to dig in the earthen mounds. 		
CF | 		
CF | You are ravenously hungry. 		
CF | 		
CF | > 		Jacqueline asks, "I really don't think there are other endings. Anyone see any way to get off the train?"
Jacqueline says (to ClubFloyd), "d" 		
CF | You take careful steps, and descend into the... 		
CF | 		
CF | Tunnel 		
CF | The tunnel continues its gradual descent. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | The tunnel narrows considerably, and gets more steep and more slippery. 		
CF | You can only continue down if you lie down, and try to slide into the 		
CF | narrow tunnel. It looks very invitingly dark and snug. 		
CF | 		
CF | > 		Knight_Otu says, "I'd have said trying to go to bed again."
Jacqueline says (to ClubFloyd), "u" 		
CF | The tunnel is too slippery to go back up. 		
CF | 		
CF | > 		Jacqueline says, "dammit"
		Jacqueline says, "I did go back in there but I didn't think to get in bed."
		Knight_Otu says, "Unlikely though."
		Jacqueline says, "I'll try that after we eat the children again."
Jacqueline says (to ClubFloyd), "d" 		
CF | The tunnel narrows considerably, and gets more steep and more slippery. 		
CF | You can only continue down if you lie down, and try to slide into the 		
CF | narrow tunnel. It looks very invitingly dark and snug. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "lie down" 		
CF | (the ground) 		
CF | You lie down on the tunnel floor, and find that you can move easily on 		
CF | your stomach, by pushing forward with your arms and legs. Your sweat 		
CF | acts as a natural lubricant to the tunnel walls. 		
CF | 		
CF | For a moment, your vision blurs, then returns, more sensitive than ever 		
CF | to light, and now, even heat appears to be visible. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe there are other ways to sate the hunger, or enter the spce opening without eating the kids."
Jacqueline says (to ClubFloyd), "l" 		
CF | Tunnel 		
CF | The tunnel continues its gradual descent. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF | Tunnel 		
CF | The tunnel continues its gradual descent. 		
CF | 		
CF | > 		Jacqueline says, "Hrm. Was hoping the heat vision would do something"
Jacqueline says (to ClubFloyd), "d" 		
CF | You slide down, enveloped in the wet, warm, passage, pulling yourself 		
CF | deeper and deeper inside... 		
CF | 		
CF | Tunnel 		
CF | The tunnel continues down into the center of the meteorite, toward 		
CF | the hive nest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | You slide easily down the passage... 		
CF | 		
CF | Hive Nest 		
CF | The center of the meteorite, the hive nest. Tz'ikk'k lies dead on 		
CF | the ground, defeated moments ago by your powerful jaws to claim mating 		
CF | rights for Sh'usggg'ul, who crouches over the male drone now, devouring 		
CF | his brain. His larvae have slithered further down the tunnel, but you 		
CF | must not allow them to escape or they will surely return for their 		
CF | revenge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x sh'usggg'ul" 		
CF | Sh'usggg'ul is engorged with blood and appears nearly ready to mate. 		
CF | 		
CF | You understand minutely the earth under which you lie, the hair 		
CF | follicles on your body seem to be probing the ground and transmitting 		
CF | information to you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "mate with sh'usggg'ul" 		
CF | Sh'usggg'ul rejects your advances. You must first feast on the 		
CF | offspring of her former mate to gain the strength, or you will not 		
CF | survive! 		
CF | 		
CF | > 		Jacqueline says, "Well, I don't like that either."
		Roger says, "awww man we got chub blocked"
		Jacqueline looks at Roger.
		Jacqueline keeps looking at Roger.
		Roger asks, "what if I tempt you with this fetching blanket?"
Jacqueline says (to ClubFloyd), "do blanket mating dance" 		
CF | I don't know the word "do". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "eat tz'ikk'k" 		
CF | His corpse is owned by his former mate who completes their relationship 		
CF | by consuming him. You must feast on his offspring, if you hope to have 		
CF | enough strength to take his place. 		
CF | 		
CF | > 		Jacqueline says, "Tickets, please! Please have your tickets out as the conductor comes through to validate them."
Jacqueline says (to ClubFloyd), "d" 		
CF | You pursue the retreating larvae... 		
CF | 		
CF | Tunnel 		
CF | Down has become up and up has become down, as you pass through the 		
CF | center of the meteor in search of your prey. 		
CF | 		
CF | > 		Roger says, "see this is the toxic masculinity that I keep complaining to the hive mind about"
		Jacqueline says, "heh"
		Roger says, "okay so now we're going back up through our house, I guess"
		Roger says, "eventually"
		Jacqueline says, "Yeah"
		Roger says, "possibly we can take advantage of that"
Jacqueline says (to ClubFloyd), "u" 		
CF | You pursue the larvae, following their slime trails and their screams 		
CF | of fear... 		
CF | 		
CF | Tunnel 		
CF | The larvae are huddled near a wall here by an opening into space. 		
CF | But instead of inky blackness and distant stars, you see a blue and 		
CF | white orb, growing larger, and beyond that, a blazing star far brighter 		
CF | than any you have ever seen. The hive mind conjures up a vision of 		
CF | another huge star, millenia ago, around which another great planet 		
CF | orbited, before its destruction -- your ancestral home. The larvae, 		
CF | who appear to have been blinded, nevertheless find an opening and 		
CF | squirm past you while you are dazzled by the light. 		
CF | 		
CF | > 		Jacqueline says, "I don't think it mattered what I typed there."
Jacqueline says (to ClubFloyd), "undo" 		
CF | (Undoing one command) 		
CF | 		
CF | Tunnel 		
CF | Down has become up and up has become down, as you pass through the 		
CF | center of the meteor in search of your prey. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | You pursue the larvae, following their slime trails and their screams 		
CF | of fear... 		
CF | 		
CF | Tunnel 		
CF | The larvae are huddled near a wall here by an opening into space. 		
CF | But instead of inky blackness and distant stars, you see a blue and 		
CF | white orb, growing larger, and beyond that, a blazing star far brighter 		
CF | than any you have ever seen. The hive mind conjures up a vision of 		
CF | another huge star, millenia ago, around which another great planet 		
CF | orbited, before its destruction -- your ancestral home. The larvae, 		
CF | who appear to have been blinded, nevertheless find an opening and 		
CF | squirm past you while you are dazzled by the light. 		
CF | 		
CF | > 		Roger asks, "okay is this the bedroom with the skylight?"
		Jacqueline says, "Yeah"
Jacqueline says (to ClubFloyd), "look at light" 		
CF | I don't see any light here. 		
CF | 		
CF | > 		Jacqueline says, "aw, man"
Jacqueline says (to ClubFloyd), "z" 		
CF | Time passes... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF | Time passes... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "z" 		
CF | Time passes... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x larvae" 		
CF | The larvae have retreated up the tunnel. 		
CF | 		
CF | You hunger, and must feed in order to have strength for mating. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x opening" 		
CF | The meteorite is heading toward a large blue and white orb. 		
CF | 		
CF | > 		Jacqueline asks (of KO), "What do you reckon that means?"
		Knight_Otu asks, "We've gone crazy?"
		Jacqueline says, "heh. Well, yes."
		Jacqueline says, "But I meant the blue & white orb."
Knight_Otu says (to ClubFloyd), "enter opening" 		
CF | It's too far away. 		
CF | 		
CF | > 		Jacqueline asks, "Is that just a lamp? Or the moon? or ?"
		Knight_Otu says, "I have no idea."
		Jacqueline says, "Like, the kids being 'huddled near a wall here by an opening into space' was rather clever."
		Jacqueline says, "So I was curious what else is being described like that."
		Roger says, "oh maybe that bedside lamp is turned on"
Jacqueline says (to ClubFloyd), "turn off lamp" 		
CF | I don't see any lamp here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch orb" 		
CF | It's too far away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hit orb" 		
CF | (with the broken shell) 		
CF | It's too far away. 		
CF | 		
CF | > 		Jacqueline says, "Oh, we have the shell."
Jacqueline says (to ClubFloyd), "throw blanet at orb" 		
CF | I don't know the word "blanet". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "throw blanket at orb" 		
CF | It's too far away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x orb" 		
CF | The meteorite is heading toward a large blue and white orb. 		
CF | 		
CF | As your sweat rubs off in the tunnels, your body continues to secrete 		
CF | more of the sweet, mucous-like substance. 		
CF | 		
CF | > 		Jacqueline says, "Thanks for the update, game."
Jacqueline says (to ClubFloyd), "x star" 		
CF | I don't see any star here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF | What do you want to listen to? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hive" 		
CF | I don't see any hive here. 		
CF | 		
CF | > 		Roger says, "I reckon there's just no getting off this heck-bound train"
		Jacqueline says, "I'm trying to remind myself that this was likely done as a short jam sort of thing, but I'm sad that I keep poking at it and finding holes like there being no star."
		Knight_Otu says, "Hm"
Jacqueline says (to ClubFloyd), "l" 		
CF | Tunnel 		
CF | The meteor is plummetting toward a planet. But your desire to mate 		
CF | is stronger than your fear of death, and your hunger consumes all else. 		
CF | The larvae have retreated, down a tunnel away from the opening. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "enter space" 		
CF | It's too far away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | You pursue the larvae, following their trails to... 		
CF | 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. The smaller of the 		
CF | two larvae is nearest you, the larger, closer to the opening. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "larvae, hello" 		
CF | Which larvae do you mean, the small larva, or the large larva? 		
CF | 		
CF | > 		Knight_Otu says, "Maybe this opeing."
Jacqueline says (to ClubFloyd), "large larva, run" 		
CF | I don't know the word "run". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take large larva" 		
CF | You can't have the large larva. 		
CF | 		
CF | > 		Jacqueline says, "But I want it. I want to throw it into space."
Jacqueline says (to ClubFloyd), "pet small larva" 		
CF | I don't know the word "pet". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kiss small larva" 		
CF | You try touching the small larva with your tongue, as if that will 		
CF | provide some sort of additional sensory information that you wish to 		
CF | process. 		
CF | 		
CF | > 		Jacqueline says, "I knew better than to do that."
		MoyTravis says, "Okay that's pretty funny."
		Jacqueline says, "And yet I did it anyway."
		Roger says, "yeah that was a good try"
Jacqueline says (to ClubFloyd), "hug larva" 		
CF | I don't know the word "hug". 		
CF | 		
CF | > 		Jacqueline says, "There's some stuff I'm typing in this game that I never thought I'd ever type."
		Jacqueline asks, "Ideas?"
Knight_Otu says (to ClubFloyd), "x opening" 		
CF | On this side of the meteor, it is darker, and the sky looks as it 		
CF | was...as it was...on Earth? From a...window? If only you could 		
CF | remember... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter opening" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		Jacqueline says, "ClubFloyd: Spinning Small Games into Two Full Hours since 2007."
		Roger says, "oho"
		MoyTravis says, "I think the game wants you to get to the Shocking Twist."
Knight_Otu says (to ClubFloyd), "g" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		Roger says, "hmmm maybe a way out"
		Jacqueline says, "oho"
Knight_Otu says (to ClubFloyd), "i" 		
CF | You have a broken shell and a blanket. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember window" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		MoyTravis says, "Eat the shell."
Knight_Otu says (to ClubFloyd), "remember skylght" 		
CF | I don't know the word "skylght". 		
CF | 		
CF | > 		MoyTravis exclaims, "Eat the blanket!"
Knight_Otu says (to ClubFloyd), "eat blanket" 		
CF | The blanket doesn't appear appetizing. 		
CF | 		
CF | > 		
Roger says (to floyd), "smell blanket" 		
CF | You smell nothing unexpected. 		
CF | 		
CF | > 		Roger says, "booo"
		Jacqueline exclaims, "Use the blanket to make a larva burrito!"
Knight_Otu says (to ClubFloyd), "stab me with shell" 		
CF | You cannot find your throat, to cut, nor your hands, to grasp the 		
CF | shard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remember kids" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remember helen" 		
CF | The name has no meaning to you now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cry" 		
CF | I don't know the word "cry". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shout" 		
CF | Your throat is so dry nothing but a raspy whisper comes out. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "rememberSh'usggg'ul" 		
CF | I don't know the word "remembersh'usggg'ul". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember Sh'usggg'ul" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
		Jacqueline says, "Yeah. Hrm."
Roger says (to floyd), "examine picture" 		
CF | I don't see any picture here. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine mirror" 		
CF | I don't see any mirror here. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine window" 		
CF | On this side of the meteor, it is darker, and the sky looks as it 		
CF | was...as it was...on Earth? From a...window? If only you could 		
CF | remember... 		
CF | 		
CF | > 		
Roger says (to floyd), "open window" 		
CF | I don't know how to open the opening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter window" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF | There is no need to leave until you have eaten the larvae. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | There is no need to leave until you have eaten the larvae. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "decide that you are no longer hungry" 		
CF | I don't know the word "decide". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat me" 		
CF | Yourself doesn't appear appetizing. 		
CF | 		
CF | > 		Knight_Otu asks, "It feels there may be a way out, but maybe we are past it?"
Roger says (to floyd), "remember michael" 		
CF | The name has no meaning to you now. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember helen" 		
CF | The name has no meaning to you now. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember me" 		
CF | You don't need to remember what is right in front of you! 		
CF | 		
CF | > 		
Roger says (to floyd), "examine me" 		
CF | You propel yourself forward using your tentacles, and draw things with 		
CF | them to your powerful jaws for crushing and chewing. Your slick, 		
CF | narrow body is beginning to harden in its middle, creating a shell from 		
CF | minerals leaking from your pores. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine my shell" 		
CF | I don't see any my shell here. 		
CF | 		
CF | > 		
Roger says (to floyd), "examine tentacles" 		
CF | I don't know the word "tentacles". 		
CF | 		
CF | > 		
Roger says (to floyd), "examine jaws" 		
CF | I don't know the word "jaws". 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mary" 		
CF | I don't see any mary here. 		
CF | 		
CF | > 		Roger says, "well fudge"
Knight_Otu says (to ClubFloyd), "remember mary" 		
CF | The name has no meaning to you now. 		
CF | 		
CF | > 		Roger says, "Emily Short's review says:"
		Roger | Postscript: thanks to some prompting from Peter Nepstad, I was able to find a second ending to �Ecdysis� after all
		Jacqueline says, "I mean, we could restart, try the going back to bed thing, and then, KO, if that fails, could you do the next attempt past that? I'm not sure what I missed, but if you think we're past a point of choice that I missed..."
		Jacqueline says (to Roger), "Gosh darn it but maybe okay dang sigh fine"
		Roger says, "but that also means even Emily didn't figure it out all on her own"
		Jacqueline says, "heh"
		Roger says, "I feel we've squeezed most of the goodness out of this one, but that's just me"
		Jacqueline asks, "Did you have to put it quite that way, Roger?"
Knight_Otu says (to ClubFloyd), "x me" 		
CF | You propel yourself forward using your tentacles, and draw things with 		
CF | them to your powerful jaws for crushing and chewing. Your slick, 		
CF | narrow body is beginning to harden in its middle, creating a shell from 		
CF | minerals leaking from your pores. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "starve" 		
CF | I don't know the word "starve". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x cfs" 		
CF | I don't know the word "cfs". 		
CF | 		
CF | > 		Jacqueline says, "oops"
Jacqueline says (to ClubFloyd), "l" 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. The smaller of the 		
CF | two larvae is nearest you, the larger, closer to the opening. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open opening" 		
CF | I don't know how to open the opening. 		
CF | 		
CF | > 		
Roger says (to floyd), "push large larva" 		
CF | Pushing the large larva doesn't do anything. 		
CF | 		
CF | > 		Jacqueline says, "It's a long shot, but I'm texting Emily. haha"
Roger says (to floyd), "give blanket to large larva" 		
CF | I don't know how to give anything to the large larva. 		
CF | 		
CF | > 		Jacqueline says, "I will be shocked if she recalls the hint."
		Jacqueline asks, "But who knows?"
		Jacqueline says, "Because otherwise, I agree that we're done here."
Jacqueline says (to ClubFloyd), "restart" 		
CF | Are you sure you want to start over? (YES or NO) > 		
Jacqueline says (to ClubFloyd), "n" 		
CF | Okay. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "save" 		
CF | File to save game in > 		
Jacqueline says (to ClubFloyd), "donoteatlarvae" 		
CF | Saved. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "restart" 		
CF | Are you sure you want to start over? (YES or NO) > 		
Jacqueline says (to ClubFloyd), "y" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | [Press any Key to Begin...] 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You wake, a pounding headache loud in your inner ear, the back of your 		
CF | head itching and tingling, your mouth full of cotton. The pain drives 		
CF | away your dreams, weird visions of alien landscapes and strange 		
CF | geometries that your awakening mind can no longer comprehend... 		
CF | 		
CF | Ecdysis Version 1.6 		
CF | Inspired by the Last Entry in H.P. Lovecraft's CommonPlace Book 		
CF | Implemented by Peter Nepstad 		
CF | Illuminated Lantern Publishing 		
CF | [LINK] 		
CF | 		
CF | [Type ABOUT for more information.] 		
CF | 		
CF | Bedroom, on the bed 		
CF | The room is illuminated only by the skylight over the bed, which you 		
CF | left open for the cool night air. Helen sleeps peacefully beside you. 		
CF | Your side of the bed is soaked with sweat. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get up" 		
CF | You step on something as you rise unsteadily off the bed. It breaks 		
CF | under your weight and a shard of some kind cuts into the sole of your 		
CF | foot. The pain is intense, driving you back down. 		
CF | 		
CF | 		
CF | Your head is pounding, a rushing noise fills your ears. You've got to 		
CF | get up and get some aspirin from the bathroom. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remove shard" 		
CF | You carefully pull the shard out of your foot. Dark blood slowly drips 		
CF | from the open wound. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x shard" 		
CF | It is what remains of a small shell, covered in strange geometric 		
CF | patterns that you have never seen before, yet look strangely familiar. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x patterns" 		
CF | I don't see any patterns here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get up" 		
CF | You stand. The room spins for a moment as if somehow realigning itself 		
CF | to you. 		
CF | 		
CF | Bedroom 		
CF | The room is illuminated only by the skylight over the bed. Helen is 		
CF | still sleeping soundly. The lamp on your bedside table is off, and the 		
CF | bedroom door closed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF | Your sweaty hands fumble with the knob for a while but finally get the 		
CF | door open, and stagger out into the... 		
CF | 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the first floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bathroom'" 		
CF | I don't know the word "bathroom'". 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bathroom" 		
CF | Bathroom 		
CF | The medicine cabinet is over the sink. Your face, barely glimpsed 		
CF | in the half-darkness, looks strangely distorted, foreign, in the 		
CF | cabinet mirror. The only exit is back out to the hallway. 		
CF | 		
CF | Your scalp itches fiendishly. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF | Opening the medicine cabinet reveals an aspirin bottle. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take aspirin" 		
CF | You grab the aspirin bottle off the shelf. The pills inside rattle 		
CF | noisily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take aspirin" 		
CF | You open the bottle, clumsily take the pills out, put them in your 		
CF | mouth, and swallow them, without water. 		
CF | 		
CF | The pills can't have had any effect yet, but you feel your headache is 		
CF | receeding slightly, and a new pain, in your stomach, begins to grow. 		
CF | Hunger pains. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "out" 		
CF | Hallway 		
CF | The short hallway leads to the bathroom, the children's room, and 		
CF | your bedroom. A flight of stairs leads down to the kitchen. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bedroom" 		
CF | Bedroom 		
CF | The room is illuminated only by the skylight over the bed. Helen is 		
CF | still sleeping soundly. The lamp on your bedside table is off, and the 		
CF | bedroom door open, the hallway just visible beyond in the near dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "go to bed" 		
CF | I don't know how to enter the bed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get in bed" 		
CF | You have no desire to go underneath the skylight, to be touched by 		
CF | starlight, to once again behold the vertiginous abyss of space. 		
CF | 		
CF | > 		Knight_Otu says, "So much for going back to bed."
Jacqueline says (to ClubFloyd), "kiss helen" 		
CF | You kiss Helen softly on her cheek. 		
CF | 		
CF | Your head is throbbing, you are sweating profusely, and you are feeling 		
CF | quite hungry. 		
CF | 		
CF | > 		Jacqueline says, "So, I think I have a hint"
		Jacqueline says, "Not from Em, just from a thread on JayIsGames."
		Jacqueline says, "And we were on the right track."
		Roger asks, "oh do we cover a window with the blanket?"
		Jacqueline says, "No, probably not - but the trick is to make him remember things."
		Roger says, "oh"
		Jacqueline says, "Which is subtly hinted at in the game, to be fair."
		Roger says, "Think of all the things to have to live for, buddy, like Helen's sandwiches"
		Jacqueline says, "But I tried remembering various things and that didn't work, so I kind of abandoned it."
		Jacqueline asks (of Roger), "What if Helen is actually a terrible cook?"
		Jacqueline asks, "Such a bad cook that she can't even make a good sammich?"
		MoyTravis asks, "Did we try the specific names of the kids?"
		Knight_Otu says, "I'm suer we did."
		MoyTravis asks, "I think we did "remember kids" but - oh, wait, like. After we transform how about looking at their picture again?"
		Jacqueline says, "Okay, and I went a little further down the rabbit hole and I think I now know the answer and fwiw, I think the save I made is probably a decent place to try it."
		MoyTravis says, "Or mid-transformation. Or something."
		Roger says, "sure let's go for it"
		Jacqueline says, "So I will let you all play until you ask me for more info."
		Jacqueline asks (of Roger), "Want me to restore that?"
		Roger says, "I feel ready"
Jacqueline says (to ClubFloyd), "restore" 		
CF | File to restore game from > 		
Jacqueline says (to ClubFloyd), "donoteatlarvae" 		
CF | Restored. 		
CF | 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. The smaller of the 		
CF | two larvae is nearest you, the larger, closer to the opening. 		
CF | 		
CF | > 		Jacqueline pushes the keyboard to Roger.
Roger says (to floyd), "remember larva" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember michael" 		
CF | The name has no meaning to you now. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember kids" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember children" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember offspring" 		
CF | I don't know the word "offspring". 		
CF | 		
CF | > 		
Roger says (to floyd), "remember me" 		
CF | You don't need to remember what is right in front of you! 		
CF | 		
CF | > 		
Roger says (to floyd), "remember space" 		
CF | A planet, colonized by the hive...your ancestral home...until it broke 		
CF | apart, and the sun died, and water flooded the tunnels, killing so 		
CF | many, and few, very few, survived on large hunks of the planet, sent 		
CF | drifting into the endless darkness... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember earth" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember home" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember bedroom" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember humans" 		
CF | I don't know the word "humans". 		
CF | 		
CF | > 		
Roger says (to floyd), "examine shell" 		
CF | I don't see any shell here. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember shell" 		
CF | Comfort, warmth, shelter. Home... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember foot" 		
CF | You don't need to remember what is right in front of you! 		
CF | 		
CF | > 		
Roger says (to floyd), "remember hive" 		
CF | The center of all things, the arena of death, the birthing 		
CF | chamber...your body moistens in anticipation... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "remember graduation" 		
CF | I don't know the word "graduation". 		
CF | 		
CF | > 		
Roger says (to floyd), "remember mating" 		
CF | I don't know the word "mating". 		
CF | 		
CF | > 		Jacqueline exclaims, "Heard back from Emily!"
		Roger says, "whew"
		Jacqueline says, "She does not recall."
		Jacqueline says, "Sorry for that little emotional roller coaster."
		Roger asks, "oh. Oh well. Is there any more hinting?"
		Jacqueline says, "But I think I do know the answer, and I think you are very close."
Roger says (to floyd), "HINT" 		
CF | You are on your own. Alone... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember bed" 		
CF | Nothing comes to mind. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember lamp" 		
CF | The light burns. Must hide from the light. 		
CF | 		
CF | > 		Jacqueline says, "You actually did one thing that made me think you were about to get it."
Roger says (to floyd), "stamp foot" 		
CF | I don't know the word "stamp". 		
CF | 		
CF | > 		
Roger says (to floyd), "jump" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember space" 		
CF | A planet, colonized by the hive...your ancestral home...until it broke 		
CF | apart, and the sun died, and water flooded the tunnels, killing so 		
CF | many, and few, very few, survived on large hunks of the planet, sent 		
CF | drifting into the endless darkness... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember light" 		
CF | A planet, colonized by the hive...your ancestral home...until it broke 		
CF | apart, and the sun died, and water flooded the tunnels, killing so 		
CF | many, and few, very few, survived on large hunks of the planet, sent 		
CF | drifting into the endless darkness... 		
CF | 		
CF | > 		
Roger says (to floyd), "remember darkness" 		
CF | I don't know the word "darkness". 		
CF | 		
CF | > 		
Roger says (to floyd), "remember death" 		
CF | I don't know the word "death". 		
CF | 		
CF | > 		Roger says, "hmm I think I need a bit more of a hint now"
		Jacqueline says, "Hm. How direct to be..."
Jacqueline says (to ClubFloyd), "l" 		
CF | Dead End 		
CF | The larvae have stopped moving, trapped between you and another, 		
CF | darker opening out into space, directly above them, which looks 		
CF | hauntingly familiar. You are ravenous with hunger. The smaller of the 		
CF | two larvae is nearest you, the larger, closer to the opening. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x space" 		
CF | On this side of the meteor, it is darker, and the sky looks as it 		
CF | was...as it was...on Earth? From a...window? If only you could 		
CF | remember... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "meteor" 		
CF | There's no verb in that sentence! 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x meteor" 		
CF | I don't see any meteor here. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember meteor" 		
CF | A planet, colonized by the hive...your ancestral home...until it broke 		
CF | apart, and the sun died, and water flooded the tunnels, killing so 		
CF | many, and few, very few, survived on large hunks of the planet, sent 		
CF | drifting into the endless darkness... 		
CF | 		
CF | > 		Jacqueline says, "Okay, the thing you need to do is hinted at on this current page of text."
		Jacqueline says, "And you are so, so close."
Roger says (to floyd), "examine window" 		
CF | On this side of the meteor, it is darker, and the sky looks as it 		
CF | was...as it was...on Earth? From a...window? If only you could 		
CF | remember... 		
CF | 		
CF | > 		
Roger says (to floyd), "examine sky" 		
CF | On this side of the meteor, it is darker, and the sky looks as it 		
CF | was...as it was...on Earth? From a...window? If only you could 		
CF | remember... 		
CF | 		
CF | > 		
Roger says (to floyd), "open window" 		
CF | I don't know how to open the opening. 		
CF | 		
CF | > 		
Jacqueline warmerrrrr 		
Roger says (to floyd), "enter window" 		
CF | You suddenly wish to rush out into space, and destroy yourself. But 		
CF | why? If only you could remember... 		
CF | 		
CF | > 		Jacqueline says, "coooooolerrrr"
Roger says (to floyd), "remember why" 		
CF | I don't know the word "why". 		
CF | 		
CF | > 		
Roger says (to floyd), "remember earth" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		Jacqueline says, "yeeeesssss"
Roger says (to floyd), "go home" 		
CF | I don't recognize that sentence. 		
CF | 		
CF | > 		
Roger says (to floyd), "remember home" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		Jacqueline says, "'remember earth' was what I think we needed to do..."
Roger says (to floyd), "remember earth" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | Suddenly before your eyes the larvae change form, and you see yourself 		
CF | in the Children's bedroom, and Mary is sleeping nearest the door, and 		
CF | Michael by the window, and then you see only the larvae again and you 		
CF | hunger and you only understand that you must eat, and you must not eat, 		
CF | and your time is running out. 		
CF | 		
CF | > 		Roger says, "booooo"
Jacqueline says (to ClubFloyd), "remember mary" 		
CF | Little Mary, so precocious...small thing, easily held... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember michael" 		
CF | Blue blanket...snuggled in bed... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember helen" 		
CF | Sleeping beside you...new life...smiling...laughing...with the kids... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember home" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember home" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember home" 		
CF | Earth. Your home. Home... 		
CF | 		
CF | > 		Jacqueline says, "God dangit, game."
Roger says (to floyd), "enter window" 		
CF | You coil up your body, then extend it in a sudden movement, throwing 		
CF | yourself out of the meteor as it begins breaking up in its descent. 		
CF | The meteor burns up, crumbles in the atmosphere, your tuck into your 		
CF | shell as you fall, and fall, and fall, into a skylight in the roof of 		
CF | the building from which you have just jumped out of the second floor 		
CF | window. You break your neck on the ground, and both of you at last 		
CF | die, to join your hive mates, to protect your family. 		
CF | 		
CF | 		
CF | *** You Are Free *** 		
CF | 		
CF | 		
CF | You may restore a saved game, start over, quit, or undo the current 		
CF | command. 		
CF | Please enter RESTORE, RESTART, QUIT, or UNDO: > 		Jacqueline exclaims, "OH!"
		Roger says, "well alright I /guess/ that is kind of okay, but ennhhh repeated actions as a solution, even when reasonable, have never really rubbed me the right way"
		Knight_Otu says, "Whew."
		Jacqueline exclaims, "Well, there we go! 'Happy' ending!"
		Jacqueline says, "Well, that was certainly a game."
		Knight_Otu says, "It certainly was."
		Roger says, "might be worthwhile to make our way through the rest of that jam, at some point"
		Jacqueline says, "I mean, it was good, but yeah, I wish the execution would have provided a few more side trails."
		Jacqueline says (to Roger), "Hm, good point."
		MoyTravis says, "Hooray."
		Jacqueline says, "Thanks, all - that was a good session."
		MoyTravis says, "Yeah, that was a fun time."
		Jacqueline says, "Thanks, Peter Nepstad, wherever you are these days."
		Roger says, "indeed"
		Jacqueline says (to Roger), "I'll take a look at the rest of the jam, see what's Floydable, and update the CFS."
		Jacqueline exclaims, "Have a great week, all!"
MoyTravis goes home. 		Knight_Otu exclaims, "Good night, and stay safe!"
		



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ClubFloyd Transcript:
The Cellar by David Whyld
As played on ifMUD on June 12, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Cellar written by David Whyld. The Cellar was written as part of the Commonplace Book Project in 2007. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.

ANOTHER WARNING! A lot (most!) of the transcripts contained on this site are, shall we say, family-friendly. This is not one of those family-friendly transcripts. Just so we're clear.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load cellar" 		
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CF | Loading game... 		
CF | Welcome to the Cheap Glk Implementation, library version 0.9.0. 		
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CF | The Cellar 		
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CF | The Cellar 		
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CF | Written by David Whyld 		
Jacqueline presses the yellow enter button. 		
CF | with ADRIFT Version 4, Release 46 		
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CF | From the Lovecraft Commonplace Book: 		
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CF | "Man's body dies - but 		
CF | corpse retains life. Stalks 		
CF | about - tries to conceal 		
CF | odour of decay - detained 		
Jacqueline presses the yellow enter button. 		
CF | somewhere - hideous climax." 		
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CF | "And you're never to go into the cellar, Nevare!" 		
CF | 		
CF | "Yes, father." 		
CF | 		
CF | "Never, you understand! If I ever find you've gone down there-" 		
CF | 		
CF | "Yes, father." 		
CF | 		
CF | "Good, Nevare. I knew I could trust you. You're a good boy." 		
CF | 		
Jacqueline presses the yellow enter button. 		
CF | But now your father is away on business and you're all alone in the 		
CF | house. And you know where he keeps the key to the cellar. 		
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CF | The Cellar 		
CF | 		
CF | This is my entry to the H. P. Lovecraft Commonplace Book & Exhibit. As 		
CF | 11th June 2007, this {version 1} is the latest version of the game. It 		
CF | and any future versions can be found at: 		
CF | 		
CF | [LINK] 		
CF | 		
CF | The Cellar was written with ADRIFT Version 4, Release 46. Earlier or 		
CF | later Releases of the ADRIFT Runner will probably play the game 		
CF | perfectly fine, but just to be on the safe side you're best using this 		
CF | Release. If you don't have it, you can find it at 		
CF | 		
CF | [LINK] 		
CF | 		
CF | (Double-clicking the links ought to take you to the relevant 		
CF | locations.) 		
CF | 		
CF | To check which version of the Runner you have, type version. 		
CF | 		
CF | General game information: size 24 Kb; rooms 5; objects 53; tasks 141 		
CF | 		
CF | If you like the game, feel free to contact me at dwhyld@gmail.com and 		
CF | let me know. 		
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CF | 		Jade says, "I directly look for in ifdb"
		Knight_Otu says, "Good boy, here's some threats. :/"
		Jacqueline says, "If you like the game, feel free to contact me and let me know. If you *don't* like the game..."
		DavidW says, "Well, there was that one cartoon where the forbidden door had naked grandma behind it."
Jacqueline presses the yellow enter button. 		
CF | David Whyld 		
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CF | 		
CF | l l l Father's Room l l l 		
CF | 		
CF | A sturdy oak table has been placed in the dead centre of your father's 		
CF | room, its weight enough to make the floorboards creak and groan late at 		
CF | night. There are papers scattered across the table's surface, each 		
CF | covered with your father's tight, meticulous writing. A bed beneath the 		
CF | window is where he sleeps; it seems small, much too small for his large 		
CF | frame. A door to the east leads to the hallway at the top of the 		
CF | stairs. In an alcove in one wall are your father's collection of 		
CF | journals. 		
CF | 		
CF | 		
CF | In a box under the bed, that's where your father keeps the key. You 		
CF | should grab it and quickly. He won't return for many hours... but even 		
CF | so, it never pays to take chances. 		
CF | 		
CF | > 		Jade says, "funny thing"
		Jacqueline asks (of Jade), "What's funny?"
		Jacqueline asks, "So, we are going immediately to the forbidden cellar, I take it?"
Jacqueline says (to ClubFloyd), "x me" 		
CF | You are Nevare. 11 years old. A quiet, solitary boy who lives with his 		
CF | father in a dusty old house in the middle of nowhere. You don't have 		
CF | many friends and have taken to exploring the house and grounds on days 		
CF | when you have little to do... which is often. 		
CF | 		
CF | > 		DavidW asks, "How much game is there if we don't take it and try to make a sandwich?"
		Knight_Otu says, "Well, key first, bt I guess."
Jacqueline says (to ClubFloyd), "i" 		
CF | You are carrying nothing of any great importance. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look under bed" 		
CF | On your hands and knees, you peer under the bed and see an old wooden 		
CF | box, dusty and crumpled. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open box" 		
CF | There is not enough room to open the box while it is still under the 		
CF | bed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take box" 		
CF | [get box] 		
CF | You tug the box out from under the bed but it is in too poor a 		
CF | condition to be lifted without breaking apart. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pull box" 		
CF | [move box] 		
CF | The box would tear apart if you were to attempt to pick it up. 		
CF | 		
CF | > 		DavidW says, "move the bed"
		Jacqueline says, "dang"
		Jacqueline says, "I mean, I guess, yeah."
		Jade says, "the comment, if you like the game contact me, otherwise don't contact"
		Jacqueline says (to Jade), "Oh - ha. Yeah, he didn't say the second part, just kind of implied it."
Jacqueline says (to ClubFloyd), "move bed" 		
CF | You move it slightly away from the wall but it is too heavy to move 		
CF | far. 		
CF | 		
CF | > 		DavidW asks, "Also, there's gonna be silverfish in there, isn't there?"
		Jacqueline says, "Possibly"
Jacqueline says (to ClubFloyd), "open box" 		
CF | Almost choking on the dust, you open the box. It is, frustratingly, 		
CF | empty. 		
CF | 		
CF | It seems your father has found a better hiding place for the key to the 		
CF | cellar. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "move bed" 		
CF | You move it slightly away from the wall but it is too heavy to move 		
CF | far. 		
CF | 		
CF | > 		Jacqueline says (to Game), "I wanted to move the bed *back*"
		Knight_Otu says, "Well, we are thwarted."
		Jacqueline says, "I guess that's the game, then."
Jacqueline says (to ClubFloyd), "l" 		
CF | 		
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CF | 		
CF | 		
CF | l l l Father's Room l l l 		
CF | 		
CF | A sturdy oak table has been placed in the dead centre of your father's 		
CF | room, its weight enough to make the floorboards creak and groan late at 		
CF | night. There are papers scattered across the table's surface, each 		
CF | covered with your father's tight, meticulous writing. A bed beneath the 		
CF | window is where he sleeps; it seems small, much too small for his large 		
CF | frame. There is a dusty box by the side of the bed. A door to the east 		
CF | leads to the hallway at the top of the stairs. In an alcove in one wall 		
CF | are your father's collection of journals. 		
CF | 		
CF | > 		DavidW says, "Time for sandwiches, yey!"
		Jacqueline says, "mmm"
Jacqueline says (to ClubFloyd), "read papers" 		
CF | You glance at the papers... 		
CF | 		
CF | "... lost Penwright today. Bad omen for the rest of the expedition. 		
CF | Expected he would outlast us all but it wasn't to be. But we are 		
CF | optimistic of our chances for success in our endeavour. Gavin believes 		
CF | we should press on with all speed, that the village cannot be far away. 		
CF | I am more hesitant. Penwright was a good man, he should be given a 		
CF | decent burial, yet is it possible to bury a man in this godforsaken 		
CF | marsh? Clarkson proposed bringing the body with us but that idea was 		
CF | quickly passed on when the thought of trekking around darkest Africa 		
CF | with a corpse in our possession was raised. And we cannot turn back 		
CF | now, not when we are so close... 		
CF | 		
CF | "In the end, we buried Penwright as best we could. Simonson said a few 		
CF | words. I laid Penwright's pipe on top of the stones we piled over his 		
CF | grave. Gavin said we would miss the gruff old fellow. 		
CF | 		
CF | "We continue. The village cannot be far..." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read papers" 		
CF | You glance at the papers... 		
CF | 		
CF | "... lost Penwright today. Bad omen for the rest of the expedition. 		
CF | Expected he would outlast us all but it wasn't to be. But we are 		
CF | optimistic of our chances for success in our endeavour. Gavin believes 		
CF | we should press on with all speed, that the village cannot be far away. 		
CF | I am more hesitant. Penwright was a good man, he should be given a 		
CF | decent burial, yet is it possible to bury a man in this godforsaken 		
CF | marsh? Clarkson proposed bringing the body with us but that idea was 		
CF | quickly passed on when the thought of trekking around darkest Africa 		
CF | with a corpse in our possession was raised. And we cannot turn back 		
CF | now, not when we are so close... 		
CF | 		
CF | "In the end, we buried Penwright as best we could. Simonson said a few 		
CF | words. I laid Penwright's pipe on top of the stones we piled over his 		
CF | grave. Gavin said we would miss the gruff old fellow. 		
CF | 		
CF | "We continue. The village cannot be far..." 		
CF | 		
CF | > 		Jacqueline says, "Okay, just the one paper to read."
		Knight_Otu asks, "We're keeping Penwright in the cellar, aren't we?"
		DavidW says, "After we lost Penwright, we lost Pencildraw."
		Jacqueline says, "So, to the east is the hallway, or we can read the journals, maybe."
Jacqueline says (to ClubFloyd), "read journals" 		
CF | Your father only lets you peruse his journals when he is present, and 		
CF | he has an uncanny knack of knowing when you have studied them in his 		
CF | absence. 		
CF | 		
CF | > 		DavidW says, "Journals, yes. Perhaps look under the table? The key could be taped to the underside."
Jacqueline says (to ClubFloyd), "look under table" 		
CF | You see nothing more interesting than the floor. 		
CF | 		
CF | > 		DavidW asks, "Loose floorboard?"
Jacqueline says (to ClubFloyd), "x floor" 		
CF | You see nothing special about the floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "move floorboard" 		
CF | You cannot move the floorboards. 		
CF | 		
CF | > 		Jade says, "open"
DavidW says (to ClubFloyd), "x floorboard" 		
CF | The floorboards are a little dusty but you see nothing of interest 		
CF | about them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push floorboard" 		
CF | [move floorboard] 		
CF | You cannot move the floorboards. 		
CF | 		
CF | > 		Knight_Otu asks, "Yeah. They appear separate objects at least?"
		DavidW says, "yes"
		DavidW says, "They were mentioned re taable weight"
DavidW says (to ClubFloyd), "x walls" 		
CF | The walls aren't as ordinary as you'd expect them to be. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ceiling" 		
CF | You examine the ceiling but see nothing special about it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bed" 		
CF | The bed seems shorter than you would expect considering your father's 		
CF | height, but if he has any complaints about the size of his bed he never 		
CF | voices them to you. 		
CF | 		
CF | > 		Jade says, "move table"
DavidW says (to ClubFloyd), "x mattress" 		
CF | You see no such thing. 		
CF | 		
CF | > 		Jade says, "look under"
		DavidW says, "We looked under the table."
DavidW says (to ClubFloyd), "look under papers" 		
CF | You see no such thing. 		
CF | 		
CF | > 		DavidW asks, "Maybe it's not in the room?"
DavidW says (to ClubFloyd), "x window" 		
CF | The window is nailed shut (making the room unbearably stuffy in 		
CF | summer), as is every other window in the house. You once asked your 		
CF | father what the reason for this was and he mumbled something vague 		
CF | about "security" and then would say no more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF | The door is pretty much standard as far as doors go. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF | You don't need to concern yourself with opening or closing the door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dresser" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Father's Room l l l 		
CF | 		
CF | A sturdy oak table has been placed in the dead centre of your father's 		
CF | room, its weight enough to make the floorboards creak and groan late at 		
CF | night. There are papers scattered across the table's surface, each 		
CF | covered with your father's tight, meticulous writing. A bed beneath the 		
CF | window is where he sleeps; it seems small, much too small for his large 		
CF | frame. There is a dusty box by the side of the bed. A door to the east 		
CF | leads to the hallway at the top of the stairs. In an alcove in one wall 		
CF | are your father's collection of journals. 		
CF | 		
CF | > 		Knight_Otu says, "I don't think I like our house."
		Jade says, "papers and journals"
		DavidW asks, "I think we've examined everything?"
		Jacqueline says, "I would just go east, but then, that's why you all finish more games than I do by myself."
DavidW says (to ClubFloyd), "x alcove" 		
CF | Not so much an alcove as a slight depression in the wall, barely deep 		
CF | enough to step into. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "yeah, let's go east."
Jacqueline says (to ClubFloyd), "e" 		
CF | There's no point in leaving before you've found the key. 		
CF | 		
CF | > 		Jacqueline says, "DANG"
		DavidW says, "okay then"
		Jacqueline asks, "See?"
DavidW says (to ClubFloyd), "search walls" 		
CF | [x walls] 		
CF | The walls aren't as ordinary as you'd expect them to be. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch floorboards" 		
CF | You can't touch the floorboards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch walls" 		
CF | You can't touch the walls. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "search bed" 		
CF | [x bed] 		
CF | The bed seems shorter than you would expect considering your father's 		
CF | height, but if he has any complaints about the size of his bed he never 		
CF | voices them to you. 		
CF | 		
CF | > 		Jade says, "we have the key"
DavidW says (to ClubFloyd), "touch me" 		
CF | You can't touch that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF | You are carrying nothing of any great importance. 		
CF | 		
CF | > 		Knight_Otu says, "We don't."
		DavidW says, "The key was in our heart all along."
		DavidW asks, "Where's the knife?"
		Knight_Otu says, ">CUT HEART."
		Jade says, "I thought there was a key in the box...."
		Jacqueline says, "This is escalating quickly."
		DavidW says, "That has happened in some games. More than one."
		Jacqueline says (to Jade), "No, dad moved it."
DavidW says (to ClubFloyd), "x box" 		
CF | The box is open but there is nothing inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lid" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "reach in box" 		
CF | I don't understand what you want me to do with the box. 		
CF | 		
CF | > 		Jade says, "ok, I readed the wrong way"
		Jacqueline says (to Jade), "No worries."
DavidW says (to ClubFloyd), "search box" 		
CF | [x box] 		
CF | The box is open but there is nothing inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close box" 		
CF | You close the dusty box up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x box" 		
CF | The box is closed, its contents hidden from you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open box" 		
CF | Almost choking on the dust, you open the box. It is, frustratingly, 		
CF | empty. 		
CF | 		
CF | It seems your father has found a better hiding place for the key to the 		
CF | cellar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dust" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close box" 		
CF | You close the dusty box up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on bed" 		
CF | The bed cannot be taken. 		
CF | 		
CF | > 		Jade says, "ok, let's search"
DavidW says (to ClubFloyd), "lie on bed" 		
CF | Now is not the time. You need to find the key before your father 		
CF | returns. 		
CF | 		
CF | > 		Knight_Otu says, "With all this dust, it's no wonder that dad is always on to us."
DavidW says (to ClubFloyd), "x journals" 		
CF | Once lavishly-bound, now the years have begun to take their toll on 		
CF | these journals and they are a pale shadow of their former self. For the 		
CF | most part, they detail your father's exploration of Africa and his 		
CF | findings there, delivered in somewhat tight and unflattering prose. 		
CF | Your father was, after all, an historian and not a storyteller. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search journals" 		
CF | [x journals] 		
CF | Once lavishly-bound, now the years have begun to take their toll on 		
CF | these journals and they are a pale shadow of their former self. For the 		
CF | most part, they detail your father's exploration of Africa and his 		
CF | findings there, delivered in somewhat tight and unflattering prose. 		
CF | Your father was, after all, an historian and not a storyteller. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move journals" 		
CF | You cannot move the journals. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paper" 		
CF | Numerous papers, marked by your father's meticulous handwriting. 		
CF | 		
CF | > 		Jade says, "search it"
DavidW says (to ClubFloyd), "move paper" 		
CF | You cannot move the papers. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search paper" 		
CF | [x paper] 		
CF | Numerous papers, marked by your father's meticulous handwriting. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take paper" 		
CF | [get paper] 		
CF | Father would not be happy if he discovered you had taken his papers. 		
CF | 		
CF | > 		Jade says, "search under bed"
DavidW says (to ClubFloyd), "move table" 		
CF | The table is too heavy for you to move. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand on table" 		
CF | You can't stand on the table. 		
CF | 		
CF | > 		Knight_Otu says, "Search and examine appear wholly synonymous here."
DavidW says (to ClubFloyd), "stand on bed" 		
CF | You can't stand on the bed. 		
CF | 		
CF | > 		Jade says, "ok"
DavidW says (to ClubFloyd), "look under bed" 		
CF | On your hands and knees, you peer under the bed and see a dusty space. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dusty space" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x space" 		
CF | You see no such thing. 		
CF | 		
CF | > 		Jade asks, "is there no drawer?"
		Jacqueline says, "The reviews of this game say that it is 'fast-paced'"
DavidW says (to ClubFloyd), "x drawer" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open table" 		
CF | You can't open the table! 		
CF | 		
CF | > 		Jade asks, "hidden in some leg?"
DavidW says (to ClubFloyd), "x leg" 		
CF | One of the table's legs seems slightly shorter than the others and has 		
CF | been propped up with some cloth wadded beneath it. 		
CF | 		
CF | > 		Jade asks, "stuck under with chewing gum?"
		DavidW says, "I think we found it!"
DavidW says (to ClubFloyd), "x cloth" 		
CF | It looks to have been torn from some clothing and wadded under the 		
CF | table leg to make it the same length as the others. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "take cloth" 		
CF | [get cloth] 		
CF | You tug it out from under the table, and a key tumbles free. 		
CF | 		
CF | A-ha! The key to the cellar! Your father is certainly improving when it 		
CF | comes to concealing things from you. 		
CF | 		
CF | You scoop it up and slip it into your pocket. 		
CF | 		
CF | > 		Jacqueline says, "Well done. Dang."
		Knight_Otu says, "There it is."
		DavidW says, "Good job on the table leg idea."
DavidW says (to ClubFloyd), "x key" 		
CF | An unmarked key, cold to the touch. 		
CF | 		
CF | > 		DavidW asks, "East?"
		Jade says, "alright"
DavidW says (to ClubFloyd), "e" 		
CF | Clutching the key, you leave the room. 		
CF | 		
CF | [MORE] 		
CF | 		Knight_Otu says, "Let's go disappoint dad."
		Jacqueline says (to Jade), "Yeah, good job."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Down the stairs you go, into the kitchen, past the old stove which 		
CF | seldom works and emits foul clouds of smoke when it does, to the cellar 		
CF | door. You experience a momentary... anxiety? Fear? Dread? It's hard to 		
CF | say. You've been in the cellar before, many times in fact, but not 		
CF | since your father returned from his last trip to Africa, not since the 		
CF | untimely demise of your uncle, and not since your father insisted you 		
CF | not enter the cellar... 		
CF | 		
CF | You hesitate. You've always been a good boy. You've always done what 		
CF | your father commanded. And the cellar is creepy... 		
CF | 		
CF | But like all boys, you burn with curiosity. Deny you something, even 		
CF | something you're not bothered about, and attaining it becomes all 		
CF | important. Curiosity is not something you can ignore. 		
CF | 		
CF | So you insert the key in the lock, unlock the door, open the door, and 		
CF | head into the cellar before you can change your mind. 		
CF | 		
CF | [MORE] 		
CF | 		DavidW says, "oh sure, blame your uncontrollable maleness."
		Knight_Otu says, "And then we were eaten by a zombie."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Cellar l l l 		
CF | 		
CF | Dimly-lit, the cellar is a place of shadows and darkness. A single bulb 		
CF | hangs from the ceiling, swinging back and forth in a light breeze that 		
CF | is clearly present but which you cannot feel. Dust stirs beneath your 		
CF | feet with every tread. 		
CF | 		
CF | The cellar extends to the north along a dusty passageway which slopes 		
CF | downwards. There are old barrels, themselves little more than dust, in 		
CF | one corner. Steps lead upwards. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x barreks" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x barrels" 		
CF | At one time these barrels contained beer, but they are now bone dry. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dust" 		
CF | It it nothing more than dust. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn on light" 		
CF | The light is already on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x breeze" 		
CF | There is a light breeze blowing through the cellar but you are unable 		
CF | to tell where it is coming from. 		
CF | 		
CF | > 		Knight_Otu says, "You make it sound as though we drank the beer, game."
		DavidW asks, "I suppose we go north?"
		Knight_Otu says, "I guess so."
DavidW says (to ClubFloyd), "n" 		
CF | To the north you walk, following the dusty passageway as it winds into 		
CF | the depths of the cellar. It seems to take a while, far longer than you 		
CF | remember it taking from the last time you were down here. The darkness 		
CF | encroaches on you at all times, and there are often moments when you 		
CF | feel certain that something, just out of the corner of your eye, is 		
CF | following you. Of course, there is nothing there but for a moment... 		
CF | 		
CF | You turn a bend in the passageway and find yourself in a larger room, 		
CF | one you do not remember from before. Is it new? One your father has had 		
CF | made without telling you about? 		
CF | 		
CF | The bed in the centre of the room, and the thing lying upon, are 		
CF | certainly new. 		
CF | 		
CF | [MORE] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Hidden Chamber l l l 		
CF | 		
CF | This room, unknown to you before today, is lit so poorly as to make 		
CF | seeing anything beyond the end of your nose a trying task. 		
CF | Nevertheless, you can discern the outline of a bed in the centre of the 		
CF | room, and perhaps a row of cabinets around it, but it is the... the 		
CF | thing lying on the bed that draws your attention. Seen barely in the 		
CF | dismal light, it is a grotesque mockery of a man, bloated and 		
CF | distorted, pale flesh spotted with tufts of coarse hair. 		
CF | 		
CF | 		
CF | The thing stirs. It's too dark to tell for certain, but you feel, or 		
CF | sense, it turning to look at you. 		
CF | 		
CF | "Ah... a visitor..." The voice is a croak. A harsh whisper. A pained 		
CF | grunt. "So rare these days. Step forward, boy. Let me see what you look 		
CF | like." 		
CF | 		
CF | You don't obey. Not consciously at least. You're too terrified. Yet 		
CF | something in the thing's voice compels you and you take a step forward 		
CF | all the same. 		
CF | 		
CF | "Well, well," it murmurs. "This is a pleasant surprise." The thing 		
CF | leans forward slightly and its face, barely recognisable as human, 		
CF | moves into the light. "Hello, nephew." 		
CF | 		
CF | You stare in dismay at your Uncle Gavin. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x Gavin" 		
CF | To say he has changed from when you last saw him would be a terrible 		
CF | understatement. He seems like a different man, though sickly and 		
CF | deformed. It is hard to picture the way he is now with the man you 		
CF | remember from your childhood. 		
CF | 		
CF | > 		Jacqueline says, "Well, this doesn't seem so bad."
DavidW says (to ClubFloyd), "x bed" 		
CF | It is hard to focus on the bed. Your attention is constantly drawn to 		
CF | the... the thing on top of it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cabinets" 		
CF | "Leave the cabinets be, nephew," says your uncle. "There is nothing for 		
CF | you in them." 		
CF | 		
CF | > 		Jacqueline says, "The 'thing' is called uncle Gavin, kiddo."
DavidW says (to ClubFloyd), "talk to uncle" 		
CF | You say- 		
CF | 		
CF | "I've a story to tell you, Nevare," says your uncle, interrupting you. 		
CF | "A... horror story, if you will. But a true one all the same. Then 		
CF | again..." A soft laugh. "It features me so what else could be but a 		
CF | horror story? Do you want to hear what I have to say?" 		
CF | 		
CF | You don't. You are as curious as ever but right now, standing so close 		
CF | to this... this thing which used to be your uncle, the last thing you 		
CF | want to hear is a horror story. 		
CF | 		
CF | "I sense your... hesitation. Your reluctance. You consider yourself a 		
CF | brave little boy, don't you, Nevare? But seeing me like this, seeing 		
CF | what has become of me following my little... misadventure in Africa, 		
CF | you find yourself wanting to run away." There is disappointment in your 		
CF | uncle's tone. Disappointment... and anger. "Tell me, have you read of 		
CF | what befell Penwright?" 		
CF | 		
CF | You nod numbly. You remember what you read in the papers in your 		
CF | father's room, but weren't sure whether- 		
CF | 		
CF | "It is true, every word of it. I see the doubt in your eyes, Nevare. 		
CF | Good. You're a clever boy to not accept everything at face value. Only 		
CF | a fool blindly obeys. Only a fool..." The thing on the bed shakes its 		
CF | deformed head. "Only a fool would end up like I have done. Tell me, 		
CF | boy, do you believe in evil? Evil as an actual force? As a being who 		
CF | lives the same as you or I?" 		
CF | 		
CF | The question startles you. The sheer... absurdity of it. And no, you're 		
CF | eleven years old. You've never considered such things. 		
CF | 		
CF | "You should understand there are things in this world that defy 		
CF | comprehension, Nevare. There are things... things that I, even looking 		
CF | as I do now, even after having undergone the... the transformation that 		
CF | I have undergone... things that I fear. I came across one such being on 		
CF | the expedition with your father and Penwright and Clarkson and 		
CF | Simonson. I came face to face with evil in its purest form. What you 		
CF | see now, nephew," a mottled hand gestures to the rest of the thing 		
CF | lying on the bed, "is what happened to me because of it. I looked evil 		
CF | in the face and evil looked back at me." 		
CF | 		
CF | There are moments of silence following this, moments which build into 		
CF | minutes. The thing on the bed - your uncle, you remind yourself, but 		
CF | the image you have in your mind of Gavin Crayson is so different from 		
CF | what you see before you that you cannot reconcile the two - breathes in 		
CF | and out, painfully it seems. It exudes a stench which makes your nose 		
CF | curl and your stomach groan, yet you keep any outward expression from 		
CF | showing. Not through manners, though. 		
CF | 		
CF | Through fear. 		
CF | 		
CF | "I shall tell you what happened to me, Nevare," says the thing/your 		
CF | uncle. "It is right that you know. Your father... he wanted to launch a 		
CF | second expedition when the first one failed. Despite what had befallen 		
CF | his only brother, he wanted to go back out there. One day, when you're 		
CF | older, he'll probably invite you. Look at me, boy. LOOK AT ME! And when 		
CF | he invites you, tell him no! Tell him! Lest you end up like me." Your 		
CF | uncle's face looms briefly into the light then recedes again. "But 		
CF | first... first I desire... sustenance... Go to the kitchen... Find me 		
CF | something to... something to eat, Nevare. Something... palatable..." 		
CF | The thing laughs harshly. "Something I would find palatable. Go..." 		
CF | 		
CF | The voice trails off, becoming weaker and quieter, until you suspect 		
CF | your uncle has fallen asleep. 		
CF | 		
CF | You creep from the chamber. 		
CF | 		
CF | [MORE] 		
CF | 		Knight_Otu exclaims, "Halp!"
		DavidW asks, "So, Unc gets a sandwich, then?"
		Knight_Otu says, "Oh, hey, sand... darnit."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Kitchen l l l 		
CF | 		
CF | The kitchen is simple and sparsely-furnished. There are the usual 		
CF | appliances here, many old and scratched though still workable: a stove, 		
CF | an ancient oven. You see a sink and a counter top where food is 		
CF | prepared. You see a fridge which chugs away to itself in the corner. 		
CF | 		
CF | And then you see the door leading down into the cellar. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fridge" 		
CF | The fridge is overly large and seems to loom over everything else in 		
CF | the kitchen. You're not sure that yourself and your father, neither of 		
CF | you big eaters, need a fridge this large and it's seldom fully stocked 		
CF | in any event. It is closed. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, in the last game Roger was making the 'make me a sandwich jokes' so I say we make Roger figure out the sandwich."
		DavidW says, "Dare we open the fridge? One game I played had a sentient green cottage cheese that attacked with chlorine gas."
DavidW says (to ClubFloyd), "open fridge" 		
CF | You open the fridge. Inside the fridge is an egg. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x egg" 		
CF | The egg appears to have gone off. It was perhaps fresh and edible 		
CF | several weeks ago but now it is the sort of thing that you couldn't 		
CF | force down if you were starving. 		
CF | 		
CF | > 		Jacqueline says, "Good use of fridge."
		Knight_Otu exclaims, "Gee, dad, we'll starve if we don't go shopping!"
DavidW says (to ClubFloyd), "take egg" 		
CF | [get egg] 		
CF | You take the egg out of the fridge. 		
CF | 		
CF | > 		Jacqueline says, "Uncle Gavin is dead, so that's probably fine."
DavidW says (to ClubFloyd), "close fridge" 		
CF | You close the fridge. 		
CF | 		
CF | > 		DavidW says, "Eggs are symbols of life, y'know."
DavidW says (to ClubFloyd), "x oven" 		
CF | A little battered, a little rusty and in desperate need of a good 		
CF | clean. It's a little disheartening to think that all your meals are 		
CF | prepared here. The ancient oven is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open oven" 		
CF | You open the ancient oven. Inside the ancient oven is a cob. 		
CF | 		
CF | > 		Roger says, "This is beyond my sandwiching abilities"
DavidW says (to ClubFloyd), "x cob" 		
CF | Bits of mould have begun to turn the cob an unsightly greenish shade. 		
CF | The thought of eating it makes your stomach cringe. 		
CF | 		
CF | > 		Roger says, "A cob under the hob"
DavidW says (to ClubFloyd), "take cob" 		
CF | [get cob] 		
CF | You take the cob out of the oven. 		
CF | 		
CF | > 		Knight_Otu asks, "A hobcoblin?"
DavidW says (to ClubFloyd), "close oven" 		
CF | You close the ancient oven. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stove" 		
CF | It's seldom your father cooks food with the stove and the light 		
CF | smattering on dust on it indicates it. You suspect it is many months, 		
CF | if not years, since it was last switched on. There is a sandwich on 		
CF | the stove, left for you there by your father. 		
CF | 		
CF | > 		DavidW says, "SANDWICH!"
DavidW says (to ClubFloyd), "x sandwich" 		
CF | An edible sandwich left for you by your father. You don't know what he 		
CF | puts in the sandwiches he makes, but they all carry an unpleasant 		
CF | smell. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell it" 		
CF | [smell a sandwich] 		
CF | The sandwich smells normal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sandwich" 		
CF | [get sandwich] 		
CF | You take the sandwich. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sink" 		
CF | The sink is far from clean. You are a little horrified to realise just 		
CF | how dirty the place where your father prepares his (and your!) meals 		
CF | is. 		
CF | 		
CF | > 		Jade says, "lol"
DavidW says (to ClubFloyd), "x drain" 		
CF | You see no such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "do dishes" 		
CF | Sorry. That is not understood. 		
CF | 		
CF | > 		DavidW asks, "Shall we take our 3-course meal downstairs?"
		Jacqueline says, "sure"
DavidW says (to ClubFloyd), "d" 		
CF | Clutching the food in hand, you head down the cellar steps. 		
CF | 		
CF | [MORE] 		
CF | 		Knight_Otu says, "I guess."
DavidW pushes the green 'space' button. 		
CF | Your uncle raises an eyebrow as you show him what you have bought. You 		
CF | are worried that he will not like it, that he will shout at you, that- 		
CF | 		
CF | But he reaches out, takes what you have given him, and swallows it down 		
CF | without chewing. "Delicious," he murmurs, licking his lips. "Once I 		
CF | would have felt ill at the very prospect of eating such food but now... 		
CF | now I feel alive..." His eyes close for several seconds then he 		
CF | murmurs, "my story." 		
CF | 		
CF | He doesn't say anything else for long minutes, simply lies there, 		
CF | staring at the ceiling, and breathes in and out deeply. His breathing 		
CF | is harsh and ragged, the breathing of a sick man. 		
CF | 		
CF | But then he begins to speak, slowly at first, then gathering momentum 		
CF | as he tells of what befell him and the fateful expedition to Africa... 		
CF | 		
CF | 		
CF | [MORE] 		
CF | 		Roger says, "uncle, did you brave the rains down there"
		Jacqueline says, "heh"
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 1} 		
CF | 		
CF | 		
CF | The four of us continued at a good pace. I led, your father brought up 		
CF | the rear, and Simonson and Clarkson walked between, talking quietly 		
CF | amongst themselves. They seemed ill-inclined to continue and many times 		
CF | I heard them mention the idea of simply turning back. 		
CF | 		
CF | That night we made camp in a dried river bed. We ate a meal of beef 		
CF | jerky and washed it down with water which tasted foul, even though we 		
CF | had drawn it fresh from a river that very morning. Simonson insisted 		
CF | this was because the land was cursed and that we, continuing as we did, 		
CF | were cursed also. Your father told him not to be a fool, that there was 		
CF | no such thing as curses and then Clarkson, who I had never known to 		
CF | argue with your father before, said that he had spoken to a coloured 		
CF | man in Jiman who had forecast our expedition would fail and that 		
CF | Penwright would be the first of us to die. None of us were really sure 		
CF | what to make of that and so your father ordered Clarkson to desist in 		
CF | his foolishness. Nothing more was said on the subject. 		
CF | 		
CF | We slept poorly that night. I perhaps managed an hour but every time I 		
CF | seemed about to slip off, something awoke me. A sound, a perceived 		
CF | movement, a feeling that something was wrong. 		
CF | 		
CF | I awoke in an ill temper the next day but my anger quickly turned to 		
CF | dread when only three of us crawled from our beddings. When your father 		
CF | nudged Clarkson to see if he was merely a heavier sleeper than we had 		
CF | assumed, we discovered he was dead. 		
CF | 		
CF | [MORE] 		
CF | 		Roger says, "The sandwich contains mayonnaise and exposition and I'm all out of mayo"
		Jacqueline says, "Do not camp in dry river beds, people."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You are breathless as your uncle's labouring voice falls silent. The 		
CF | only sounds remaining in the chamber are the sounds of him shifting 		
CF | uncomfortably on the bed. 		
CF | 		
CF | "Not a pleasant tale, is it, Nevare?" he murmurs once, then says 		
CF | nothing more. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF | You are carrying nothing of any great importance. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "no" 		
CF | Interesting. 		
CF | 		
CF | > 		DavidW says, "gosh, he ate everything. Even the key."
		Jacqueline says, "ha"
		Knight_Otu says, "As long as we aren't next."
		Knight_Otu asks, "Drat, we are next, aren't we?"
		DavidW says, "I'm not sure what to do but 'talk to uncle' again."
		Roger says, "my delicious brIN"
		Roger says, "brain."
		Knight_Otu says, "I guess that's what we are to do."
		Roger says, "sure why not"
		DavidW says, "raisin brain"
		Jacqueline says, "I am guessing that Uncle Gavin will say, 'I seek to cure what's deep inside, frightened of this thing that I've become...'"
DavidW says (to ClubFloyd), "talk to uncle" 		
CF | "Are you ready for the next part, nephew? Ready to hear what happened 		
CF | when we ventured further? Ready to know... know the truth?" 		
CF | 		
CF | A simple question. Requiring a simple answer. 		
CF | 		
CF | > 		Roger says, "but I can't handle the truth"
		Jacqueline says, "I don't think we're ready, yeah."
		Jacqueline says, "But also we have no choice, so."
		Knight_Otu says, "No, but tell us anyway."
		Roger says, "this is a pretty accurate portrayal of when an uncle talks at you"
DavidW says (to ClubFloyd), "no" 		
CF | "No? Ah, Nevare. You are assuming you have a choice in the matter..." 		
CF | 		
CF | [MORE] 		
CF | 		Knight_Otu says, "By not being ready, we prove we are ready."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 2} 		
CF | 		
CF | 		
CF | We buried Clarkson in the river bed as best we could, piling stones 		
CF | atop him. Simonson raised the issue again that we should turn back and 		
CF | I was all for agreeing with him, but your father was obstinate that we 		
CF | continue. He said that to turn back now would make the sacrifices of 		
CF | Penwright and Clarkson in vain and that it was in their good name that 		
CF | we go on. I wondered at the word 'sacrifices' but didn't wish to cause 		
CF | friction between your father and Simonson so I held my peace. In the 		
CF | end, as I knew would happen, Simonson bowed to your father's determined 		
CF | stance and we pressed on. 		
CF | 		
CF | The weather turned cold. Frighteningly cold. We had ill prepared for 		
CF | it, assuming that Africa, in the height of summer, would be a hot 		
CF | place. We suffered for our poor planning. Again, Simonson raised the 		
CF | issue of us turning back and he and your father came close to shouting 		
CF | at each other on many occasions. I acted as a go between, though my 		
CF | feelings on the subject were that turning back would be a good idea 		
CF | indeed. I think the only thing that kept me from doing so was that I 		
CF | had always admired your father, Nevare, and had sought for a good part 		
CF | of my adult life to emulate him. To be him, if you will. Turning back - 		
CF | worse still, siding with Simonson against your father - would have been 		
CF | an admission that I wasn't cut from the same cloth as he was. So I 		
CF | acted as the go between to calm down tempers and in that way we pressed 		
CF | on further. 		
CF | 		
CF | We should have reached the village the following day. It was marked on 		
CF | our maps, unclearly but marked all the same, yet we reached the area 		
CF | where it was reputed to lie and found ourselves in a dusty valley. If a 		
CF | village had ever stood anywhere within that valley, we could find no 		
CF | trace of it. 		
CF | 		
CF | Yet the valley was not entirely deserted. There was one person waiting 		
CF | for us when we arrived at its far end and his presence placed a cold 		
CF | chill in my heart. 		
CF | 		
CF | It was Penwright. 		
CF | 		
CF | [MORE] 		
CF | 		DavidW says, "uh oh"
		Knight_Otu says, "That's just Penwrong."
		DavidW asks, "What sort of shortcut did he use?"
		Jade says, "wall after wall of text"
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | "Penwright." 		
CF | 		
CF | You didn't realise your uncle had finished speaking at first. The final 		
CF | word - the name of the dead man who was still moving - echoes around 		
CF | the chamber and, finally, you blink and come back to yourself. 		
CF | 		
CF | "Was he dead or alive? It was hard to tell." 		
CF | 		
CF | You want to ask a question but your mouth is dry. You cannot speak. 		
CF | 		
CF | Your uncle groans. "I am weary, boy. All this talking, it... tires me 		
CF | so. Fetch me my satchel." 		
CF | 		
CF | You stand there, unmoving. 		
CF | 		
CF | "In your father's study. He keeps it there. He keeps it..." A sigh. "I 		
CF | forget where, but I know it is in there. Fetch it for me and return. 		
CF | Go." 		
CF | 		
CF | On shaking legs, you flee the chamber. 		
CF | 		
CF | [MORE] 		
CF | 		Jade says, "cool but wall"
		Jacqueline says (to Jade), "Yeah. Well written story, but more static fiction than interactive."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Study l l l 		
CF | 		
CF | Your father's study is actually used as a reading room, hence the many 		
CF | thick tomes on shelves around the walls. He often retires here at night 		
CF | to read, though his choice of reading materials seems strange and 		
CF | bewildering to you. Needless to say, you are forbidden to read from any 		
CF | of the books in here and the door is kept locked for most of the time. 		
CF | A chair by the window is where your father sits to read, though the 		
CF | appalling creaking sound it makes at the lightest touch is enough to 		
CF | set your teeth on edge. There is a door to the east. 		
CF | 		
CF | > 		Roger says, "ennhhh I dunno I think I like this a bit better than a lot of 'press X to continue' after every paragraph. Not that those are the only two options, but you know"
		Roger asks, "Is a study ever not a reading room?"
DavidW says (to ClubFloyd), "x chair" 		
CF | The chair is a horribly creaky affair, prone to emitting a sound not 		
CF | unlike a screech when someone seats themselves in it. Why your father 		
CF | does not replace it with a better one you cannot say. 		
CF | 		
CF | However, tucked under it you discover the satchel your uncle sent you 		
CF | for. You snatch it up quickly, disliking how clammy it feels to your 		
CF | touch. 		
CF | 		
CF | > 		Knight_Otu says, "I guess it could be a watching room."
DavidW says (to ClubFloyd), "x satchel" 		
CF | The satchel is old and worn, though still whole. It was once white, yet 		
CF | the years have treated it unkindly, leaving it now a filthy brown 		
CF | colour. 		
CF | 		
CF | > 		Jacqueline says (to Roger), "Well, it'd be cool to be able to ask questions. Some semblance of conversation. Thoguh I guess we're petrified, which is fair."
DavidW says (to ClubFloyd), "open it" 		
CF | [open a satchel] 		
CF | You fumble with the satchel but can find no way of opening it. 		
CF | 		
CF | > 		Roger says, "#band-names The Clammy Satchels"
		DavidW asks, "explore more here or return downstairs?"
		Roger says, "let's sit in that chair"
DavidW says (to ClubFloyd), "sit on chair" 		
CF | The chair is creaky and the sound it makes chills you. You have no 		
CF | desire to sit in it. 		
CF | 		
CF | > 		Jade asks, "we are auto moving from one to one room?"
		DavidW says, "The forbidden cellar: Ok. The squeaky chair: Hell no."
		Knight_Otu says (to Jade), "Mostly."
		DavidW says, "We're moving plotwise, not geographically."
		Knight_Otu nods.
		Jade says, "I see"
DavidW says (to ClubFloyd), "x tomes" 		
CF | Ancient books, some of them first editions, all of them worth a fortune 		
CF | in the right hands. Your father has spent his lifetime collecting them, 		
CF | though seldom seems to read them. For him, owning them is enough. 		
CF | 		
CF | > 		DavidW asks, "down?"
		Jacqueline shrugs. "Sure."
DavidW says (to ClubFloyd), "d" 		
CF | The only exit is to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | Clutching the satchel, you return to the cellar. 		
CF | 		
CF | [MORE] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Your uncle stirs as you step into the chamber. His eyes are dark holes 		
CF | in his face but they seem to lighten slightly as he sees what you have. 		
CF | 		
CF | "Ah, my satchel," he murmurs. "And unopened, too. Good. Curiosity is a 		
CF | terrible thing, Nevare. I was curious once and look what happened to 		
CF | me. Hand me the satchel, boy." 		
CF | 		
CF | You hesitantly reach out and hand your uncle the satchel. He says 		
CF | nothing of your reluctance to approach him but instead takes the 		
CF | satchel and puts it to one side of him. He does not open it. 		
CF | 		
CF | "Do you wish to hear the next part of my sad little tale?" he asks, and 		
CF | before you have chance to reply, he continues. 		
CF | 		
CF | [MORE] 		
CF | 		Roger says, "The satchel contains yet more sandwiches"
		Knight_Otu says, "The +1 Satchel of Endless Sandwiches."
		DavidW says, "I should hope so"
		DavidW says, "I'd love a satchel like that."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 3} 		
CF | 		
CF | 		
CF | Yes, Penwright. But... changed. 		
CF | 		
CF | He had always been a large fellow, hefty and strong, yet now he seemed 		
CF | larger still. He must have been seven feet tall, and his shoulders 		
CF | bulged more massively than ever. But it was his complexion, his very 		
CF | skin, which chilled me. It was grey. And cold. His eyes were lifeless 		
CF | orbs. 		
CF | 		
CF | He spoke to us. I don't recall all the words. He told us that we were 		
CF | fools to come here, that the secrets we sought were not ours to know 		
CF | and that instead of life eternal we would be cursed with death if we 		
CF | did not turn back. 		
CF | 		
CF | Simonson dropped his pack and fled. I suspect I would have done the 		
CF | same yet the appearance of a man I knew full well to be dead froze me 		
CF | on the spot. I could not move. 		
CF | 		
CF | Your father, incredibly, took a step towards the living corpse. He 		
CF | said, "we are here and we demand what is rightfully ours." I remember 		
CF | the words well. They were the words which damned me. 		
CF | 		
CF | The thing that was Penwright but which was now something... 		
CF | different... took a step towards your father. It lifted an arm and 		
CF | pointed at him. It said, "go." 		
CF | 		
CF | Your father stood firm. 		
CF | 		
CF | The thing seemed to laugh at him. At least I gather that the hideous 		
CF | croaking sound was a laugh. It then said, "then you shall suffer the 		
CF | consequences." 		
CF | 		
CF | But when the thing pointed with its gnarled finger, it was not your 		
CF | father it pointed at. 		
CF | 		
CF | It was me. 		
CF | 		
CF | [MORE] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | "It was me..." 		
CF | 		
CF | You wait, expecting your uncle to continue. You're horrified by what he 		
CF | has told you, you're seeing a side to your father that you never 		
CF | imagined existed before today, you're hearing things that revolt you... 		
CF | and yet, at the same time, you find yourself clammering to hear what he 		
CF | might say next. 		
CF | 		
CF | But he falls silent and again the only sound in the chamber is his 		
CF | laboured breathing. 		
CF | 		
CF | > 		Jacqueline says, "Golly"
DavidW says (to ClubFloyd), "x uncle" 		
CF | To say he has changed from when you last saw him would be a terrible 		
CF | understatement. He seems like a different man, though sickly and 		
CF | deformed. It is hard to picture the way he is now with the man you 		
CF | remember from your childhood. 		
CF | 		
CF | > 		Knight_Otu asks, "So, uncle, what shall we fetch from where this time?"
		DavidW says, "Penwright's pipe, of course."
		Jacqueline asks (of Uncle), "What is in your satchel? Is it more sammiches?"
		Jade says, "oh man"
DavidW says (to ClubFloyd), "wait" 		
CF | Time passes... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open satchel" 		
CF | Open what? 		
CF | 		
CF | > 		DavidW says, "I don't think it's here any more. Not in scope."
		Knight_Otu exclaims, "Come on uncle, you ate the whole satchel?!"
		Jacqueline says (to DW), "apparently"
DavidW says (to ClubFloyd), "x cabinets" 		
CF | "Leave the cabinets be, nephew," says your uncle. "There is nothing for 		
CF | you in them." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open cabinets" 		
CF | "Leave the cabinets be, nephew," says your uncle. "There is nothing for 		
CF | you in them." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | You start to ask a question - about what happened next to your father 		
CF | and your uncle during the expedition - but Uncle Gavin groans and turns 		
CF | painfully to one side. 		
CF | 		
CF | "It... hurts..." he says, and his voice, always a croak, now seems 		
CF | worse than ever. "Your father tells me I am wrong, that my nerves are 		
CF | as decayed as the rest of me and that they do not function well enough 		
CF | to convey pain. He says it is all in my mind. And yet... YET IT HURTS!" 		
CF | he hisses, the loudest you have heard him yet. "IT BURNS AT ME! IT EATS 		
CF | MY INSIDES! IT... IT... it..." His strength fades and for several 		
CF | seconds he is silent, gasping hoarsely for breath. Then he says, "it is 		
CF | my gift and my curse rolled into one, I am told. Though I find it hard 		
CF | to imagine what gift there can be in being like this." 		
CF | 		
CF | "I should go," you say, suddenly wishing you were anywhere but here. 		
CF | 		
CF | "You should." Your uncle sucks in a deep breath then expels it 		
CF | painfully. "But then you won't hear the end of my tale, will you?" 		
CF | 		
CF | > 		Roger says, "I'll get over it so bye"
DavidW says (to ClubFloyd), "no" 		
CF | "No? Ah, Nevare. You are assuming you have a choice in the matter..." 		
CF | 		
CF | [MORE] 		
CF | 		
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 2} 		
CF | 		
CF | 		
CF | We buried Clarkson in the river bed as best we could, piling stones 		
CF | atop him. Simonson raised the issue again that we should turn back and 		
CF | I was all for agreeing with him, but your father was obstinate that we 		
CF | continue. He said that to turn back now would make the sacrifices of 		
CF | Penwright and Clarkson in vain and that it was in their good name that 		
CF | we go on. I wondered at the word 'sacrifices' but didn't wish to cause 		
CF | friction between your father and Simonson so I held my peace. In the 		
CF | end, as I knew would happen, Simonson bowed to your father's determined 		
CF | stance and we pressed on. 		
CF | 		
CF | The weather turned cold. Frighteningly cold. We had ill prepared for 		
CF | it, assuming that Africa, in the height of summer, would be a hot 		
CF | place. We suffered for our poor planning. Again, Simonson raised the 		
CF | issue of us turning back and he and your father came close to shouting 		
CF | at each other on many occasions. I acted as a go between, though my 		
CF | feelings on the subject were that turning back would be a good idea 		
CF | indeed. I think the only thing that kept me from doing so was that I 		
CF | had always admired your father, Nevare, and had sought for a good part 		
CF | of my adult life to emulate him. To be him, if you will. Turning back - 		
CF | worse still, siding with Simonson against your father - would have been 		
CF | an admission that I wasn't cut from the same cloth as he was. So I 		
CF | acted as the go between to calm down tempers and in that way we pressed 		
CF | on further. 		
CF | 		
CF | We should have reached the village the following day. It was marked on 		
CF | our maps, unclearly but marked all the same, yet we reached the area 		
CF | where it was reputed to lie and found ourselves in a dusty valley. If a 		
CF | village had ever stood anywhere within that valley, we could find no 		
CF | trace of it. 		
CF | 		
CF | Yet the valley was not entirely deserted. There was one person waiting 		
CF | for us when we arrived at its far end and his presence placed a cold 		
CF | chill in my heart. 		
CF | 		
CF | It was Penwright. 		
CF | 		
CF | [MORE] 		
CF | 		Knight_Otu says, "Er."
		Jacqueline says, "ah. Yeah, I saw this in a review."
		DavidW says, "oops. bug."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | "Penwright." 		
CF | 		
CF | You didn't realise your uncle had finished speaking at first. The final 		
CF | word - the name of the dead man who was still moving - echoes around 		
CF | the chamber and, finally, you blink and come back to yourself. 		
CF | 		
CF | "Was he dead or alive? It was hard to tell." 		
CF | 		
CF | You want to ask a question but your mouth is dry. You cannot speak. 		
CF | 		
CF | Your uncle groans. "I am weary, boy. All this talking, it... tires me 		
CF | so. Fetch me my satchel." 		
CF | 		
CF | You stand there, unmoving. 		
CF | 		
CF | "In your father's study. He keeps it there. He keeps it..." A sigh. "I 		
CF | forget where, but I know it is in there. Fetch it for me and return. 		
CF | Go." 		
CF | 		
CF | On shaking legs, you flee the chamber. 		
CF | 		
CF | [MORE] 		
CF | 		Jacqueline says, "I saw other reviews that seemed fine, so I was hoping we wouldn't hit it."
DavidW pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Study l l l 		
CF | 		
CF | Your father's study is actually used as a reading room, hence the many 		
CF | thick tomes on shelves around the walls. He often retires here at night 		
CF | to read, though his choice of reading materials seems strange and 		
CF | bewildering to you. Needless to say, you are forbidden to read from any 		
CF | of the books in here and the door is kept locked for most of the time. 		
CF | A chair by the window is where your father sits to read, though the 		
CF | appalling creaking sound it makes at the lightest touch is enough to 		
CF | set your teeth on edge. There is a door to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF | The chair is a horribly creaky affair, prone to emitting a sound not 		
CF | unlike a screech when someone seats themselves in it. Why your father 		
CF | does not replace it with a better one you cannot say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take satchel" 		
CF | [get satchel] 		
CF | Take what? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF | You can't leave without your uncle's satchel. 		
CF | 		
CF | > 		Jacqueline | There's only one problem: a handful of turns before the climax, at the penultimate moment, you are kicked back to a previous scene with no way to escape from it. I really, really, hate to give two stars because the writing is so good, but at least running Spatterlight, you can't finish the game.
		DavidW says, "I think I broke it. Sorry."
		Knight_Otu says, "To bad, game, uncle already ate the satchel."
		Jacqueline says (to DW), "You didn't break it. It broke itself."
		DavidW says, "I guess I should not have said 'no' again."
		Jade says, "uf"
		Jacqueline says, "Enh. I doubt that was it."
		Jacqueline says, "But I mean, maybe."
Jacqueline says (to ClubFloyd), "undo" 		
CF | 		
CF | [The previous turn has been undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF | 		
CF | [The previous turn has been undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF | 		
CF | [The previous turn has been undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF | 		
CF | [The previous turn has been undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | l l l Hidden Chamber l l l 		
CF | 		
CF | This room, unknown to you before today, is lit so poorly as to make 		
CF | seeing anything beyond the end of your nose a trying task. 		
CF | Nevertheless, you can discern the outline of a bed in the centre of the 		
CF | room, and perhaps a row of cabinets around it, but it is the... the 		
CF | thing lying on the bed that draws your attention. Seen barely in the 		
CF | dismal light, it is a grotesque mockery of a man, bloated and 		
CF | distorted, pale flesh spotted with tufts of coarse hair. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "To the next part then..." 		
CF | 		
CF | [MORE] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 4} 		
CF | 		
CF | 		
CF | I don't remember much of what happened after that. Your father told me 		
CF | about it later, though I gather he himself didn't remember most of it 		
CF | and so what I'm telling you now is pretty much conjecture. 		
CF | 		
CF | I collapsed, he said, as Penwright pointed at me. Collapsed on the 		
CF | ground. At first he thought I was dead. But he grabbed me anyway and 		
CF | dragged me away. I don't know if Penwright tried to stop us - your 		
CF | father didn't say - but he dragged and half-carried me away from the 		
CF | valley, away from where the village was supposed to be, away from the 		
CF | thing that was Penwright. He carried me like that for miles and 		
CF | eventually, so he said, I began to recover enough so that I could walk 		
CF | on my own. That seemed like a good sign. 		
CF | 		
CF | It wasn't. 		
CF | 		
CF | My skin had turned a deathly pale colour. My breathing was ragged. I 		
CF | coughed and there was blood in what I coughed up. I couldn't keep food 		
CF | down - not normal food anyway. Not the food I'd been accustomed to 		
CF | eating. But bugs and lice, vermin of all kinds - they were food to me 		
CF | now. I was disgusted by it but couldn't help myself. I broke my teeth 		
CF | eating stones and tore my fingernails off trying to unearth rocks. But 		
CF | I couldn't help myself, Nevare. I just couldn't. 		
CF | 		
CF | We returned to England, your father and I. Simonson we never saw again. 		
CF | He never returned home. We contacted his family and they professed to 		
CF | have not heard from him. That hurt your father badly, the fact that he 		
CF | had taken Simonson under his wing and we never really knew what had 		
CF | happened to him. But of course he had other concerns of his own right 		
CF | then. 		
CF | 		
CF | He had me to worry about. 		
CF | 		
CF | [MORE] 		
CF | 		Jacqueline exclaims, "!"
		Jade says, "undo works at least"
		Knight_Otu says, "Whew."
		Jacqueline says, "I guess I unbroke it. Yay me."
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Again as your uncle finishes speaking, there is silence in the chamber. 		
CF | 		
CF | "We are nearing the end of my little tale now," says your uncle. He 		
CF | sounds weary, as if the very effort of speaking is too much for him. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "Is that why we live out here?" you ask. 		
CF | 		
CF | You've found your voice, found the will to ask a question. You remind 		
CF | yourself that the thing on the bed (and you feel wrong for calling it 		
CF | that) is still your uncle. He might be changed, hideously, but he is 		
CF | still the same man who bought you sweets as a child and carried you 		
CF | around the garden of your old home on his shoulders. 		
CF | 		
CF | "You miss your old home, Nevare?" 		
CF | 		
CF | You nod. 		
CF | 		
CF | "So do I. The cellars there were so much nicer..." A bark of bitter 		
CF | laughter. "But moving out here was... necessary. I have your father to 		
CF | thank for that at least, though for little else. He knew I could not be 		
CF | left alone, and knew, also, that if he abandoned me to fend for myself, 		
CF | that questions would be asked. They would wonder that how the same 		
CF | thing which had befallen me had not befallen him. They might, if they 		
CF | asked the right questions, even discover..." Your uncle hesitates for 		
CF | long moments. 		
CF | 		
CF | > 		Jacqueline asks, "oh? OH?"
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "Discover what?" you ask softly, but your uncle, if he hears you, does 		
CF | not respond. You try a different question: "What is in the satchel?" 		
CF | 		
CF | There is movement from the bed. "It is... something I thought I had 		
CF | lost... a long time ago. Then I found it again. It is only a... small 		
CF | thing but it means much to me." Slowly, his stubby fingers struggling 		
CF | to undo its fastenings, your uncle opens the satchel. "It is all I have 		
CF | now to remind me of... her." 		
CF | 		
CF | You see a small portrait, almost tiny enough to fit in the palm of the 		
CF | hand, of a striking woman with long dark hair. 		
CF | 		
CF | "Annie. My... partner. Perhaps even my wife one day. We were very much 		
CF | in love. But then the expedition... and my accident... and when I 		
CF | returned home..." 		
CF | 		
CF | The portrait disappears inside the satchel and the satchel is hurled 		
CF | bitterly to one side. 		
CF | 		
CF | "I should not have asked you for it, Nevare. All it does is bring back 		
CF | memories better left forgotten. That is why your father took it from 		
CF | me. He says it is a reminder I can do without, that to Annie I am dead 		
CF | and it is best to forget her. That... but I miss her, Nevare. I miss 		
CF | her so badly..." 		
CF | 		
CF | You had never heard of anyone called Annie, though you remember your 		
CF | uncle had many lady friends that your father used to disapprove of. 		
CF | Annie must have been one of them. 		
CF | 		
CF | > 		DavidW says, "discover WHAT, uncle"
		Knight_Otu asks, "Dad killed Penwright?"
		Knight_Otu asks, "A ritual sacrifice against the curse, maybe?"
		Jacqueline asks, "Do people need a second to catch up or should I keep talking to him?"
		DavidW says, "I'm good"
		Knight_Otu says, "I'm caught up."
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "Let us finish it," says your uncle. "Let me tell you the final part of 		
CF | my little horor story." 		
CF | 		
CF | [MORE] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Uncle Gavin's Story 		
CF | {part 5} 		
CF | 		
CF | 		
CF | I tried to continue with a normal life at first, but it was impossible. 		
CF | I smelled of the grave, Nevare. I washed frequently, I literally doused 		
CF | myself with all manner of herbs and fragrances to take away the smell, 		
CF | and yet the smell always returned. It was ever present and ever foul. I 		
CF | could not be rid of it. 		
CF | 		
CF | The... decay. Call it that for that is what it is. The decay was not as 		
CF | bad then as it is now. I could make my way in public without many 		
CF | glances if I was careful. If asked, I would merely explain that I was 		
CF | ill, that I had a sensitive skin condition. But over time, the decay 		
CF | got worse. My skin seemed to be literally rotting off my bones. 		
CF | 		
CF | I visited doctors. Many doctors. We are rich, as you know, and we could 		
CF | afford to pay for the best. But no matter how much education these 		
CF | doctors had, none of them could tell what was wrong with me. 'A medical 		
CF | miracle' was how one described me, but when you smell like death, eat 		
CF | bugs and lice and are afraid of your own appearance, it is hard to see 		
CF | what 'miracle' there can be in your current condition. 		
CF | 		
CF | I withdrew from public life after an incident in a restaurant when the 		
CF | staff, believing me to be contagious, refused to serve me. I withdrew 		
CF | to my house and stayed there. Your father was my only visitor. He 		
CF | talked about what had happened to me and wondered what had gone 		
CF | 'wrong'. I had been transformed, you see, just as was intended at the 		
CF | start of our expedition. But the transformation had not given us what 		
CF | we sought. 		
CF | 		
CF | The irony was not lost on me. I had sought to become immortal and yet 		
CF | in doing so had destroyed what years remained to me. 		
CF | 		
CF | [MORE] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Again, there is silence in the chamber as your uncle finishes speaking, 		
CF | the only sound his harsh and ragged breathing. Then that, too, stops. 		
CF | 		
CF | A minute later, your uncle says, "breathing is a habit, Nevare. I don't 		
CF | need it anymore. I just... do it because it's what I always did before 		
CF | I... before I died..." 		
CF | 		
CF | "Died?" 		
CF | 		
CF | Your uncle beckons you to approach him. You remain where you are. 		
CF | 		
CF | "You are afraid of me, Nevare. That is good. If you weren't afraid of 		
CF | me, I would wonder that there was something wrong with you. You see, 		
CF | you have good reason to be afraid of me. I have done terrible things." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "What terrible things?" you ask. 		
CF | 		
CF | "I never meant to do them," says your uncle. "At least, I don't think I 		
CF | did. But it's hard to say sometimes. My memory... is not what it used 		
CF | to be. I have lucid moments when I remember the events of the 		
CF | expedition very clearly indeed and then I have days when I don't recall 		
CF | it at all and lie here wondering just what has befallen me." 		
CF | 		
CF | "The manacles..." 		
CF | 		
CF | Your uncle raises one bloated arm. The chains rattle. 		
CF | 		
CF | "A... precaution. Lest I stray from the bed and cause you harm." 		
CF | 		
CF | You aren't sure what to say to that so you say nothing. 		
CF | 		
CF | "I am a prisoner here, nephew. I have been here in this room for four 		
CF | years, ever since I withdrew from public life. Your father keeps me 		
CF | chained up in case I seek to wander around and kill you. As I killed 		
CF | Simonson." 		
CF | 		
CF | You blink. Did he just say...? 		
CF | 		
CF | > 		Jacqueline says, "Whyld has written a great short story of nearly static prose."
		Jacqueline says, "Let me know when y'all are caught up."
		Jade asks, "simonson?"
		Roger says, "just like HPL, I guess"
		DavidW says, "I'm ready"
		Jade says, "go"
		Jacqueline says (to Jade), "Simonson was a protég�on the expedition."
		Knight_Otu says, "Ready."
		Jacqueline says (to Jade), "Simonson was a proté��on � the expedition."
		Jacqueline says, "Never mind. I give up on accents."
		Jade says, "ok, thnx"
Jacqueline says (to ClubFloyd), "talk to uncle" 		
CF | "You killed Simonson," you say, not so much a question as a statement 		
CF | of fact. 		
CF | 		
CF | "Did I?" Your uncle frowns. "I can't say for certain. My memory is... 		
CF | hazy." 		
CF | 		
CF | "But you said he ran off and you never saw him again." 		
CF | 		
CF | "Did I?" A slight smile creases your uncle's face. "Maybe that's true. 		
CF | Or maybe - maybe, Nevare! - I found him and ate his heart. It was nice. 		
CF | Tasty. And still warm. Hahahahah!" 		
CF | 		
CF | You back away, your former pity for your uncle being replaced with 		
CF | dread. 		
CF | 		
CF | "Or maybe he escaped, Nevare." Your uncle's voice is quiet again, 		
CF | restrained. "I don't remember. Maybe your father killed him and I just 		
CF | think it was me. Who can say...?" 		
CF | 		
CF | You can't take anymore of this. You turn and flee. 		
CF | 		
CF | [MORE] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | You emerge from the cellar and run straight into someone's arms. You 		
CF | struggle, trying to break free, but the arms hold you, and draw you 		
CF | closer. 		
CF | 		
CF | "Nevare." 		
CF | 		
CF | You struggle more fiercely. Your uncle. 		
CF | 		
CF | "Nevare." 		
CF | 		
CF | No. Not your uncle. Your father. 		
CF | 		
CF | You stop struggling as he holds you. His face is bitter with 		
CF | disappointment as he stares at the open cellar door. 		
CF | 		
CF | "The door was locked for a reason, Nevare," he says. He takes a key 		
CF | from his pocket and locks it, twice checking that it has locked. Then 		
CF | he hesitates. "Did you... see what is down there?" 		
CF | 		
CF | You nod, tearful. 		
CF | 		
CF | Your father holds out his hand. "Come. We have much to discuss." 		
CF | 		
CF | > 		Knight_Otu says, "Uh, hi dad."
		Jacqueline says, "Yeah. Hi, dad."
Jacqueline says (to ClubFloyd), "cry" 		
CF | "That doesn't concern you now, son," says your father. "Take my hand." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take hand" 		
CF | [get hand] 		
CF | You take your father's hand. 		
CF | 		
CF | He leads you from the kitchen and up the stairs to his room. He sits 		
CF | you down on the bed then seats himself beside you. You become aware of 		
CF | an unpleasant smell - has something died in here? 		
CF | 		
CF | "How much did he tell you?" your father asks. 		
CF | 		
CF | > 		Jade says, "dad is bac"
		Roger asks, "Did you sit in my chair? Did you speak with the dead? But my chair is okay?"
		Jacqueline says, "haha"
		Jacqueline asks, "Oh gosh. Dad is dead too?"
		Jacqueline says, "ack"
		Knight_Otu asks, "You haven't raided our fridge, have you?"
Jacqueline says (to ClubFloyd), "talk to dad" 		
CF | You tell your father what your uncle said. 		
CF | 		
CF | He sighs and shakes his head. "I feared as much. Your uncle is... not 		
CF | well, Nevare." 		
CF | 		
CF | You recall the thing on the bed in the cellar. 		
CF | 		
CF | "He's dead," you say. 		
CF | 		
CF | You expect your father to deny that, or to tell you off for being 		
CF | foolish, but he simply nods. 		
CF | 		
CF | "You shouldn't have gone down into the cellar, son," he says softly. 		
CF | "It was for your own protection." 		
CF | 		
CF | "But he's chained up. Like an animal." You can't help but keep the 		
CF | distaste from your tone. Despite what he has become, despite what you 		
CF | have heard about him, to keep a man chained to a bed in a cellar... 		
CF | 		
CF | "For a reason, Nevare, for a reason." Your father clenches and 		
CF | unclenches his right hand. You notice, suddenly, how pale his skin is. 		
CF | And how his nails are crusted with dirt. "He killed Simonson, I'm sure 		
CF | of that. Despite what he protests, I saw him return to our camp one 		
CF | night with blood around his mouth. Later, I discovered Simonson's 		
CF | pocket watch in his possessions. He denied he had killed Simonson and 		
CF | taken it but I don't believe him." 		
CF | 		
CF | > 		DavidW says, "We're decaying too now."
		Roger says, "only morally"
Jacqueline says (to ClubFloyd), "talk to dad" 		
CF | "Why didn't you go to the police?" you ask. 		
CF | 		
CF | "Because he is my brother," says your father harshly. He almost spits 		
CF | the last word out. "He is my brother," he adds more quietly, "and I 		
CF | swore I would help him. He only came on the expedition for my sake, 		
CF | because I nagged and cajoled him into coming, and then when I saw what 		
CF | had befallen him, how he had been unable to rise above it, I knew that 		
CF | it was my fault he was that way." 		
CF | 		
CF | "Rise above it..." You swallow. "But he's dead..." 		
CF | 		
CF | "He lacked self-control." Your father continues, speaking more to 		
CF | himself than to you. He stares into the distance. "He saw himself for a 		
CF | monster and despaired and locked himself away from the world. He gave 		
CF | up hope of a cure and his body began to decay as a result of his own 		
CF | inaction, and as his body decays so does his despair grow ever deeper. 		
CF | Of course, no cure exists. There is nothing to cure. He sought life 		
CF | eternal and he succeeded. The... the side effects are distasteful but 		
CF | they are just that. Side effects. Considering he will never age, never 		
CF | succumb to disease, never die... and he talks of a cure..." 		
CF | 		
CF | You remember your uncle, hideous and bloated, a corpse manacled to a 		
CF | bed in the cellar, and shudder. 		
CF | 		
CF | > 		Jacqueline says, "Dad, are you also immortal? Because... you smell."
		Knight_Otu says, ""He wished for eternal life, but not for the youth to go with it.""
		Jacqueline says, "Or the life."
		DavidW says, "yeah, I think Dad is decaying too but too stubborn to believe it."
		Jacqueline says, "No, I think he knows."
		Jacqueline says, "I think it's that you have to just stick to the worms and grubs."
		Jacqueline says, "And avoid, like, eating humans.'"
		Jacqueline says, "That's my theory."
Jacqueline says (to ClubFloyd), "talk to dad" 		
CF | "Why did Penwright let you go, father? How did you escape?" 		
CF | 		
CF | Your father does not answer at first. He still stares into the 		
CF | distance. Then he shakes his head slowly and sighs. 		
CF | 		
CF | Finally he looks at you. He smiles softly. "I didn't," he says and 		
CF | removes his glasses to show the hollow sockets which are all that 		
CF | remain of his eyes. "I got everything I wanted." 		
CF | 		
CF | 		
CF | [MORE] 		
CF | 		DavidW says, "ah, the secret ingredient in the sandwiches."
		Jacqueline says, "haha"
		Roger says, "I guess that explains all the unread books"
		Jacqueline says (to Roger), "hahahahaohgod"
Jacqueline pushes the green 'space' button. 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | And so The Cellar has ended. Many thanks for playing. 		
CF | 		
CF | Did you expect the twist at the end of the tale - that the corpse 		
CF | referred to in the introduction was not, in fact, Uncle Gavin, but the 		
CF | player's father? 		
CF | 		
CF | The restart command will start the game again if you feel like taking 		
CF | another go, while walkthrough will list the shortest way from beginning 		
CF | to end. If you're wondering whether you missed anything, try it and 		
CF | see. 		
CF | 		
CF | Finally, feel free to send an email to dwhyld@gmail.com about the game. 		
CF | It's always nice to hear people are playing my games. 		
CF | 		
CF | This current version (version 1) of the game, and any subsequent ones, 		
CF | will be found on my website at: 		
CF | 		
CF | [LINK] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | David Whyld 		
CF | 		
CF | > 		Jade says, "oooh. cool great"
		Roger says, "It's fine as a Twine-before-Twine sort of game"
		Jacqueline | ShadowVault.net
		Jacqueline | This domain is for sale: $1,895
		DavidW says, "yeah, very on rails. Good writing, though."
		Jacqueline says, "Yeah, quite good writing."
		DavidW says, "He deleted ShadowVault ages ago when frustrated with ADRIFT 5."
		Roger says, "yeah it's not really my jam but when this sort of writing is bad, it can be really terribly bad, so good job"
		Jacqueline says (to DW), "huh"
		DavidW says, "well, I may have the exact reason wrong. Something made him very upset at the time."
		Jacqueline nods.
		Jacqueline says, "Well, I think that's all we can play of these games. Sad that the Ingold game didn't load on Floyd."
		Jacqueline says, "Always like Jon's work."
		DavidW says, "BlueMaxima tried to preserve ShadowVault, but failed, I think."
		DavidW says, "And the Wayback machine can't help. Someone bought the url and slapped a norobots or something on it so all prior records couldn't be kept."
		Jacqueline says, "Oh gosh"
		DavidW says, "or, at least, couldn't be made public."
		Jacqueline says, "Huh"
		Jacqueline says, "I didn't know that was a thing."
		Roger says, "hunh"
		DavidW says, "I asked jscott about it at the time about getting at older copies of ShadowVault and he gave me a flat 'no'."
		Roger asks, "what was it? a bunch of ADRIFT stuff?"
		Jade asks, "there wasn't any fan that has some stuff?"
		DavidW says, "ShadowVault was a jewel of ADRIFT stuff. Not just Whyld's games, but others. Also reviews."



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ClubFloyd Transcript:
A New Life by Alexandre Owen Muñiz
As played on ifMUD on June 19-26, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of A New Life written by Alexandre Owen Muñiz. A New Life was originally released as part of the 2005 Interactive Fiction Competition, in which it took second place. It was also nominated for a Xyzzy Best Use of Medium Award. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION 1 *** 		
		
Jacqueline says (to ClubFloyd), "load sleepmask anewlife" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] [First-time players should type "help".] SW ^ 		
CF | 		
CF | 		
CF | 		
CF | A New Life 		
CF | Copyright 2005, Alexandre Owen Muñiz 		
CF | Release 1 (2005-09-30) 		
CF | Inform v6.30 / Platypus release 4 		
CF | 		
CF | Endlessly trudging upwards, you begin to question the sanity of the 		
CF | pilgrims you met and walked with for a time, who showed you the path 		
CF | crossing this "hill", and did not call it a mountain. 		
CF | 		
CF | Then the forest opens into a clearing; you look up and are stunned by 		
CF | the view of the surrounding peaks and valleys. The memory of the high 		
CF | plain, its brownness and deadness, seems to fade almost in an instant. 		
CF | 		
CF | Hill's Crest 		
CF | You are at the edge of a clearing with an impressive view of the 		
CF | mountains. A trail splits off toward some standing stones to the 		
CF | southwest, while the main road emerges from the forest to the east and 		
CF | continues westward down the hill, via a series of switchbacks. 		
CF | 		
CF | > 		Jacqueline says, "hm brb small emergency"
		Jacqueline exclaims, "Oh. You all waited!"
		Jacqueline says, "Thanks."
		Jacqueline says, "Gosh."
		Knight_Otu says, "We did wait, yes."
DavidW says (to ClubFloyd), "x me" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > X ME 		
CF | 		
CF | In your month of travel you have allowed yourself to slip into the 		
CF | neutral gender as a practical matter; as a result of the changes in 		
CF | the shape of your body, your clothes fit you poorly. 		
CF | 		
CF | > 		Jade says, "yes, we did it."
		Jacqueline says, "Looks like the compass rose works! Interesting."
		DavidW says, "I see we have 2 memories."
		Knight_Otu says, "Yeah."
		Jacqueline says, "Hm. If only one could will ones bodily to change so easily."
		DavidW says, "btw, sometimes you can go in a direction that isn't lettered in the compass rose. I think the rose only shows obvious paths."
		Jacqueline asks, "Wonder what that R: stands for?"
		DavidW asks, "Remember, maybe?"
		Knight_Otu asks, "Remembrance, perhaps?"
		Jacqueline says, "Oh, I guess so."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] The pilgrims 		
CF | [2] The high plain 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		Jacqueline says, "Either one. Both."
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | You met a group of about thirty pilgrims, mostly families, on their 		
CF | way to a holy lake on Kinamant. Since the roads are safer for 		
CF | travelers in groups, you thought it prudent to join them, even though 		
CF | the route they traveled was less direct than the main Isult-Gerezon 		
CF | road. They were very kind to you, sharing their food and their tents. 		
CF | You were a little sorry that you had to part ways with them. 		
CF | 		
CF | > 		DavidW asks, "Sorta like footnotes, but non-repeatable?"
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] The high plain 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | Most of your journey was over the high plain. 'Desert' would be a 		
CF | better name for the vast gray-brown expanse. Even the stream beds were 		
CF | dry and harbored little more than tumbleweeds. Perhaps it was not so 		
CF | before the drought. 		
CF | 		
CF | > 		Jacqueline nods.
DavidW says (to ClubFloyd), "i" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a silver coin 		
CF | a tin whistle 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x coin" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > X COIN 		
CF | 		
CF | A silver coin a little larger than your thumbnail -- all that remains 		
CF | of your (never particularly large) fortune. Displayed on its reverse 		
CF | is a beaver, the totem animal of the royal house of Welet, and the 		
CF | denomination of the coin, four pence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x whistle" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > X WHISTLE 		
CF | 		
CF | The metal is dull and scratched, but you can still pull a sweet tone 		
CF | from it. It is tuned to the key of D. 		
CF | 		
CF | Looking at it, you feel a stab of melancholy for your fiddle, which 		
CF | you had to sell in Gerezon. 		
CF | 		
CF | > 		Jacqueline asks, "So, these proper names we've been given don't come up in Google, so this is not real world, am I correct?"
		Knight_Otu says, "I woud guess so."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Gerezon 		
CF | [2] The drought 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "2" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | After the war, you hoped that the rhythms of life would return to 		
CF | normal in Valula, and that the griefs and the wounds would be allowed 		
CF | to heal. But the rains were paltry that spring, and worse the next. 		
CF | Eventually most of the population chose to leave rather than starve. 		
CF | You are among the latest to make that decision. 		
CF | 		
CF | > 		Jacqueline says, "Okay, yeah, not real world."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Gerezon 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | A seedy town on the East-West caravan route, famous for its hot 		
CF | springs and whores. The prices there were criminal, and you were 		
CF | forced to sell your fiddle to pay for the supplies you needed. 		
CF | 		
CF | > 		Jade says, "it seems so"
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 2 memories. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Prostitution 		
CF | [2] The hot springs of Gerezon 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | The whores of Gerezon were all independents as far as you could tell, 		
CF | and too expensive to have tempted you even if you hadn't already been 		
CF | more than halfway to neutral gender. 		
CF | 		
CF | In Valula independent prostitution was banned. The town had retained a 		
CF | small harem, ostensibly for the exclusive use of the Guard and the 		
CF | priesthood, but money and discretion work the same everywhere, you 		
CF | suppose. 		
CF | 		
CF | The entire harem was taken in the first round of conscriptions. 		
CF | 		
CF | > 		Knight_Otu says, "We seem to accrue memories faster than we can read them."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] The hot springs of Gerezon 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | You were not able to afford access to the hot springs at Gerezon, but 		
CF | they are highly regarded for their curative power. 		
CF | 		
CF | > 		DavidW says, "Memories of Things I Can't Afford. That could be a President's Choice product."
		Jacqueline says, "snrk"
		DavidW asks, "I suppose we should head some direction or blow our whistle or flip the coin ?"
		Jacqueline says, "whistle"
		DavidW asks, "Or examine scenery?"
DavidW says (to ClubFloyd), "blow whistle" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > BLOW WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		Knight_Otu says, "We are spoiled for choice."
		Jacqueline says, "We really are. heh"
DavidW says (to ClubFloyd), "jig" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > JIG 		
CF | 		
CF | You play a quick and sprightly jig, full of mirth. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if that will have a narrative effect later."
		DavidW says, "I'm not used to whistles with more than one note."
		Jacqueline asks, "I know, right?"
		Knight_Otu says, "I guess we won't need a jigsaw forthis jig."
		DavidW says (to Khight), "yay"
DavidW says (to ClubFloyd), "flip coin" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > FLIP COIN 		
CF | 		
CF | The silver coin flies through the air in a high arc. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take coin" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > TAKE COIN 		
CF | 		
CF | You nimbly catch the silver coin. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read coin" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > READ COIN 		
CF | 		
CF | A silver coin a little larger than your thumbnail -- all that remains 		
CF | of your (never particularly large) fortune. Displayed on its front is 		
CF | the stern elderly visage of King Sharl the Third of Welet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 1 memory. SW ^ 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] King Sharl III of Welet 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | King Sharl the Third has been the king of Welet for half a century. 		
CF | While the wars that have taken place in that time had many causes, you 		
CF | believe that Sharl's unwillingness to compromise made the situation 		
CF | much worse than it would have been otherwise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x hills" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > X HILLS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Hill's Crest 		
CF | You are at the edge of a clearing with an impressive view of the 		
CF | mountains. A trail splits off toward some standing stones to the 		
CF | southwest, while the main road emerges from the forest to the east and 		
CF | continues westward down the hill, via a series of switchbacks. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mountains" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > X MOUNTAINS 		
CF | 		
CF | In the North, Stilmant, in the Northeast, (visible through the trees,) 		
CF | Termant, and in the South, and nearer, Kinamant, tall volcanic cones 		
CF | encrusted with glaciers. 		
CF | 		
CF | Your erstwhile companions have informed you that the peaks were named 		
CF | for the gods once believed to inhabit them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x forest" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > X FOREST 		
CF | 		
CF | Snow still lingers among the shadows of the trees, but soon, even 		
CF | here, it will succumb to the encroaching warmth of spring. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take snow" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > TAKE SNOW 		
CF | 		
CF | The snow isn't something you can carry around. 		
CF | 		
CF | > 		Jacqueline asks, "Do the ^ distinguish between uphill and downhill? I guess they don't...?"
		DavidW says, "Just peaks nearby"
		Jacqueline nods.
DavidW says (to ClubFloyd), "x road" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > X ROAD 		
CF | 		
CF | A pilgrims' road, and for a little while longer, your road, though you 		
CF | are no pilgrim. A little more gravel is present than might be ascribed 		
CF | to chance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take gravel" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > TAKE GRAVEL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "time to go somewhere, I think"
		Knight_Otu says, "That's a gravel mistake on the game's part."
		Jacqueline says, "You're on a roll today, KO"
		DavidW says, "I always try to take pebbles or gravel when mentioned. They're often useful."
		Knight_Otu says, "Sorry."
		Roger says, "You might need to crush your food in your gizzard"
DavidW says (to ClubFloyd), "e" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > E 		
CF | 		
CF | No. You have nothing left to return to. Besides, you'd hate to think 		
CF | that all of your effort getting to the top of this hill was wasted. 		
CF | 		
CF | > 		DavidW asks, "West or southwest?"
		Jacqueline says (to KO), "No need to apologize. I figured it was because of all the hills. (Get it? On a roll? Because of all the hills? Gosh, now I'm doing it too!)"
		Jacqueline says, "Either is fine. West if you need someone to pick."
DavidW says (to ClubFloyd), "w" 		
CF ] A New Life NW ^ ^ 		
CF ] Bottom of Clearing @ E 		
CF ] [Press a key to continue.] ^ 		
CF | 		
CF | > W 		
CF | 		
CF | You find downhill walking much more to your liking, and manage a brisk 		
CF | pace to the bottom of the clearing, where the road bends back into the 		
CF | forest... 		
CF | --- 		Jacqueline says, "Ah, so those don't mean that the land immediately adjacent to us is a hill, it's where the mountains are."
DavidW pushes the green 'space' button. 		
CF ] A New Life NW 		
CF ] Behind a Waterfall @ 		
CF ] [Press a key to continue.] SE 		
CF | 		
CF | ...and emerges beside a waterfall, passing behind it where a layer of 		
CF | soft rock eroded, leaving a natural shelf. Still you do not stop.... 		
CF | --- 		
DavidW pushes the green 'space' button. 		
CF ] A New Life 		
CF ] Tight Switchback @ 		
CF ] [Press a key to continue.] S SE 		
CF | 		
CF | The road descends sharply down the hillside, through a series of 		
CF | switchbacks... 		
CF | --- 		Knight_Otu says, "We sure are moving."
		Jacqueline says, "gosh"
DavidW pushes the green 'space' button. 		
CF ] A New Life N 		
CF ] Stand of Cedars W @ 		
CF ] [Press a key to continue.] 		
CF | 		
CF | It meets the creek again at a stand of cedars, and you notice some 		
CF | distance downstream a bridge and, on the opposite bank, a tent. 		
CF | --- 		Jacqueline says, "Hope you don't want to look at the tent though..."
		Jacqueline says, "Because..."
		Jade says, "yes, for sure, we are moving"
		Knight_Otu asks, "And you thought I was on a roll?"
		DavidW says, "I wonder if we CAN stop and look, though."
DavidW says (to ClubFloyd), "x tent" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | The way has become less steep now, and more and more muddy. 		
CF | 		
CF | Muddy Road, with a Curious Sign 		
CF | The road here is a swath of mud, hardly more penetrable than the 		
CF | forest it cuts. The main road continues to the west, and a smaller 		
CF | trail leads south. 		
CF | 		
CF | A wooden sign is nailed to one of the false-firs. 		
CF | 		
CF | > 		Jacqueline says (to KO), "haha well played"
DavidW says (to ClubFloyd), "x sign" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | The sign reads, "Adventurers are desired for an Errand requiring great 		
CF | Courage, but promising greater Reward. Inquire with Yvet-ya." An arrow 		
CF | on the sign points down the southward trail. 		
CF | 		
CF | > 		DavidW says, "Since we only have four pence, maybe a Reward would be welcome."
		DavidW asks, "Shall we go inquire with Yvet-ya?"
		Knight_Otu says, "But there's no Courage in our inentory."
		Jacqueline says, "heh"
		Knight_Otu says, "I mean, we can inquire."
		Jacqueline says, "Since we've been sitting on 0 memories, I've been thinking of HHGTTG."
		DavidW asks, "You want to find a tavern first?"
		Jacqueline says, "I'm good with visiting Yvet-ya."
DavidW says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > S 		
CF | 		
CF | You come to a wooden plank bridge over a stream. You cross... 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. She 		
CF | is staring intently down the path to the east; you cannot tell what 		
CF | at, or if she has just fallen into a reverie. 		
CF | 		
CF | Upon the blanket lie a glass charm, a large bag, a lamp sphere, a 		
CF | green staff, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		Knight_Otu says, "There's the tent."
		DavidW says, "hm. Reminds me of Firebird."
		Jacqueline says, "This is very solidly written."
		DavidW says, "And those are some choice questing equipment."
		Jacqueline says, "And it's done a good job of setting scene and background quickly."
DavidW says (to ClubFloyd), "x woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > X WOMAN 		
CF | 		
CF | An old peddler-woman, quite beautiful, with facial veins like cobalt 		
CF | glaze on terra cotta. If you were still male, she might inspire more 		
CF | than appreciation. 		
CF | 		
CF | > 		Knight_Otu says, "I do hope that large bag doesn't mean a tiny inventory limit."
		DavidW says, "It might be a bag of transformation."
		Roger says, "want to sell some trinkets? That's a-peddlin"
DavidW says (to ClubFloyd), "greet woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > GREET WOMAN 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > TALK TO WOMAN 		
CF | 		
CF | [Note: You can also converse about specific topics by typing ASK 		
CF | ABOUT . For more information about the conversation 		
CF | system, type TALKING.] 		
CF | 		
CF | [1] "Are you Yvet-ya?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Are you Yvet-ya?" You pause. "The sign said...." 		
CF | 		
CF | She keeps staring for a moment, then "Yes. And you would be an 		
CF | adventurer, is it? Looking for the famed goblin hoard of the Silver 		
CF | Falls?" She looks you over disapprovingly. "Oi. It's weak stock 		
CF | they're sending." 		
CF | 		
CF | > 		Knight_Otu says, "I'd object, but..."
		Jacqueline says, "Belatedly, it's a little interesting how the game is conflating gender and attraction."
DavidW says (to ClubFloyd), "ask Yvet-ya about silver falls" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > ASK YVET-YA ABOUT SILVER FALLS 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "topics" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > TOPICS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "'T: 2 lines'"
		Knight_Otu says, "I guess continue to TALK TO."
		Jacqueline says, "oh huh"
		Jacqueline asks, "What are they?"
		DavidW says, "ah, that's how to spill the T."
DavidW says (to ClubFloyd), "talk" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > TALK 		
CF | 		
CF | Whom do you want to talk to? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > WOMAN 		
CF | 		
CF | [1] "I was walking with pilgrims, and then we parted ways. They went 		
CF | on to St. Kelend's. I am headed to Isult." 		
CF | [2] "What do you know about goblins?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		DavidW asks, "1? or 2?"
		Knight_Otu says, "I guess 2."
DavidW says (to ClubFloyd), "2" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | "What do you know about goblins?", you ask. 		
CF | 		
CF | "They're nasty, filthy creatures. They'll come at you in the dark and 		
CF | stab you. No sense of honor." 		
CF | 		
CF | > 		Jacqueline says, "eep"
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > TALK TO WOMAN 		
CF | 		
CF | [1] "I was walking with pilgrims, and then we parted ways. They went 		
CF | on to St. Kelend's. I am headed to Isult." 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "I was walking with some pilgrims, and--" 		
CF | 		
CF | "Pwah. I can't abide pilgrims. A mean custom, theirs, and mean coin to 		
CF | be gained from it. You're not one of them, are you? I've never heard 		
CF | of a pilgrim traveling alone." 		
CF | 		
CF | > 		Knight_Otu says, "I'm not fully sure she'd want to know our life story."
		Roger exclaims, "but I met a man with seven wives!"
		Jacqueline says, "(Also, eating breakfast but reading, so I may not respond right away but I'm here.)"
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > TALK TO WOMAN 		
CF | 		
CF | [1] "I'm not a pilgrim. I've come from Valula. I mean to find work in 		
CF | Isult." 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Refugee then. That's worse." 		
CF | 		
CF | > 		Knight_Otu says, "Gee."
DavidW says (to ClubFloyd), "ask Yvet-ya about errand" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK YVET-YA ABOUT ERRAND 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask yvet-ya about reward" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK YVET-YA ABOUT REWARD 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bag" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X BAG 		
CF | 		
CF | A soft canvas bag with sparkling runes embroidered in purple 		
CF | stitching. 		
CF | 		
CF | > 		Jacqueline says, "huh"
DavidW says (to ClubFloyd), "x lamp sphere" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X LAMP SPHERE 		
CF | 		
CF | A glass sphere the size of an artichoke. At the center of the sphere 		
CF | is a ball the size of a marble, shining with a bright white light. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sword" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X SWORD 		
CF | 		
CF | The blade is straight, a couple of inches wide, and appears extremely 		
CF | sharp. 		
CF | 		
CF | A large opal adorns the center of the hilt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x opal" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X OPAL 		
CF | 		
CF | A milky iridescent cabochon larger than an almond, with a runed 		
CF | inscription around its edge. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read inscription" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > READ INSCRIPTION 		
CF | 		
CF | You regret that you did not learn the tongue of the Northmen during 		
CF | your limited schooling; the runes are impenetrable to you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with green ceramic tiles. 		
CF | 		
CF | > 		Knight_Otu says, "Maybe we can ask her about her wares."
DavidW says (to ClubFloyd), "x blanket" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X BLANKET 		
CF | 		
CF | A dark gray woolen blanket, a little frayed at its edges. 		
CF | Upon the blanket lie a glass charm, a large bag, a lamp sphere, a 		
CF | green staff, and a sword. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x charm" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X CHARM 		
CF | 		
CF | A simple glass charm in the form of a scarab, hanging on a leather 		
CF | thong. The style is borrowed from the Four Oriental Kingdoms, as was 		
CF | fashionable about fifty years ago when the trade route to the Kingdoms 		
CF | was reopened. It's the sort of charm that is supposed to change colors 		
CF | to warn against danger to its wearer. It glows a placid green now, but 		
CF | it would turn yellow to warn against danger, or red if the situation 		
CF | were dire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about bag" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT BAG 		
CF | 		
CF | [1] "What kind of bag is this?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "'Tis a fine bag, that. Made by Kniebglitz himself. It can hold great 		
CF | loads without feeling heavier." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about Kniebglitz" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT KNIEBGLITZ 		
CF | 		
CF | [1] "Who is Kniebglitz?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		Knight_Otu says, "So a bag of holding."
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Who is Kniebglitz?" you ask, "Is he craftsman or enchanter?" 		
CF | 		
CF | "He is the greatest enchanter in Ummborg, if not all of the 		
CF | Northlands. That is, he was, before he died. These artifacts I bought 		
CF | at the sale of his estate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > ASK WOMAN ABOUT STAFF 		
CF | 		
CF | [1] "What does the staff do?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "If you tap an enchanted item with it, it will cancel the enchantment. 		
CF | Some of the treasures in the goblin's hoard may well be cursed, and a 		
CF | staff like this will be of some utility." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 2 lines. 		
CF | 		
CF | > TALK TO WOMAN 		
CF | 		
CF | [1] Are these then the artifacts he did not find fit to sell when he 		
CF | was alive? 		
CF | [2] "What if I change my mind and want an enchantment back after I've 		
CF | used the staff?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "2" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | "It happens that my walking-stick doubles as an enchantment restorer, 		
CF | so I imagine we could work something out. But somehow I do not believe 		
CF | that it will be a problem." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "talk to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > TALK TO WOMAN 		
CF | 		
CF | [1] Are these then the artifacts he did not find fit to sell when he 		
CF | was alive? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Are these then the artifacts he did not find fit to sell when he was 		
CF | alive?" 		
CF | 		
CF | She smiles. "I would say, rather, that they must have been quite dear 		
CF | to him if he could not bear to part with them." 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about sword" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT SWORD 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about opal" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT OPAL 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about inscription" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT INSCRIPTION 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
DavidW says (to ClubFloyd), "ask woman about charm" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT CHARM 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x mule" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X MULE 		
CF | 		
CF | It stares back at you. "I do not exist for your amusement," is 		
CF | probably what the stare would say, if it could be bothered to speak. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about mule" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT MULE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tent" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X TENT 		
CF | 		
CF | It is a single pole conical tent, with faded designs of geese and 		
CF | water lilies painted on the white canvas. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask about prices" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK ABOUT PRICES 		
CF | 		
CF | That topic is either not implemented, or not something you know about 		
CF | yet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a glass charm, a large bag, a lamp sphere, a 		
CF | green staff, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ask woman about lamp" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT LAMP 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Roger says, "If you have coin, woman has wares"
DavidW says (to ClubFloyd), "show coin to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SHOW COIN TO WOMAN 		
CF | 		
CF | The peddler looks at the coin with a little contempt. "Mmph. The only 		
CF | thing I have that I can sell for so little is the charm." 		
CF | 		
CF | > 		Jacqueline says, "Hm"
		Jacqueline says (to Roger), "hee"
		Jacqueline says, "I mean, the charm seems useful."
		Knight_Otu says, "I'm surprised the coin is enough for anything."
		Jacqueline says, "I wonder if we get money elsewhere, too."
		Jacqueline says (to KO), "Same"
		DavidW asks, "I suppose we may be able to find more coins and buy more items later?"
		Knight_Otu says, "But yes, the charm sounds useful enough."
		Jacqueline says (to DW), "That's what I'm wondering, yeah."
		DavidW asks, "So, make the trade?"
DavidW says (to ClubFloyd), "give coin to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > GIVE COIN TO WOMAN 		
CF | 		
CF | What do you want to buy from the peddler with the silver coin? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "charm" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > CHARM 		
CF | 		
CF | "I'll give that to you in exchange for your silver coin." 		
CF | 		
CF | It sounds like a fair bargain. A charm like this is a simple piece of 		
CF | workmanship, but if it saves your life you shouldn't begrudge the 		
CF | cost. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		Jacqueline says, "yes"
DavidW says (to ClubFloyd), "yes" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > YES 		
CF | 		
CF | You put the charm on around your neck. As you do, it begins to glow a 		
CF | bright green. 		
CF | 		
CF | [While you are wearing the charm, its current color is shown by the 		
CF | color of the '@' in the compass on the right side of the status bar.] 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure I'd want to support her views, but I guess we can't be choosers here."
		Jacqueline says, "Oh dear."
		Jacqueline says, "No color support."
Jacqueline says (to ClubFloyd), "x charm" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X CHARM 		
CF | 		
CF | A simple glass charm in the form of a scarab, hanging on a leather 		
CF | thong. The style is borrowed from the Four Oriental Kingdoms, as was 		
CF | fashionable about fifty years ago when the trade route to the Kingdoms 		
CF | was reopened. It glows a placid green now, but it would turn yellow to 		
CF | warn against danger, or red if the situation were dire. 		
CF | 		
CF | > 		Knight_Otu says, "Oh."
		Jacqueline says, "But the description will tell us."
		DavidW says, "We just need to x charm more often."
		Jacqueline says, "It would be cool if the game also gave us some narrative heads up. Like, you see a troll up a head, oh look that charm is now yellow."
		Knight_Otu says, "Maybe we'll get some text "The charm starts glowing [color] as well.""
		Jacqueline says, "That's my hope, yeah."
		Knight_Otu nods.
DavidW says (to ClubFloyd), "ask woman about path" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK WOMAN ABOUT PATH 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		DavidW asks, "Go east? Or back the way we came and continue west?"
		Jacqueline asks, "So, can we... walk back up that big ass hill we came down? Or should we keep going down here?"
		Jacqueline says, "Timing."
		Jacqueline says, "I'm kind of sad we didn't look at the standing stones."
		Jacqueline asks, "So can we try to go back?"
		DavidW says, "There's probably all sorts of secret anthills to poke in."
		Jacqueline nods.
		Jacqueline says, "This has the feel of a large game."
		Knight_Otu says, "It does."
		DavidW says, "yeah. it does."
		Roger says, "that makes me think there should be a puzzle somewhere alluding to Peace, Love, and Under Standing (stones)"
		Jacqueline says, "Everyone is a comic this morning."
		Jacqueline says, "Let's see about Running Up That Hill..."
DavidW says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Muddy Road, with a Curious Sign 		
CF | The road here is a swath of mud, hardly more penetrable than the 		
CF | forest it cuts. The main road continues to the west, and a smaller 		
CF | trail leads south. 		
CF | 		
CF | A wooden sign is nailed to one of the false-firs. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | Your knees rebel as you look back up the road. Uphill, and in the 		
CF | wrong direction. No. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x firs" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X FIRS 		
CF | 		
CF | The forest here consists of towering false firs, with thickets of 		
CF | dwarf maples and blackberry vines beneath. 		
CF | 		
CF | > 		Jacqueline says, "okay then."
DavidW says (to ClubFloyd), "x berries" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X BERRIES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "No standing stones for us, I guess."
DavidW says (to ClubFloyd), "x vines" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X VINES 		
CF | 		
CF | The forest here consists of towering false firs, with thickets of 		
CF | dwarf maples and blackberry vines beneath. 		
CF | 		
CF | > 		Jacqueline says, "I can't blame our knees, fwiw. That was a heckuva hill."
		Knight_Otu says, "Someone wants progress."
		DavidW asks, "So, west here or east from woman?"
		Jacqueline says, "W from here"
DavidW says (to ClubFloyd), "w" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > W 		
CF | 		
CF | Soon, you will follow the road and go on to start a new life in Isult. 		
CF | But your curiosity is not yet satisfied. 		
CF | 		
CF | > 		Jacqueline exclaims, "New memory!"
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Isult 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | When you left Valula, you went west, because the lands to the west 		
CF | were less affected by the drought. Of the states to the west, you 		
CF | chose Isult as your destination because alone among the states of the 		
CF | Talashi League, it insisted on remaining neutral in the last war, and 		
CF | would not send its soldiers to die. After what that war did to your 		
CF | family and your city, you have had enough of war, and will be relieved 		
CF | to live in a place where it is not glorified. 		
CF | 		
CF | > 		Jacqueline says, "Also, I keep reading that as 'Insult'. We will go on to start a new life in 'Insult'."
		Knight_Otu says, "I mean,that peddler hardly could be called nice."
DavidW says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a lamp sphere, a green staff, and a 		
CF | sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | The path crosses a tiny streamlet that empties into the creek. You 		
CF | almost avoid getting your feet wet in crossing it. 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		Jacqueline says, "So, now I'm super curious."
DavidW says (to ClubFloyd), "x tomb" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > X TOMB 		
CF | 		
CF | Only the facade is visible; the rest of the crypt extends beneath the 		
CF | steep hillside. Above the entrance the moss has been scraped from the 		
CF | marble, which bears the legend, "3rd army of Weletia, 39th Battalion: 		
CF | NOT FORGOTTEN." Which seems an unusual epitaph for a military crypt. 		
CF | You would expect it to remark on their bravery and ferocity in 		
CF | defending their king and country. The engraving is in a centuries-old 		
CF | style, as are the columns framing the heavy iron gate below. 		
CF | 		
CF | > 		Jacqueline says, "I feel like if there was stuff up there at the top of the hill, the game should have said, "That looks like a great big hill you're going to go down, sure you don't want to see the content I've written for you up here before you head down?" (Not really, but you know what I mean... what did we leave behind up there?)"
		Knight_Otu says, "As longas it isn't a Verlac tomb."
		Jacqueline says, "ha"
DavidW says (to ClubFloyd), "x charm" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > X CHARM 		
CF | 		
CF | A simple glass charm in the form of a scarab, hanging on a leather 		
CF | thong. The style is borrowed from the Four Oriental Kingdoms, as was 		
CF | fashionable about fifty years ago when the trade route to the Kingdoms 		
CF | was reopened. It glows a placid green now, but it would turn yellow to 		
CF | warn against danger, or red if the situation were dire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x moss" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 2 memories. S 		
CF | 		
CF | > X MOSS 		
CF | 		
CF | It falls in foot long tufts several inches deep, like mammoth fur. You 		
CF | can't remember when you last saw a mammoth. It must have been before 		
CF | the war, in one of the traveling shows that used to come through 		
CF | Valula. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 2 memories. S 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] The mammoths and the traveling shows 		
CF | [2] Petr's resting place 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | When you were young, the arrival of traveling shows was the most 		
CF | exciting thing that happened in Valula in the summer. You loved the 		
CF | mammoths, and the tundra tribesmen who attended them, though now you 		
CF | wonder how much of the exotic dress of the tribesmen was just put on 		
CF | for the benefit of the crowds. (Surely the women wore more than that 		
CF | in the cold winters of the far north.) There were the dogs, bred in 		
CF | the Four Kingdoms to human intelligence; the custom there forbade 		
CF | using creatures that walk on two feet to be killed to ensoul 		
CF | artifacts. And the Penitomaton, a mechanical man ensouled by an 		
CF | executed murderer from the Black Steppe, where they have no such 		
CF | compunctions. That one gave you nightmares for weeks. 		
CF | 		
CF | > 		Knight_Otu says, "This is quite the world."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 1 memory. S 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Petr's resting place 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | Your sibling Petr probably received a much meaner burial, if he was 		
CF | buried at all, and not left for the crows on the battlefield. They 		
CF | gave the women who were conscripted a choice: become men and fight, or 		
CF | remain women and serve in the regimental harem. If Petr-ya had chosen 		
CF | differently, she might have survived. The Northerners spared the lives 		
CF | of the women in the harems. But you saw the faces of those who 		
CF | returned, and you can't make yourself believe that Petr made the wrong 		
CF | choice. 		
CF | 		
CF | > 		DavidW asks, "uh, so women get the -ya suffix?"
		Jacqueline nods.
		Knight_Otu says, "Yeah."
		Jacqueline says, "And gender transition is an easier thing in this world."
DavidW says (to ClubFloyd), "l" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		Jacqueline says, "But I can't tell from that paragraph if our sibling transitioned and fought or what."
		DavidW says, "Petr didn't change."
		Knight_Otu says, "I read it as Petr joining the war."
DavidW says (to ClubFloyd), "open tomb" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > OPEN TOMB 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		Jacqueline says, "Hm. okay."
DavidW says (to ClubFloyd), "s" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > S 		
CF | 		
CF | (first opening the gate) 		
CF | The gate's hinges let out a ringing groan as you pull it open. 		
CF | 		
CF | Large stone coffins line the sides of the tomb. You walk quietly past 		
CF | them, and wonder about the lives of the men interred within. Where the 		
CF | coffins end, the aisle between them continues as a narrow tunnel that 		
CF | eventually opens into a dome... 		
CF | 		
CF | Dome of Reflections 		
CF | Silver facets, each several inches wide and irregularly shaped, cover 		
CF | the walls and ceiling. On the center of the floor, a circle is etched 		
CF | in the rock. To the north, northeast, and south, arches open into 		
CF | tunnels. 		
CF | 		
CF | A blue and gold candlestick stands at the center of the circle. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | > 		Knight_Otu asks, "What are you doing inside here, birdy?"
		DavidW says, "Looking for worms, I bet."
DavidW says (to ClubFloyd), "x bird" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X BIRD 		
CF | 		
CF | Brown with white speckles on its back, and no larger than your hand. 		
CF | You do not recognize the species, but then, you have much to learn 		
CF | about the local fauna. Why it should be here, underground, you cannot 		
CF | fathom. Perhaps it is lost. 		
CF | 		
CF | > 		Roger says, "pomping all the psycho"
DavidW says (to ClubFloyd), "talk to bird" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TALK TO BIRD 		
CF | 		
CF | The bird doesn't seem interested. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | The bird chirps out a song, hesitating as it does, repeating a set of 		
CF | tones until it seems satisfied, then continuing. Then it notices its 		
CF | own reflection in the wall, and the song trails off. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jig" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > JIG 		
CF | 		
CF | You play a quick and sprightly jig, full of mirth. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x plates" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X PLATES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x circle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CIRCLE 		
CF | 		
CF | The circle is perhaps two yards in diameter, and divided into three 		
CF | equal segments, like a pie. Inscribed within the first segment, you 		
CF | recognize the alchemical symbol for the World. The second contains a 		
CF | strange pictograph, and the third a word in some cursive script. 		
CF | Neither of these last two are familiar to you. The world symbol is a 		
CF | dull red, while the others are dark. 		
CF | 		
CF | A blue and gold candlestick stands at the center of the circle. 		
CF | 		
CF | You notice a pair of eyes watching you from the southern entrance. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x charm" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CHARM 		
CF | 		
CF | A simple glass charm in the form of a scarab, hanging on a leather 		
CF | thong. The style is borrowed from the Four Oriental Kingdoms, as was 		
CF | fashionable about fifty years ago when the trade route to the Kingdoms 		
CF | was reopened. It glows a placid green now, but it would turn yellow to 		
CF | warn against danger, or red if the situation were dire. 		
CF | 		
CF | > 		Jacqueline says, "eyes"
DavidW says (to ClubFloyd), "x eyes" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X EYES 		
CF | 		
CF | The eyes seem to belong to something shaped like a very short goblin, 		
CF | but you can make out nothing more than the outline. 		
CF | 		
CF | > 		Knight_Otu idly wonders if we can learn other languages.
		DavidW says, "That would be good."
DavidW says (to ClubFloyd), "x candlestick" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CANDLESTICK 		
CF | 		
CF | A candlestick with intricate giltwork. On one side a bear rears up 		
CF | under a lapis sky with diamond stars arranged into the form of the 		
CF | constellation of the bear. On the other, a beaver stands watchfully 		
CF | before its dam, the stream it blocks a continuation of the lapis strip 		
CF | from the other side, but with swirls of gold upon it suggesting 		
CF | reflections and turbulence. Near the base the texture roughens, the 		
CF | body of the candlestick splits into two tree trunks, one a false-fir, 		
CF | the other a birch. The roots of the trees spread and intertwine to 		
CF | form the base. 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | > 		Knight_Otu says, "Oh that poor bird."
DavidW says (to ClubFloyd), "take bird" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TAKE BIRD 		
CF | 		
CF | The bird hops away as you draw near. 		
CF | 		
CF | > 		Jacqueline says, "eep."
		Jacqueline says, "I cannot believe that Alexandre apologized in advance for us playing this game, becaus"
Jacqueline so far it's so rich in its world building. Then again, it's two-star we're talking ab 		Jacqueline says, "Oh, my client mispasted that. One sec."
		Jacqueline says, "What I meant to say is that I cannot believe that Alexandre apologized in advance for us playing this game, because so far it's so rich in its world building. Then again, it's two-star we're talking ab out."
		Jacqueline says, "About, even."
		Roger says, "yeah this seems entirely acceptable so far"
		Jacqueline says, "I adore two-star, wish he believed in himself as much as others do. I think I get the reality of it for him, but he's so smart. This is pretty great."
		Jacqueline says, "And yes, two-star... I suspect you'll read this at some point. This is good. You've done well here."
		Jacqueline says, "When Mathbrush proposed we play this on Twitter and tagged two-star and when I said I had uploaded the game he replied with 'Tell the ClubFloyd crowd I'm sorry.'"
		Jacqueline says, "Zero need to apologize, friend."
		Jacqueline says, "...so. We can't take the little bird, but it shouldn't be here."
		Jacqueline asks, "And our whistle... doesn't seem to be the thing here? Or do we know?"
		DavidW says, "We could play the sad song instead."
		Jacqueline says, "Please try."
DavidW says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		Jacqueline says, "Though I was hoping we could mimic the notes we heard earlier..."
DavidW says (to ClubFloyd), "air" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 1 memory. S 		
CF | 		
CF | > AIR 		
CF | 		
CF | You play a soft bittersweet air, and find yourself putting all of your 		
CF | feelings about the home you have left behind into the playing. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | The figure in the doorway comes out of the darkness to listen. 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Roger says, "well-done"
DavidW says (to ClubFloyd), "x figure" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 2 memories. S 		
CF | 		
CF | > X FIGURE 		
CF | 		
CF | A goblin child, perhaps 5 years old, with gray skin, black hair, and 		
CF | bat-like ears. She is wearing a dark purple jumper. 		
CF | 		
CF | > 		Jacqueline exclaims, "Hello, little goblin child!"
		Knight_Otu says, "Well hello."
		Roger says, "charm check"
DavidW says (to ClubFloyd), "talk to child" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 2 memories. S 		
CF | 		
CF | > TALK TO CHILD 		
CF | 		
CF | You try to strike up a conversation, but she doesn't seem to speak 		
CF | your language, and the only phrase in Goblish that you can call to 		
CF | mind is "I would like to buy a sugarmelon," which is hardly likely to 		
CF | be useful in the present circumstance. 		
CF | 		
CF | > 		Knight_Otu says, "That's an odd phrase to learn."
		Jacqueline says, "mmm.... sugarmelon..."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 2 memories. S 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Valula 		
CF | [2] The goblin children 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "2" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 1 memory. S 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | Something disturbed you about the child when you saw her, and now you 		
CF | realize what it was. In Valula, you never saw goblin children wearing 		
CF | anything other than loose-fitting robes with veils. You thought it was 		
CF | just their custom, but now you wonder if it was instead the result of 		
CF | living beside, and in status below, humans. Once you saw a preacher of 		
CF | an evangelical sect railing against, among other things, the 		
CF | perversions of goblins. One of these alleged perversions was that they 		
CF | are born male and female instead of being of the neutral gender until 		
CF | puberty, as humans are. Perhaps the wearing of robes was a custom born 		
CF | in fear. 		
CF | 		
CF | > 		Knight_Otu says, "What judgmental worlds we live in..."
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 1 memory. S 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Valula 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | Your home is the town of Valula, 500 miles to the east. The front 		
CF | never reached Valula, but the press gangs did, and five years of 		
CF | drought following the war devastated any attempt to restore the town's 		
CF | livelihood. 		
CF | 		
CF | > 		Jacqueline asks, "Interesting that there are goblins and humans... and what was that peddler-woman? The one with blue veins that stood out on her teracotta-colored skin?"
DavidW says (to ClubFloyd), "x charm" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CHARM 		
CF | 		
CF | A simple glass charm in the form of a scarab, hanging on a leather 		
CF | thong. The style is borrowed from the Four Oriental Kingdoms, as was 		
CF | fashionable about fifty years ago when the trade route to the Kingdoms 		
CF | was reopened. It glows a placid green now, but it would turn yellow to 		
CF | warn against danger, or red if the situation were dire. 		
CF | 		
CF | > 		Knight_Otu says, "Since the game didn't specifiy, I suspect human."
		Jacqueline nods.
DavidW says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "air" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > AIR 		
CF | 		
CF | You play a soft bittersweet air, and find yourself putting all of your 		
CF | feelings about the home you have left behind into the playing. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		Jacqueline says, "I guess by 'interesting' I mean that so much else is imagined, I'm almost surprised these different species don't have their own names."
DavidW says (to ClubFloyd), "jig" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > JIG 		
CF | 		
CF | You play a quick and sprightly jig, full of mirth. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		Jacqueline says, "Though 'human' and 'goblin' and 'dog' give us ready images."
Jacqueline says (to ClubFloyd), "listen" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | The bird's song seems to have the structure of the melody of a real 		
CF | song, but each time it seems to lose the thread of the melody a few 		
CF | measures after it begins. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "memorize song" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > MEMORIZE SONG 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "I'm unsure what to do next."
Jacqueline says (to ClubFloyd), "x child" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CHILD 		
CF | 		
CF | A goblin child, perhaps 5 years old, with gray skin, black hair, and 		
CF | bat-like ears. She is wearing a dark purple jumper. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dome" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X DOME 		
CF | 		
CF | The individual facets of the dome are mirrors in the shape of convex 		
CF | polygons of varying sizes, mostly between a few inches and a foot. On 		
CF | closer inspection, some of them seem to differ slightly in tint, and 		
CF | some are slightly bent inwards or outwards. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "reflect" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > REFLECT 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "There is a path to the northeast, I guess."
		DavidW says, "yes"
		DavidW says, "We might need light to continue underground."
		DavidW says, "but we can try it"
		Knight_Otu says, "True."
DavidW says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > NE 		
CF | 		
CF | The tunnel slopes gently upwards, and becomes the floor of a stable, 		
CF | which you guess from its smell was occupied recently, (but not 		
CF | too recently.) You open the door and see a tall waterfall.... 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A heavy, ornate chair stands on a hand wagon. Some of the stones 		
CF | around the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | The goblin child follows you. 		
CF | 		
CF | > 		Knight_Otu says, "That was unexpected."
		Jacqueline says, "Yes"
		DavidW says, "Lots here"
		Jacqueline says, "Also, we have a little follower"
DavidW says (to ClubFloyd), "x shed" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X SHED 		
CF | 		
CF | A large, sturdy wooden shed. 		
CF | 		
CF | The goblin girl picks up a twig that was lying on the ground. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rocks" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stones" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X STONES 		
CF | 		
CF | The stones are rounded and gray. Most are about the size of your hand. 		
CF | Some of the ones near the wagon are marked with crude smiling faces 		
CF | drawn with charcoal. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | The chair is made from deeply stained walnut. Polished jasper and 		
CF | agate are inlaid in alternation along the arms and back. You notice no 		
CF | water damage, so it can't have been out here for too long. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | A red painted wooden hand wagon with a handle to pull it by. The 		
CF | connection between the left front wheel and the axle is slightly bent. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pool" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW 		
CF | 		
CF | > X POOL 		
CF | 		
CF | A roundish pool fed by the waterfall and flowing out into a rocky 		
CF | stream. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "taste pool" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > TASTE POOL 		
CF | 		
CF | You taste nothing unexpected. 		
CF | 		
CF | A black-haired goat comes scampering down a trail you hadn't noticed 		
CF | on the hill to the southeast. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x goat" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X GOAT 		
CF | 		
CF | A black-haired goat with white patches on its ears and beard and tail. 		
CF | It never stops nibbling on vegetation for more than a moment. 		
CF | 		
CF | > 		Knight_Otu says, "Hello goat."
DavidW says (to ClubFloyd), "pet goat" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PET GOAT 		
CF | 		
CF | You stroke the goat's rough pelt. Since this doesn't interfere with it 		
CF | chewing on a juicy weed, it treats the petting with indifference. 		
CF | 		
CF | > 		Jacqueline says, "Oh yeah, this got second place in an IFComp. Not surprised. Why did ** apologize? smh"
DavidW says (to ClubFloyd), "x waterfall" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 1 memory. SW SE 		
CF | 		
CF | > X WATERFALL 		
CF | 		
CF | (the waterfall) 		
CF | The way its strands fall from the rock face reminds you of Kol-ya's 		
CF | long, unruly blond hair. If only.... But she would not come, and you 		
CF | could not stay. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remember" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 1 memory. SW SE 		
CF | 		
CF | > REMEMBER 		
CF | 		
CF | [1] Kol-ya 		
CF | 		
CF | Select an option or 0 to exit this menu >> 		
DavidW says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | You were both maidens when you fell madly in love. It usually 		
CF | transpires in such circumstances that an imbalance of humours causes 		
CF | one of the partners to transition to male. Knowing this didn't prepare 		
CF | you when it happened to you. Afterward, things were never the same. 		
CF | Kol-ya seemed more distant, less willing to include you in her 		
CF | confidences. Though she never said it, you believe that she was not 		
CF | attracted to the man you became. 		
CF | 		
CF | > 		Jacqueline makes a frowny face.
Jade goes home. 		
DavidW says (to ClubFloyd), "look behind waterfall" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > LOOK BEHIND WATERFALL 		
CF | 		
CF | (the waterfall) 		
CF | It is too far away. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter shed" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > ENTER SHED 		
CF | 		
CF | 		
CF | Dome of Reflections 		
CF | Silver facets, each several inches wide and irregularly shaped, cover 		
CF | the walls and ceiling. On the center of the floor, a circle is etched 		
CF | in the rock. To the north, northeast, and south, arches open into 		
CF | tunnels. 		
CF | 		
CF | A blue and gold candlestick stands at the center of the circle. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | The goblin child follows you. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A heavy, ornate chair stands on a hand wagon. Some of the stones 		
CF | around the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goat here. 		
CF | 		
CF | > 		DavidW asks, "Are we outside, then? If we go west, do we get to the tomb entrance?"
		Knight_Otu says, "We might."
DavidW says (to ClubFloyd), "w" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A heavy, ornate chair stands on a hand wagon. Some of the stones 		
CF | around the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goat here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on chair" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > SIT ON CHAIR 		
CF | 		
CF | You will have to get on the hand wagon first. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on wagon" 		
CF ] A New Life 		
CF ] By a Waterfall (on the hand wagon) W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GET ON WAGON 		
CF | 		
CF | You stand on the hand wagon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "get on chair" 		
CF ] A New Life 		
CF ] By a Waterfall (on the hand wagon) W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GET ON CHAIR 		
CF | 		
CF | You're already on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "sit on chair" 		
CF ] A New Life 		
CF ] By a Waterfall (on the hand wagon) W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > SIT ON CHAIR 		
CF | 		
CF | You're already on it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "stand" 		
CF ] A New Life 		
CF ] By a Waterfall (on the hand wagon) W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > STAND 		
CF | 		
CF | You're already standing. 		
CF | 		
CF | > 		Jacqueline says, "You stand on the hand wagon. Now do a hand stand on the hand wagon. (Kidding.)"
DavidW says (to ClubFloyd), "get off wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GET OFF WAGON 		
CF | 		
CF | You get off of it. 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A heavy, ornate chair stands on a hand wagon. Some of the stones 		
CF | around the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goat here. 		
CF | 		
CF | > 		DavidW asks, "Should we take a stone?"
		DavidW asks, "Go on the goat trail?"
		Roger says, "sure"
		Jacqueline says, "Sure"
DavidW says (to ClubFloyd), "take stone" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > TAKE STONE 		
CF | 		
CF | You don't need to carry dead weight around. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
DavidW says (to ClubFloyd), "se" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. As you enter the circle, 		
CF | you notice a quality of expectant stillness in the air, more than 		
CF | scent or sound, although it encompasses these. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | Next to the boulder to the south, a small white flower is growing. 		
CF | 		
CF | > 		
Jade has arrived. 		Jade says, "Internet x failed"
DavidW says (to ClubFloyd), "x apire" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X APIRE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Ooh, I love that turn of phrase."
DavidW says (to ClubFloyd), "x spire" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X SPIRE 		
CF | 		
CF | The spire shines like silver, without any tarnish despite its exposure 		
CF | to the elements. It is thrice your height and tapers gently. In 		
CF | cross-section it is a six-pointed star, with rounded points. It is set 		
CF | into a cement base. 		
CF | 		
CF | > 		Jacqueline says, "Specifically, "As you enter the circle, you notice a quality of expectant stillness in the air, more than scent or sound, although it encompasses these."
		Jacqueline says, "Lovely."
DavidW says (to ClubFloyd), "x stones" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X STONES 		
CF | 		
CF | (the standing stones) 		
CF | The boulders to the north and south have bas-relief scenes taken from 		
CF | the lives of saints carved onto them. Those to the east and west have 		
CF | abstract patterns emblematic of one of the prophets. Between each of 		
CF | the cardinal points are two more stones with uncarved surfaces. All 		
CF | are rectangular, a little taller than you and twice as wide as they 		
CF | are tall. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x white flower" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X WHITE FLOWER 		
CF | 		
CF | A short plant with spiky leaves, and a single white bloom. In fact, 		
CF | the stem has three main branches, one leading to the bloom, one to a 		
CF | seed, and one terminating abruptly. There is a brown feather stuck to 		
CF | the stem, but as you are looking, a gust of wind detaches it, and 		
CF | blows it away. 		
CF | 		
CF | > 		Knight_Otu asks, "This feels like an antenna?"
		Jacqueline says, "hm"
		Knight_Otu says, "The location, I mean."
DavidW says (to ClubFloyd), "take seed" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TAKE SEED 		
CF | 		
CF | You take the seed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x seed" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X SEED 		
CF | 		
CF | A small black seed with seven lobes. 		
CF | 		
CF | > 		Jade says, "Just a seed."
Jacqueline says (to ClubFloyd), "pick flower" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > PICK FLOWER 		
CF | 		
CF | You take the white flower. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		Jacqueline says (to KO), "I see what you mean for sure."
Jacqueline says (to ClubFloyd), "x grass" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X GRASS 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline asks, "Move on?"
		Knight_Otu says, "I guess, yes."
		Jacqueline says, "Wonder if we lost DW."
		Knight_Otu says, "Possibly. He has mentioned his internet situation getting worse."
		Jacqueline nods.
Knight_Otu says (to ClubFloyd), "x antenna" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X ANTENNA 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Heh. Good thought, though."
		Knight_Otu says, "Had to try it."
		Jacqueline asks, "Have we considered asking the little goblin girl if she has any sugarmelon?"
		Jacqueline asks, "So... since DW was driving I don't really have a sense of direction, do you?"
		Knight_Otu says, "I guess not, but the protagonist seemed to think the phrase was of little use."
		Knight_Otu says, "I'm not sure I have much of a mental map myself, bu I can ry."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Hill's Crest 		
CF | You are at the edge of a clearing with an impressive view of the 		
CF | mountains. A trail splits off toward some standing stones to the 		
CF | southwest, while the main road emerges from the forest to the east and 		
CF | continues westward down the hill, via a series of switchbacks. 		
CF | 		
CF | > 		Knight_Otu says, "Wait."
		Jacqueline says, "Actually, hold a sec."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Circle Of Stones 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		Knight_Otu says, "Well, now we know what we would have missed."
Jacqueline says (to ClubFloyd), "x stones" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X STONES 		
CF | 		
CF | (the standing stones) 		
CF | The boulders to the north and south have bas-relief scenes taken from 		
CF | the lives of saints carved onto them. Those to the east and west have 		
CF | abstract patterns emblematic of one of the prophets. Between each of 		
CF | the cardinal points are two more stones with uncarved surfaces. All 		
CF | are rectangular, a little taller than you and twice as wide as they 		
CF | are tall. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x north boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X NORTH BOULDER 		
CF | 		
CF | The carving on this boulder depicts Saint Ambret standing on a desert 		
CF | pillar. Below her, an admirer raises a pole from which hangs a pail of 		
CF | water. 		
CF | 		
CF | There is a rough notch on the side of the boulder. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x south boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X SOUTH BOULDER 		
CF | 		
CF | The carving shows Saint Shaersh standing between a dragon and a group 		
CF | of angry villagers armed with pikes. The scale is strange; Shaersh is 		
CF | nearly the same size as the dragon and far taller than the villagers. 		
CF | 		
CF | > 		Knight_Otu says, "Oh."
Jacqueline says (to ClubFloyd), "x east boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X EAST BOULDER 		
CF | 		
CF | The Pattern of Prophet Alzaias is a jumble of six- and eight-pointed 		
CF | stars, its seeming randomness belying a deep symmetry. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x west boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X WEST BOULDER 		
CF | 		
CF | The Pattern of Prophet Tavias is a sparse field of circles with 		
CF | ribbons extending from each and weaving through each other. The 		
CF | Pattern symbolizes Tavias's teachings on the interconnectedness of all 		
CF | being. 		
CF | 		
CF | > 		Jacqueline says, "So... not sure if that's scenery or clues."
		Jacqueline asks, "Also, these aren't the standing stones from way back, but another set of standing stones?"
		Knight_Otu says, "They might be, cconsidering NE takes us back to the start."
		Jacqueline says, "Also also, I can't help it but when I picture these in my head they're done in the art rendering of Skyrim."
		Jacqueline says, "Which is the place where I most frequently run into standing stones."
		Jacqueline asks, "Oh, was that the start??"
		Jacqueline goes back to look.
		Knight_Otu says, "It sure sounded a lot like it."
		Jacqueline says, "huh, yep."
		Jacqueline says, "I checked. It is indeed the beginning."
		Knight_Otu says, "Meaning, we tricked the protagonist into going back anyway."
		Jacqueline says, "heh"
		Jacqueline says, "Well, it was sort of wildly unexpected and surprising for me, too."
DavidW goes home. 		
DavidW has disconnected. 		Jacqueline exclaims, "I guess we really *didn't* have a sense of the map!"
		Knight_Otu asks, "Now I wonder, if we go west from there, will it be room by room, or are we still rolling down?"
		Jacqueline asks, "Prolly still rolling down?"
		Jacqueline says, "Try it..."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life ^ ^ 		
CF ] Hill's Crest W @ E 		
CF ] R: 0 memories. SW ^ 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | Hill's Crest 		
CF | You are at the edge of a clearing with an impressive view of the 		
CF | mountains. A trail splits off toward some standing stones to the 		
CF | southwest, while the main road emerges from the forest to the east and 		
CF | continues westward down the hill, via a series of switchbacks. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life NW ^ ^ 		
CF ] Bottom of Clearing @ E 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Bottom of Clearing 		
CF | The sun feels a little warmer here. A few young maples have begun to 		
CF | reclaim this place for the wilderness. Elsewhere, the scrub is cropped 		
CF | short; something has been grazing here. The road leads from the top of 		
CF | the hill to the east, and curves back into the cool forest to the 		
CF | northwest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x scrub" 		
CF ] A New Life NW ^ ^ 		
CF ] Bottom of Clearing @ E 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X SCRUB 		
CF | 		
CF | There are short weedy plants of various sorts, some with nasty thorns. 		
CF | It looks like some animal has been chewing on them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x maples" 		
CF ] A New Life NW ^ ^ 		
CF ] Bottom of Clearing @ E 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X MAPLES 		
CF | 		
CF | The maples greet the sun with new light green spring leaves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life NW 		
CF ] Behind a Waterfall @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Behind a Waterfall 		
CF | Here the road bends behind a waterfall where a layer of stone eroded 		
CF | faster than those above and below. The effect is a little like looking 		
CF | out from the eye socket of a giant's skull. The mist from the 		
CF | waterfall coats the stone, and cools you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x waterfall" 		
CF ] A New Life NW 		
CF ] Behind a Waterfall @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X WATERFALL 		
CF | 		
CF | The water falls in white cascading sheets from an unseen source above 		
CF | into the pool below. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] A New Life NW 		
CF ] Behind a Waterfall @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life 		
CF ] Tight Switchback @ 		
CF ] [Press a key to continue.] S SE 		
CF | 		
CF | > NW 		
CF | 		
CF | The road descends sharply down the hillside, through a series of 		
CF | switchbacks... 		
CF | --- 		
Knight_Otu pushes the green 'space' button. 		
CF ] A New Life N 		
CF ] Stand of Cedars W @ 		
CF ] [Press a key to continue.] 		
CF | 		
CF | It meets the creek again at a stand of cedars, and you notice some 		
CF | distance downstream a bridge and, on the opposite bank, a tent. 		
CF | --- 		
Knight_Otu pushes the green 'space' button. 		
CF ] A New Life 		
CF ] Muddy Road, with a Curious Sign W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | 		
CF | Muddy Road, with a Curious Sign 		
CF | The road here is a swath of mud, hardly more penetrable than the 		
CF | forest it cuts. The main road continues to the west, and a smaller 		
CF | trail leads south. 		
CF | 		
CF | A wooden sign is nailed to one of the false-firs. 		
CF | 		
CF | > 		Knight_Otu says, "Rolled down the last few steps."
		Jacqueline says, "Interesting."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a lamp sphere, a green staff, and a 		
CF | sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		Jacqueline asks, "We got behind the waterfall elsewhere, too, right?"
		Knight_Otu says, "The wagon location, yes."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dome of Reflections 		
CF | Silver facets, each several inches wide and irregularly shaped, cover 		
CF | the walls and ceiling. On the center of the floor, a circle is etched 		
CF | in the rock. To the north, northeast, and south, arches open into 		
CF | tunnels. 		
CF | 		
CF | A blue and gold candlestick stands at the center of the circle. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | You can also see a goblin girl here. The goblin girl is carrying a 		
CF | twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x twig" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X TWIG 		
CF | 		
CF | Just a short straight twig of uncertain botanical derivation, but in a 		
CF | child's imagination it could become any number of wondrous things. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x candle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CANDLE 		
CF | 		
CF | A candlestick with intricate giltwork. On one side a bear rears up 		
CF | under a lapis sky with diamond stars arranged into the form of the 		
CF | constellation of the bear. On the other, a beaver stands watchfully 		
CF | before its dam, the stream it blocks a continuation of the lapis strip 		
CF | from the other side, but with swirls of gold upon it suggesting 		
CF | reflections and turbulence. Near the base the texture roughens, the 		
CF | body of the candlestick splits into two tree trunks, one a false-fir, 		
CF | the other a birch. The roots of the trees spread and intertwine to 		
CF | form the base. 		
CF | 		
CF | The bird chirps out a song, hesitating as it does, repeating a set of 		
CF | tones until it seems satisfied, then continuing. Then it notices its 		
CF | own reflection in the wall, and the song trails off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf26" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline clears the save counter. 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "Might as well start over."
		Knight_Otu says, "True."
		Roger says, "I have this vague feeling that we should be able to play the bird's song on our whistle, but I think the game would support it more obviously if we could"
		Jacqueline says (to Roger), "Yeah"
Knight_Otu says (to ClubFloyd), "play birdsong" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY BIRDSONG 		
CF | 		
CF | You don't know how to play that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "play jig" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY JIG 		
CF | 		
CF | (on the tin whistle) 		
CF | You play a quick and sprightly jig, full of mirth. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		Jacqueline asks, "Can we give our whistle to the goblin child?"
		two-star says, "I told you the game was terrible."
		Jacqueline says, "While in the dome."
		Jacqueline says (to two-star), "There you are."
Knight_Otu says (to ClubFloyd), "give whistle to child" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > GIVE WHISTLE TO CHILD 		
CF | 		
CF | You hand the tin whistle to her. She looks at it with curiosity. 		
CF | 		
CF | > 		Jacqueline says (to **), "Hush. We are enjoying this."
Knight_Otu says (to ClubFloyd), "child, play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > CHILD, PLAY WHISTLE 		
CF | 		
CF | The goblin girl has better things to do. 		
CF | 		
CF | The goblin girlblows on the whistle, making a horrible screeching 		
CF | tone. Then she gives it back to you. 		
CF | 		
CF | > 		Jacqueline says, "Oh dang"
		Jacqueline says, "But hahaha that was great that it was implemented."
Knight_Otu says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "air" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > AIR 		
CF | 		
CF | You play a soft bittersweet air, and find yourself putting all of your 		
CF | feelings about the home you have left behind into the playing. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dome" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X DOME 		
CF | 		
CF | The individual facets of the dome are mirrors in the shape of convex 		
CF | polygons of varying sizes, mostly between a few inches and a foot. On 		
CF | closer inspection, some of them seem to differ slightly in tint, and 		
CF | some are slightly bent inwards or outwards. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "push dome" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PUSH DOME 		
CF | 		
CF | The center of one of the panels buckles slightly as you push it, but 		
CF | it remains solidly connected to its neighbors. 		
CF | 		
CF | > 		two-star says, "Er, where does Clubfloyd happen now? I'm not seeing anything in the Toyshop."
		Jacqueline says, "Oh, one sec."
Jacqueline gets ClubFloyd Pass 05. 		
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Jacqueline has arrived. 		
two-star has arrived. 		Knight_Otu says, "Hey there."
		Jacqueline says, "Hello, **. Given all your down-talk, I didn't think you'd want to know when we were playing."
		Jacqueline says, "But it is very good to see you."
		Jacqueline asks, "I wonder if me pressing on the dome changed anything?"
		Jacqueline says, "There's a lot about geometry referenced in the game, which is not surprising given the author..."
		Jacqueline smiles.
Jacqueline says (to ClubFloyd), "play whistle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY WHISTLE 		
CF | 		
CF | Which tune do you want to play, a melancholy air, or a jig? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "melancholy" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > MELANCHOLY 		
CF | 		
CF | You play a soft bittersweet air, and find yourself putting all of your 		
CF | feelings about the home you have left behind into the playing. 		
CF | 		
CF | On striking the metal plates the sound shatters into chaotic 		
CF | reverberations. 		
CF | 		
CF | > 		two-star says, "On the contrary, this is the best possible opportunity for more down-talk."
		Jacqueline says, "hm, no change."
		Jacqueline frowns at two-star.
Knight_Otu says (to ClubFloyd), "play rock music" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PLAY ROCK MUSIC 		
CF | 		
CF | You don't know how to play that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pull dome" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PULL DOME 		
CF | 		
CF | You try to slip your fingernails into the join between two panels, but 		
CF | if there is such a join, it is too tight for your nails to catch on. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tin whistle 		
CF | a white flower 		
CF | a seed 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		Jacqueline says, "I feel like we need to figure out how to get other stuff."
Knight_Otu says (to ClubFloyd), "talk to child" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TALK TO CHILD 		
CF | 		
CF | You try to strike up a conversation, but she doesn't seem to speak 		
CF | your language, and the only phrase in Goblish that you can call to 		
CF | mind is "I would like to buy a sugarmelon," which is hardly likely to 		
CF | be useful in the present circumstance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get candle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > GET CANDLE 		
CF | 		
CF | You take the gilt candlestick. 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | > 		Jacqueline says, "Aw, birdie."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "show flower to bird" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SHOW FLOWER TO BIRD 		
CF | 		
CF | The bird is unimpressed. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "show candlestick to girl" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SHOW CANDLESTICK TO GIRL 		
CF | 		
CF | The goblin girl is unimpressed. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "show flower to girl" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SHOW FLOWER TO GIRL 		
CF | 		
CF | The goblin girl is unimpressed. 		
CF | 		
CF | > 		Jacqueline says, "Not much impresses goblins and birds, to be fair. They've seen it all."
		Knight_Otu says, "Tough audience."
		Jacqueline says, "heh"
		Jacqueline asks, "Should we go back to the woman?"
		Knight_Otu says, "Of course, if the child often plays here, she has seen the candlestick."
		Jacqueline nods.
		Knight_Otu says, "Maybe we should try south first."
		Jacqueline says, "Okay."
		Knight_Otu says, "I don't think we've been there yet."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life 		
CF ] A Dark Place @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Dark Place 		
CF | It is completely dark. 		
CF | 		
CF | You hear the child's quick footsteps following you, interspersed with 		
CF | sharp clicks. She wraps her hand around your little finger when she 		
CF | reaches you. 		
CF | 		
CF | > 		Jacqueline says, "Aw"
		Jacqueline says, "My heart."
Jade goes home. 		Jacqueline asks, "Also, while I'm excited that ** is here. We lost DW and have been playing for nearly two and a half hours. Should we call it until next week so we get DW back?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] A New Life 		
CF ] A Dark Place @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a child's hand (held in your own) 		
CF | a gilt candlestick 		
CF | a tin whistle 		
CF | a white flower 		
CF | a seed 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing yellow) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x candle" 		
CF ] A New Life 		
CF ] A Dark Place @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X CANDLE 		
CF | 		
CF | It's too dark to see that. 		
CF | 		
CF | > 		Jacqueline says, "Oh, the candlestick is not *lit*"
		Knight_Otu says, "We can do that."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dome of Reflections 		
CF | Silver facets, each several inches wide and irregularly shaped, cover 		
CF | the walls and ceiling. On the center of the floor, a circle is etched 		
CF | in the rock. To the north, northeast, and south, arches open into 		
CF | tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | The goblin child follows you. 		
CF | 		
CF | > 		Knight_Otu says, "And the charm isn't bright enough."
		Jacqueline nods.
		Jacqueline says, "Well, we got some goals."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		Jacqueline says, "And ** now has a pass to get in here (though at some point I should add people to the lock and take back the passes because we are running low)."
		Roger says, ">immolate goblin child"
		Jacqueline says (to two-star), "We meet here now so that we have a private place where no one messes with the bot between sessions."
Knight_Otu says (to ClubFloyd), "cfcandleget" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline exclaims (at Roger), "!!!"
		Roger says, "goals is goals"
		Jacqueline says, "scoots away."
		Jacqueline says, "er"
		Jacqueline scoots away from Roger.
		two-star says, "The next two weekends I'll be away. (Ren faire, morris dance gathering.)"
		Jacqueline says (to **), "Ooh fun."
		Jacqueline asks, "Do you want us to wait until you're back?"
		Jacqueline says, "We can if you'd like."
		two-star says, "And then most of July is more ren singers gigs."
		Jacqueline says, "Nice."
		Jacqueline says, "Okay, well, we'll definitely post a transcript."
		Jacqueline says, "Sad that DW dropped and then now you're here."
		Jacqueline says, "I mean, I'm not opposed to continuing, but I know it's getting late in Europe."
		two-star says, "Honestly, it'd be kind of cool to see how you all fare, but I think I have maybe one more weekend free before August 14."
		Jacqueline says, "Gosh. I'm tired just thinking about that."
		two-star says, "Don't be. All my *weekdays* are basically free."
		Jacqueline says, "I do know how much you love dancing and song and faires and such."
		two-star says, "It's fun, but it's not the same as being a useful human being."
		Jacqueline says, "Well, I guess that since you're tied up for weekends upon weekends, we won't hold off.It's easier to pick back up on a game if we don't let it sit more than a week, anyway. Otherwise we'd be starting over."
		Jacqueline says (to **), "Sorry to hear that things are not going as well as you'd like. Your worth is not the sum of your labor, though, fwiw."
		Roger says, "If we get real ambitious then I guess NightFloyd could make a comeback"
		two-star exclaims, "But capitalism said it was!"
		Jacqueline says, "That'd be hard before my move, and even then, we have five hours difference."
		Jacqueline says, "Wait, no."
		Jacqueline asks, "You're in what time zone, R?"
		Jacqueline says, "Right now we have a twelve hour split between us all..."
		Jacqueline asks, "Once I move you become the most western of us, right?"
		olethros asks, "are you in Hwaii?"
		olethros asks, "or Huawei?"
		Jacqueline says, "Yeah, Hawaii."
		olethros says, "good good"
		olethros asks, "but are you leaving?"
		Jacqueline says, "But starting to get my condo ready to see (that's literally the rest of my day) and then moving to the East Coast."
		olethros says, "hopefully not florida"
		olethros asks, "Manhattan National Park?"
		Jacqueline says, "DC. Mothership."
		olethros says, "ah, desk job"
		two-star says, "DC is ready for rewilding. Release the bears."
		Jacqueline says (to **), "heh"
		Jacqueline says (to olethros), "Yeah. Interesting work, but I do miss being in work that keeps me closer to nature."
		Jacqueline says, "At least out East we'll have better hiking options than here on Oahu."
		Jacqueline says, "Hawaii is great, but the island I'm on is the crowded/developed one."
		Roger says, "They can't all be leper colonies"
		two-star says, "Not far from West Virginia at all."
		Jacqueline says (to Roger), "Molokai is beautiful, and sadly we did not make it over there while we were here."
Jacqueline disappears through an invisible gap in the MUD. You think you may have heard the sounds of chatting before the gap closed again. 		
Roger goes home. 		Knight_Otu exclaims, "Good night, everyone!"
		
*** SESSION 2 *** 		
		Jacqueline asks, "So, A New Life?"
		Jacqueline asks, "Part II?"
Roger has arrived. 		Knight_Otu says, "Sure."
		DavidW says, "I never did get around to reviewing the transcript. Sorry. Been busy."
		DavidW says, "also: connection dropped unexpectedly last Sunday. Sorry I disappeared from the driver's seat like that."
		Jacqueline says (to DW), "I did send it to you, right? Can't recall..."
		DavidW says, "you did. Just that other emails came in at the same time that took priority."
		Jacqueline says, "I think the main thing we figured out (and I still don't understand it entirely), but I think the whole thing is a big one-way circle."
		DavidW says, "Not that I've had time to act on those either."
		DavidW says, "One thing I thought of was that we're probably meant to trade the candlestick to the woman for another of her items. Probably for the light-source item."
		Jacqueline says, "Oh - that is more thoughts than I had. Let's try that."
		Roger says, "Sounds like a good idea"
		DavidW says, "Hopefully, the goblin child won't object."
		Knight_Otu says, "Yeah, we looted from a different culture, clearly we must sell it."
		Roger says, "Maybe she'll give us something good for the kid"
		Jacqueline says (to KO), "Gosh, when you put it that way... but hey, that's IF."
		DavidW says (to Roger), "oo, naughty."
		Knight_Otu says, "Also, there may be unmentioned exits, as we've seen with the goat trail."
		DavidW asks, "what was that game where we traded our mom for something?"
		Jacqueline says, "Oh, yeah. True."
		Jacqueline says, "I just want you all to know that I wouldn't trade you for anything."
		Knight_Otu asks (of DavidW), "I want to say it was a New Years Speed? Beanstalk?"
		DavidW says, "It did have a beanstalk in it, but that wasn't the name of it, I don't think."
		DavidW says, "but yeah, probably a New Year's game."
		Knight_Otu asks, "Found it, I think? - The Bean Stalker by Jack Welch?"
		DavidW says, "sorry, half blind by the sweat. It's so hot here and I don't have the fan in the hallway."
		DavidW says (to KO), "yes, that sounds right."
		DavidW says, "thanks"
		Jacqueline | Your search - allthingsjacq.com "trade mother" - did not match any documents.
		Jacqueline says, "Oh, but you all figured it out from memory."
		DavidW says, "Search for 'give mother' or 'give mom'"
		Knight_Otu says, "[LINK]"
		Jacqueline says (to DW), "Neither of those work, either."
		Jacqueline says, "But KO found it."
		Knight_Otu says, "2018. I think that was the last year the New Years Speed ran."
		Jacqueline | Having impressed the ogre by literally selling your own mother, you walk triumphantly towards the casino.
		Jacqueline says, "Gosh"
		DavidW asks, "is the command 'sell mother', then?"
		Jacqueline says, "But enough about human trafficking, let's start with candlesticks."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Dome of Reflections 		
CF | Silver facets, each several inches wide and irregularly shaped, cover 		
CF | the walls and ceiling. On the center of the floor, a circle is etched 		
CF | in the rock. To the north, northeast, and south, arches open into 		
CF | tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | You can also see a goblin girl here. The goblin girl is carrying a 		
CF | twig. 		
CF | 		
CF | > 		Jacqueline says (to DW), ">SELL MOM yeah"
		DavidW says, "aha"
		Jacqueline says, "It was you who suggested it, and Tale that typed it in. My hands are clean."
		Jacqueline says, "Though Tale did say, "oh no, I don't want to do this" and KO exclaimed "!!!!""
		Jacqueline says, "I didn't say anything. I just sat there. Silence is complicity."
		Jacqueline says, "So my hands, they are unclean."
		Roger asks, "maybe we tell the girl to give the twig to the bird?"
		Knight_Otu says, "Unfortunately, we still haven't learned more of her language."
		DavidW says, "I don't rememver the bird much."
Knight_Otu says (to ClubFloyd), "point at bird" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > POINT AT BIRD 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to girl" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TALK TO GIRL 		
CF | 		
CF | You try to strike up a conversation, but she doesn't seem to speak 		
CF | your language, and the only phrase in Goblish that you can call to 		
CF | mind is "I would like to buy a sugarmelon," which is hardly likely to 		
CF | be useful in the present circumstance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x circle" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CIRCLE 		
CF | 		
CF | The circle is perhaps two yards in diameter, and divided into three 		
CF | equal segments, like a pie. Inscribed within the first segment, you 		
CF | recognize the alchemical symbol for the World. The second contains a 		
CF | strange pictograph, and the third a word in some cursive script. 		
CF | Neither of these last two are familiar to you. The world symbol is a 		
CF | dull red, while the others are dark. 		
CF | 		
CF | > 		DavidW says, "What are we expecting to use the bird for? As a canary in a coal mine? We have no cage."
		Roger says, "we might need a snack"
		Knight_Otu says, "I was more hoping to get the bird untrapped."
		Jacqueline says, "Same"
		DavidW says, "Bird as sandwich ingredient seems possible."
		Jacqueline says, "..."
		Roger says, "baked in a pie"
		Jacqueline says, "Y'all are *dark* today"
		Roger says, "too hot to be nice"
		DavidW says, "That happens in Firebird! We make a sandwich from a small bird!"
		Knight_Otu says, "I see we are back to sanwiches as well."
		Jacqueline says, "The game remarks on how the bird is trapped in here, so I'm with KO."
		Jacqueline says (to KO), "Sammiches are eternal."
		DavidW asks, "how is the bird trapped?"
		Knight_Otu says, "It keeps flying into the reflections."
		Roger says, "maybe it's too bright in here"
		Jacqueline says, "Also, since I now realize I've been saying 'sammiches' in front of someone for whom English is a second language, 'sammich' isn't so much slang as it is the way a tiny child pronounces the word 'sandwich'"
		DavidW says, "oh. So if we turn off the reflections, it could find its own way home."
		Jacqueline says, "Oh! Last week, maybe after you left, we also touched the dome and it moved a little."
		Knight_Otu says, "And naturally the bird does not want to be carried by us ot of fear of being turned into food."
Knight_Otu says (to ClubFloyd), "touch reflections" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH REFLECTIONS 		
CF | 		
CF | You feel nothing unexpected. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push reflections" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PUSH REFLECTIONS 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch dome" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH DOME 		
CF | 		
CF | You run a finger across one of the panels. It feels smooth, and the 		
CF | join with its neighbor feels seamless. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch panel" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH PANEL 		
CF | 		
CF | You run a finger across one of the panels. It feels smooth, and the 		
CF | join with its neighbor feels seamless. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push panel" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PUSH PANEL 		
CF | 		
CF | The center of one of the panels buckles slightly as you push it, but 		
CF | it remains solidly connected to its neighbors. 		
CF | 		
CF | > 		Jacqueline says, "Ah, right."
		Jacqueline says, "I mean, it's not much, but it's there."
		DavidW asks, "Are the panels like buttons?"
Knight_Otu says (to ClubFloyd), "break panel" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > BREAK PANEL 		
CF | 		
CF | (with your hands) 		
CF | Violence won't help matters. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a child's hand (held in your own) 		
CF | a gilt candlestick 		
CF | a tin whistle 		
CF | a white flower 		
CF | a seed 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		Jacqueline says, "Aw. The child's hand..."
Knight_Otu says (to ClubFloyd), "x hand" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X HAND 		
CF | 		
CF | (the child's hand) 		
CF | The child's hands are smooth and gray, with short, pudgy fingers, and 		
CF | a little dirt under the nails. 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | > 		Knight_Otu says, "I was a bit disoriented reading that, I must admit."
		DavidW says, "I should go find last week's notes. They're no longer on my clipboard."
Knight_Otu says (to ClubFloyd), "x candlestick" 		
CF ] A New Life N NE 		
CF ] Dome of Reflections @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X CANDLESTICK 		
CF | 		
CF | A candlestick with intricate giltwork. On one side a bear rears up 		
CF | under a lapis sky with diamond stars arranged into the form of the 		
CF | constellation of the bear. On the other, a beaver stands watchfully 		
CF | before its dam, the stream it blocks a continuation of the lapis strip 		
CF | from the other side, but with swirls of gold upon it suggesting 		
CF | reflections and turbulence. Near the base the texture roughens, the 		
CF | body of the candlestick splits into two tree trunks, one a false-fir, 		
CF | the other a birch. The roots of the trees spread and intertwine to 		
CF | form the base. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A heavy, ornate chair stands on a hand wagon. Some of the stones 		
CF | around the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goat here. 		
CF | 		
CF | The goblin child follows you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shed" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X SHED 		
CF | 		
CF | A large, sturdy wooden shed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x chair" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | The chair is made from deeply stained walnut. Polished jasper and 		
CF | agate are inlaid in alternation along the arms and back. You notice no 		
CF | water damage, so it can't have been out here for too long. 		
CF | 		
CF | > 		DavidW says, "hard to read in here. The overhead light shorted out, so the only light is a small lamp on the mini-fridge."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NW 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		DavidW asks, "oh, there was a goat. What happened to the goat?"
Knight_Otu says (to ClubFloyd), "x goat" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X GOAT 		
CF | 		
CF | A black-haired goat with white patches on its ears and beard and tail. 		
CF | It never stops nibbling on vegetation for more than a moment. 		
CF | 		
CF | > 		Jacqueline says, "Still there"
		Knight_Otu says, "The goat is chilling here."
		Knight_Otu says, "Unaware of sandwich talks."
		DavidW says, "It came from SE unexpectedly, and SE added to the compass."
		Knight_Otu says, "Yeah, but it seems that's the only unmentioned direction here."
		DavidW says, "Perhaps there's Three Goats of Sammiches, and this is the Goat of Sammich Past."
		Knight_Otu says, "Heh."
		Jacqueline looks at David and KO.
		Knight_Otu exclaims, "I was only making an observation, not advocating that the goat be turned into a sammich!"
		Jacqueline says, "Sure sure"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline says, "I get that you're not on Team Bird Sammich but you seem to sorta be on Team Goat Sammich"
Knight_Otu says (to ClubFloyd), "x wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X WAGON 		
CF | 		
CF | A red painted wooden hand wagon with a handle to pull it by. The 		
CF | connection between the left front wheel and the axle is slightly bent. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x connection" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X CONNECTION 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wheel" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X WHEEL 		
CF | 		
CF | A red painted wooden hand wagon with a handle to pull it by. The 		
CF | connection between the left front wheel and the axle is slightly bent. 		
CF | 		
CF | > 		Roger says, "gonna paint my wagon"
Knight_Otu says (to ClubFloyd), "x axle" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X AXLE 		
CF | 		
CF | A red painted wooden hand wagon with a handle to pull it by. The 		
CF | connection between the left front wheel and the axle is slightly bent. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "repair wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > REPAIR WAGON 		
CF | 		
CF | It isn't really broken. It ought to still work, despite the bent 		
CF | wheel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "straighten axle" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > STRAIGHTEN AXLE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fix axle" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > FIX AXLE 		
CF | 		
CF | It isn't really broken. It ought to still work, despite the bent 		
CF | wheel. 		
CF | 		
CF | > 		Knight_Otu says, "See, game, you say "ought to" as though it will turn out it won't."
Jacqueline says (to ClubFloyd), "pull wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PULL WAGON 		
CF | 		
CF | You pull the wagon a few yards. Then the bent wheel breaks, and you 		
CF | stop. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > UNDO 		
CF | 		
CF | By a Waterfall 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Knight_Otu exclaims, "What a surprise!"
		Knight_Otu says, "(sorry.)"
		Jacqueline says, "Well, I dunno. Maybe we make a wagon sammich."
		Knight_Otu says, "Jummy."
Jacqueline says (to ClubFloyd), "take wheel" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > TAKE WHEEL 		
CF | 		
CF | The point of a wagon is for it to carry other things, not for you to 		
CF | carry it. 		
CF | 		
CF | > 		Knight_Otu says, "(that's misspelled, isn't it.)"
		Jacqueline asks, "yummy?"
		Jacqueline asks, "As in delicious?"
		Knight_Otu says, "That looks better."
		Roger says, "oh we'll fix your wagon alright"
		Knight_Otu says, "Yes."
		DavidW sings 'you can't ride in my little red wagon, the front seat's broken, and the back wheel's saggin'...'
		DavidW asks, "or is that front wheel and back seat?"
		DavidW says, "can't concentrate today"
		Jacqueline asks, "Is that a song from before the movie pictures, grampa?"
		Jacqueline says, "er, moving pictures"
		DavidW says, "I've had so little good sleep this week"
		Jacqueline says, "I am Gen X, so I know 'Little Red Corvette' but not 'Little Red Wagon'"
		DavidW says, "It's a campfire song. Which features in 69,105 Keys if you sing."
Knight_Otu says (to ClubFloyd), "sing" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > SING 		
CF | 		
CF | You sing a few bars of a humorous song about two lovers fighting over 		
CF | which of them gets to be the man. 		
CF | 		
CF | You can barely hear your own voice over the crashing of the water. 		
CF | 		
CF | > 		Knight_Otu says, "Right, that."
		Roger says, "goodness"
		DavidW says, "Push push in the ..."
		Jacqueline says (to DW), "huh"
		Roger asks, "maybe it's a vehicle?"
		Jacqueline says, "Seems odd, after our relationship ending, that we would sing that song."
Jacqueline says (to ClubFloyd), "push wagon into riber" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PUSH WAGON INTO RIBER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "push wagon into river" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PUSH WAGON INTO RIVER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "yeah"
		Jacqueline says, "hrm"
		Jacqueline asks, "Like, make it into a boat?"
Knight_Otu says (to ClubFloyd), "push wagon west" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PUSH WAGON WEST 		
CF | 		
CF | You're unsuccessful. 		
CF | 		
CF | > 		Jacqueline says, "I dunno. Oregon Trail taught us to never ford the river with the wagon."
Knight_Otu says (to ClubFloyd), "get seat" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GET SEAT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get chair" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GET CHAIR 		
CF | 		
CF | The chair is very heavy, and awkward to carry, but you manage. 		
CF | 		
CF | > 		Jacqueline says, "I am decluttering my house prior to a big move, and, sadly, I gave away my 'NEVER FORD IT' Oregon Trail t-shirt."
		DavidW says, "I think we should explore more or trade the candlestick. I don't really know what to do with all this other stuff yet."
		Jacqueline says, "Yeah, I'm down for both of those."
Knight_Otu says (to ClubFloyd), "put chair in wagon" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PUT CHAIR IN WAGON 		
CF | 		
CF | The hand wagon can't contain things. 		
CF | 		
CF | > 		Knight_Otu says, "Hey, now."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life 		
CF ] Mossy Grove (on the ornate chair) W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > W 		
CF | 		
CF | The child lets go of your hand; evidently she has more interesting 		
CF | things to do than follow you around. 		
CF | Carrying the chair is hard work, and you soon become quite winded. 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | You drop the chair and immediately fall into it to rest. 		
CF | 		
CF | > 		Jacqueline says, "Dang. And the child let go of our hand."
		Knight_Otu says, "I guess trade the candlestick first."
		Jacqueline says, "Possibly she knows some of what you all have in mind for her."
		DavidW asks, "Gonna trade the chair too?"
		Knight_Otu says (to David), "At some point, probably."
		Knight_Otu says (to Jacq), "She probably knows the peddler's attitude."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > W 		
CF | 		
CF | (first standing up) 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a lamp sphere, a green staff, and a 		
CF | sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show candlestick to peddler" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SHOW CANDLESTICK TO PEDDLER 		
CF | 		
CF | "Have you found something you want to sell?" The peddler inspects the 		
CF | gilt candlestick with an appreciative gleam in her eye. "That looks 		
CF | like something I'd be willing to trade for." 		
CF | 		
CF | > 		Jacqueline says, "nice"
		Jacqueline says, "I say try the chair as well, yeah."
Knight_Otu says (to ClubFloyd), "sell candlestick" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SELL CANDLESTICK 		
CF | 		
CF | (to the old peddler) 		
CF | What do you want to buy from the peddler with the gilt candlestick? 		
CF | 		
CF | > 		DavidW says, "I think trade the candlestick for the lamp sphere."
Knight_Otu says (to ClubFloyd), "lamp sphere" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > LAMP SPHERE 		
CF | 		
CF | "I'll give that to you in exchange for your gilt candlestick." 		
CF | 		
CF | You grumble. Lamps like this are the commonest sort of artifact, and 		
CF | if you were in a town, even Gerezon, you could get a dozen for that 		
CF | price. But here there is no one else to buy a lamp from, and the 		
CF | peddler knows it. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		Jacqueline says, "Yeah"
		Knight_Otu says, "I guess."
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > YES 		
CF | 		
CF | "A wise choice. This will banish all of the perils the darkness 		
CF | holds." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tin whistle 		
CF | a lamp sphere (providing light) 		
CF | a white flower 		
CF | a seed 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "Just checking."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | You can see an ornate chair here. 		
CF | 		
CF | > 		Jacqueline says, "Wait"
		Jacqueline asks, "Chair?"
		Jacqueline says, "Oh"
		Jacqueline says, "Sorry"
		Knight_Otu says, "Chair is here, we dropped it from beig heavy."
		Jacqueline scoots off into the corner.
Knight_Otu says (to ClubFloyd), "get chair" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > GET CHAIR 		
CF | 		
CF | The chair is very heavy, and awkward to carry, but you manage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment (on the ornate chair) @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > W 		
CF | 		
CF | Carrying the chair is hard work, and you soon become quite winded. 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a green staff, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | You drop the chair and immediately fall into it to rest. 		
CF | 		
CF | > 		DavidW says, "putting the chairrey on top"
Knight_Otu says (to ClubFloyd), "x staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment (on the ornate chair) @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with green ceramic tiles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask peddler about staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment (on the ornate chair) @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK PEDDLER ABOUT STAFF 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask peddler about sword" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment (on the ornate chair) @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK PEDDLER ABOUT SWORD 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "show chair to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment (on the ornate chair) @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SHOW CHAIR TO WOMAN 		
CF | 		
CF | (taking the ornate chair) 		
CF | You will have to get off of it first. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "get up" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > GET UP 		
CF | 		
CF | You stand up. 		
CF | 		
CF | > 		Knight_Otu asks, "So, bag of holding, unspecified staff, or sword?"
Jacqueline says (to ClubFloyd), "show chair to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SHOW CHAIR TO WOMAN 		
CF | 		
CF | (taking the ornate chair) 		
CF | The chair is very heavy, and awkward to carry, but you manage. 		
CF | "Have you found something you want to sell?" The peddler inspects the 		
CF | ornate chair with an appreciative gleam in her eye. "That looks like 		
CF | something I'd be willing to trade for." 		
CF | 		
CF | > 		DavidW asks, "Find out if she even wants it first?"
		Jacqueline says, "She wants it."
		DavidW says, "okay then"
		DavidW says, "We probably get the mule. A light for a light. A seat for a seat."
Knight_Otu says (to ClubFloyd), "buy mule" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY MULE 		
CF | 		
CF | "I have naught but what is on the blanket to sell," Yvet-ya declares. 		
CF | 		
CF | > 		DavidW says, "oh"
		Knight_Otu says, "I guess this isn't planet Irata."
		Roger says, "a good puzzle would involve luring the mule onto the blanket, but I suspect that isn't the puzzle here"
		DavidW asks, "Is the peddler on the blanket?"
		Knight_Otu says, "Doesn't sound like it."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a green staff, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		DavidW says, "ok"
Knight_Otu says (to ClubFloyd), "x walking-stick" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X WALKING-STICK 		
CF | 		
CF | The peddler's walking-stick is a sturdy looking, straight branch. The 		
CF | bark has been removed, and a silver thread runs the length of the 		
CF | stick, winding around it a few times. 		
CF | 		
CF | > 		Jacqueline says, "Next to"
		Jacqueline asks, "What do you reckon that walking stick would do for us?"
		Roger asks, "replacement axle?"
		Knight_Otu asks, "Hitting intolerant peddlers?"
		DavidW says, "turn us into beetles"
		Jacqueline says, "I think those are all equally unlikely, but okay."
		Knight_Otu says, "We haven't yet decided what to buy with our stolen chair."
		DavidW says, "I'm unsure what's best."
Knight_Otu says (to ClubFloyd), "talk to peddler" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > TALK TO PEDDLER 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		DavidW says, "We may have to pick something and hope we can trade back if it's wrong."
Knight_Otu says (to ClubFloyd), "x staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with green ceramic tiles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sword" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X SWORD 		
CF | 		
CF | The blade is straight, a couple of inches wide, and appears extremely 		
CF | sharp. 		
CF | 		
CF | A large opal adorns the center of the hilt. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x opal" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X OPAL 		
CF | 		
CF | A milky iridescent cabochon larger than an almond, with a runed 		
CF | inscription around its edge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read inscription" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > READ INSCRIPTION 		
CF | 		
CF | You regret that you did not learn the tongue of the Northmen during 		
CF | your limited schooling; the runes are impenetrable to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x tiles" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > X TILES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "We were such slackers."
		Knight_Otu says, "Hm."
		Knight_Otu says, "I think I'm more interested in the staff."
		DavidW says, "> X FILES Cut that out, Mulder."
		Jacqueline says, "I think I'm good with whatever y'all choose."
Knight_Otu says (to ClubFloyd), "buy staff with chair" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY STAFF WITH CHAIR 		
CF | 		
CF | "I'll give that to you in exchange for your ornate chair." 		
CF | 		
CF | It seems like this might be a good deal, but on the other hand, you 		
CF | wonder how common undesirable enchantments can be, and whether you 		
CF | might not be able to wait until you find one before buying the staff. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		Roger says, "hint detected"
		Knight_Otu says, "Oh, right, that staff dispels enchantments."
		DavidW says, "I think the bag might be a better choice for now."
Knight_Otu says (to ClubFloyd), "no" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > NO 		
CF | 		
CF | You reconsider your choice. 		
CF | 		
CF | > 		Knight_Otu says, "Of course, it could be that the bag would have only made bringing the chair over easier"
Knight_Otu says (to ClubFloyd), "buy bag with chair" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY BAG WITH CHAIR 		
CF | 		
CF | "I'll give that to you in exchange for your ornate chair." 		
CF | 		
CF | You think that this could be a good deal or not, depending on how 		
CF | useful you find the bag to be. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > YES 		
CF | 		
CF | "I'm sure you'll fill it to the brim with treasure in no time at all," 		
CF | the peddler laughs. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say Be Nice to woman" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SAY BE NICE TO WOMAN 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure she knows the concept."
		Roger exclaims, "now we can sack that kid! or the bird. Or both!"
		Jacqueline says, "Roger, I'm not sure I ever want to meet you in real life."
		Knight_Otu asks, "So, dark passage, or explore around the "antenna"?"
		Jacqueline says (to KO), "Yeah"
		DavidW asks, "or GOAT?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ferns" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X FERNS 		
CF | 		
CF | You do not truly know if "palapala" is its proper name. The children 		
CF | of the pilgrims called it that; they played a game where each in turn 		
CF | would shout, "Palapalapalapala...", picking off one leaflet for each 		
CF | "pala". The one who could pick the most in a single breath was the 		
CF | victor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stones" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > X STONES 		
CF | 		
CF | The stones are rounded and gray. Most are about the size of your hand. 		
CF | Some of the ones near the wagon are marked with crude smiling faces 		
CF | drawn with charcoal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put wagon in bag" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > PUT WAGON IN BAG 		
CF | 		
CF | (taking the hand wagon) 		
CF | The point of a wagon is for it to carry other things, not for you to 		
CF | carry it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x spire" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X SPIRE 		
CF | 		
CF | The spire shines like silver, without any tarnish despite its exposure 		
CF | to the elements. It is thrice your height and tapers gently. In 		
CF | cross-section it is a six-pointed star, with rounded points. It is set 		
CF | into a cement base. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb spire" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > CLIMB SPIRE 		
CF | 		
CF | The surface of the spire is too smooth, with no good places for your 		
CF | hands to gain purchase. You might have better luck with one of the 		
CF | boulders. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x west boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X WEST BOULDER 		
CF | 		
CF | The Pattern of Prophet Tavias is a sparse field of circles with 		
CF | ribbons extending from each and weaving through each other. The 		
CF | Pattern symbolizes Tavias's teachings on the interconnectedness of all 		
CF | being. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb west boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > CLIMB WEST BOULDER 		
CF | 		
CF | You can't climb the west boulder. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb x east boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > CLIMB X EAST BOULDER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x east boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X EAST BOULDER 		
CF | 		
CF | The Pattern of Prophet Alzaias is a jumble of six- and eight-pointed 		
CF | stars, its seeming randomness belying a deep symmetry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb east boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > CLIMB EAST BOULDER 		
CF | 		
CF | You can't climb the east boulder. 		
CF | 		
CF | > 		Knight_Otu says, "I feel lied to. :("
		Knight_Otu says, "(Sorry to the author.)"
Knight_Otu says (to ClubFloyd), "climb boulder" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones (on the north boulder) @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > CLIMB BOULDER 		
CF | 		
CF | (the north boulder) 		
CF | With a bit of a running jump, you pull yourself up onto one of the 		
CF | rocks. 		
CF | 		
CF | From this vantage point, you can see that the tops of the stones are 		
CF | made of glass, reflecting the sky. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x glass" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones (on the north boulder) @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > X GLASS 		
CF | 		
CF | You cup your hands against the glass and peer into the darkness below. 		
CF | At first you can make out nothing. Then your eyes adjust, and you 		
CF | discern a cylinder descending below the base of the spire by at least 		
CF | 20 yards. Perhaps farther, but the light fails. 		
CF | 		
CF | > 		Knight_Otu says, "I think it truly is an antenna."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > D 		
CF | 		
CF | You get off of it. 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		Roger says, "oh, they're skylights. Nice"
		Knight_Otu says, "Northeast leads back to the starting room."
Knight_Otu says (to ClubFloyd), "se" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > SE 		
CF | 		
CF | The only paths are the goat trail down the hill to the northwest, and 		
CF | the path to the top of the clearing to the northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put bird in bag" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > PUT BIRD IN BAG 		
CF | 		
CF | (taking the bird) 		
CF | The bird hops away as you draw near. 		
CF | 		
CF | > 		Roger asks, "Oh are we under the stone circle now? Is that the circle of lights above us?"
		Knight_Otu says, "Not how to save birds."
		Knight_Otu says (to Roger), "I don't think we're directly under the stone circle."
Knight_Otu says (to ClubFloyd), "x panels" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X PANELS 		
CF | 		
CF | The individual facets of the dome are mirrors in the shape of convex 		
CF | polygons of varying sizes, mostly between a few inches and a foot. On 		
CF | closer inspection, some of them seem to differ slightly in tint, and 		
CF | some are slightly bent inwards or outwards. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x arches" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X ARCHES 		
CF | 		
CF | The opening to the tunnel to the south is a vee-shaped arch, taller 		
CF | than the others. The walls of the tunnel fade into inky darkness. 		
CF | 		
CF | The opening to the tunnel to the north is a vee-shaped arch, somewhat 		
CF | shorter than the one on the opposite side of the dome. 		
CF | 		
CF | Unlike the other exits, the arch that opens to the northeast tunnel is 		
CF | flat on the top. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		Knight_Otu says, "That poor, poor bird"
		Jacqueline says, "yeah"
		Roger says, "shouldn't be cosplaying a bat"
Knight_Otu says (to ClubFloyd), "x hammers" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X HAMMERS 		
CF | 		
CF | The various tools all seem to be in good shape, and they are arranged 		
CF | tidily on the board that they hang from. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crate" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | On one side of the crate, the words "Wedding Gifts for Prince Haakon 		
CF | and Princess Atelbaer," are crossed out, and "Returned," has been 		
CF | painted beneath. On another side the crate has been broken open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in crate" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > LOOK IN CRATE 		
CF | 		
CF | 		
CF | Inside the crate is a slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get paper" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET PAPER 		
CF | 		
CF | You take the slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X IT 		
CF | 		
CF | It appears to be some kind of shipping manifest, in Goblin. 		
CF | 		
CF | > 		Jacqueline says, "We need the woman to sell us a universal translation device."
		Knight_Otu says, "Yeah, that would be handy."
Knight_Otu says (to ClubFloyd), "x furnace" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X FURNACE 		
CF | 		
CF | There is a grate for air intake at the bottom; above it is a door for 		
CF | fuel, and above that another compartment within which material could 		
CF | be heated. A rack next to the furnace holds crucibles and molds of 		
CF | various shapes. A chimney extends from the top of the furnace through 		
CF | the ceiling. 		
CF | 		
CF | The chimney bemuses you; surely you must be too far beneath the 		
CF | hillside for it to be practical to build a flue extending to the 		
CF | surface. 		
CF | > 		Roger asks, "maybe that's the spire?"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "climb chimney" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > CLIMB CHIMNEY 		
CF | 		
CF | You can't climb the furnace. 		
CF | 		
CF | > 		DavidW asks, "can the chimney be entered?"
Knight_Otu says (to ClubFloyd), "enter chimney" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > ENTER CHIMNEY 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		DavidW says, "look in it? Maybe the bird can enter if we can't."
Knight_Otu says (to ClubFloyd), "light furnace" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > LIGHT FURNACE 		
CF | 		
CF | There's no fuel in the furnace, and you have no way of starting a 		
CF | fire. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in furnace" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > LOOK IN FURNACE 		
CF | 		
CF | You find nothing in the furnace but a residue of ash. 		
CF | 		
CF | > 		Jacqueline says, "Yeah, I was thinking the bird could get out that way."
		Jacqueline says, "But alternatively we could start a fire and then go outside and see where the smoke emerges, though I don't see how that does anything aside from settle some curiousity."
		Knight_Otu says, "I guess in theory it could open up an otherwise invisible path, like the goat did."
		Knight_Otu says, "But I doubt it."
		Jacqueline says, "Yeah"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wall" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X WALL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x barrier" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X BARRIER 		
CF | 		
CF | Not truly entirely invisible. Each second, a few dim blue sparks light 		
CF | up and immediately die in the plane of the barrier. 		
CF | 		
CF | > 		Roger says, "oh maybe this is the place for the staff"
		Jacqueline says, "yeah"
		Jacqueline says, "Oopsie"
		Knight_Otu says, "Possibly."
Knight_Otu says (to ClubFloyd), "x ceiling" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X CEILING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "I guess we should see if we can trade back that bag."
		Jacqueline says, "I did save in there."
		Knight_Otu says, "True."
		Jacqueline says, "cf2, I think"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, a green staff, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy staff with chair" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY STAFF WITH CHAIR 		
CF | 		
CF | "I'll give that to you in exchange for your ornate chair." 		
CF | 		
CF | It seems like this might be a good deal, but on the other hand, you 		
CF | wonder how common undesirable enchantments can be, and whether you 		
CF | might not be able to wait until you find one before buying the staff. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > YES 		
CF | 		
CF | "Remember that what you consider a curse may have been thought a 		
CF | useful enchantment by its maker. Seek to discover the reasons for a 		
CF | curse, for the truest curse is ignorance, and this staff cannot remove 		
CF | it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search crate" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > SEARCH CRATE 		
CF | 		
CF | 		
CF | Inside the crate is a slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get paper" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET PAPER 		
CF | 		
CF | You take the slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch barrier with staff" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TOUCH BARRIER WITH STAFF 		
CF | 		
CF | The barrier pushes back as you try to push the green staff through it. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Jacqueline says, "Hm. Maybe it's mechanical rather than an enchantment."
Knight_Otu says (to ClubFloyd), "strike ground with staff" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > STRIKE GROUND WITH STAFF 		
CF | 		
CF | The ground is on the far side of the barrier, and inaccessible. 		
CF | 		
CF | > 		Knight_Otu says, "(had to try it.)"
		Jacqueline says, "Heh. There is no ground on our side of the barrier."
		DavidW says, "Perhaps the staff has to touch the source of the field projection."
		Knight_Otu says, "That's funny, too."
		Jacqueline says (to DW), "Hm, yeah"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		Jacqueline says, "And it may well be on the other side of the barrier."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | The facets of the dome writhe, some growing, some shrinking, some 		
CF | splitting apart or joining together. Then, as suddenly as the strange 		
CF | shifting began, it stops. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch panels with staff" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH PANELS WITH STAFF 		
CF | 		
CF | A spark from the staff bounces from the reflective surface back onto 		
CF | the staff. 		
CF | 		
CF | The tiles on the green staff turn the color of charcoal. 		
CF | 		
CF | > 		Jacqueline says, "What about - yeah"
Jacqueline says (to ClubFloyd), "x panels" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X PANELS 		
CF | 		
CF | The individual facets of the dome are mirrors in the shape of convex 		
CF | polygons of varying sizes, mostly between a few inches and a foot. On 		
CF | closer inspection, some of them seem to differ slightly in tint, and 		
CF | some are slightly bent inwards or outwards. 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure that worked as hoped."
		DavidW says, "huh. The staff can change its app selection."
		Jacqueline asks (of DW), "Say again?"
Knight_Otu says (to ClubFloyd), "x staff" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with green ceramic tiles. 		
CF | 		
CF | > 		DavidW says, "It's now running the brown tile app instead of the green tile one."
Knight_Otu says (to ClubFloyd), "touch panels with staff" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH PANELS WITH STAFF 		
CF | 		
CF | You tap the silver facets with the (formerly) green staff. There is no 		
CF | obvious effect. 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Dome of Lights 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > UNDO 		
CF | 		
CF | [Can't "undo" twice in succession. Sorry!] 		
CF | 		
CF | > 		Knight_Otu says, "Uhm."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Color seeps back into the tiles on the green staff. 		
CF | 		
CF | Do you want to continue with this action? Y/N >> 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		DavidW says, "sorry. charcoal, not brown"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Circle Of Stones 		
CF | Twelve massive boulders frame a circular depression with a tall metal 		
CF | spire in the center. Within the depression, the grass is stunted and 		
CF | yellow compared to the lush growth outside. 		
CF | 		
CF | A goat trail leads down the hill to the northwest, and the path to the 		
CF | main road leads northeast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch spire with staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TOUCH SPIRE WITH STAFF 		
CF | 		
CF | You tap the spire with the green staff. There is no obvious effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > WAVE STAFF 		
CF | 		
CF | You wave the staff in front of you like a conjurer with a wand. 		
CF | Nothing obviously magical happens. Perhaps it's only effective when 		
CF | you touch something with it 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch east boulder with staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TOUCH EAST BOULDER WITH STAFF 		
CF | 		
CF | You tap the east boulder with the green staff. There is no obvious 		
CF | effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch west boulder with staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TOUCH WEST BOULDER WITH STAFF 		
CF | 		
CF | You tap the west boulder with the green staff. There is no obvious 		
CF | effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch south boulder with staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TOUCH SOUTH BOULDER WITH STAFF 		
CF | 		
CF | You tap the south boulder with the green staff. There is no obvious 		
CF | effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch north boulder with staff" 		
CF ] A New Life NW ^ NE 		
CF ] Circle Of Stones @ 		
CF ] R: 0 memories. ^ 		
CF | 		
CF | > TOUCH NORTH BOULDER WITH STAFF 		
CF | 		
CF | You tap the north boulder with the green staff. There is no obvious 		
CF | effect. 		
CF | 		
CF | > 		Knight_Otu says, "I'd have bet the spire would be it."
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | > 		Jacqueline asks, "Our options were a bag, a staff, ... a sword?"
		Roger asks, "do we have the manifest, to give to the girl?"
Knight_Otu says (to ClubFloyd), "touch bird with staff" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > TOUCH BIRD WITH STAFF 		
CF | 		
CF | You tap the bird with the green staff. There is no obvious effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tin whistle 		
CF | a lamp sphere (providing light) 		
CF | a green staff (of temporary curse removal) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		Knight_Otu says, "We do. Not sure it's going to be useful."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give paper to girl" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > GIVE PAPER TO GIRL 		
CF | 		
CF | You hand the slip of paper to her. She looks at it with curiosity. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "z" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > Z 		
CF | 		
CF | A moment passes. 		
CF | 		
CF | The goblin girl hands the slip of paper back to you. 		
CF | 		
CF | > 		Jacqueline says, "There ya go"
		Roger says, "Could have been worse"
		DavidW says, "The girl might be goblin literate but unable to tell you what it says."
		Jacqueline says, "Yeah"
		Jacqueline says, "well, guess it's time to restore, trade the chair for the sword, kill the goat, and make a sammich"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, and a sword. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy sword with staff" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 1 line. 		
CF | 		
CF | > BUY SWORD WITH STAFF 		
CF | 		
CF | "That's not worth anything to me. You'll have to find something better 		
CF | to trade." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy sword with chair" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY SWORD WITH CHAIR 		
CF | 		
CF | "I'll give that to you in exchange for your ornate chair." 		
CF | 		
CF | You are not an expert on weapons, but this seems like an unusually 		
CF | good deal for such a handsome blade. Perhaps even suspiciously good. 		
CF | 		
CF | Do you agree to the deal? [Answer yes or no.] 		
CF | 		
CF | >> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > YES 		
CF | 		
CF | A look of relief passes over the peddler's face. "It will serve you 		
CF | well, but never raise it in anger." 		
CF | 		
CF | > 		Roger says, ">STAB PEDDLER"
		Knight_Otu says, "That sure isn't ominous."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search crate" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > SEARCH CRATE 		
CF | 		
CF | 		
CF | Inside the crate is a slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get paper" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET PAPER 		
CF | 		
CF | You take the slip of paper. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit barrier with sword" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > HIT BARRIER WITH SWORD 		
CF | 		
CF | The barrier pushes back as you try to push the sword through it. 		
CF | 		
CF | > 		DavidW asks, "What if it turns out that the items on the manifest are identical to the peddler's items on her blanket?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | The barrier gently but firmly pushes you back. 		
CF | 		
CF | > 		Knight_Otu says, "I had suspected that it was the candlestick and chair, at least."
		DavidW says, "oh yes, could be that way around too."
		Knight_Otu asks, "She said the items came from the estate of an enchanter, didn't she?"
		DavidW says, "hm. I think I forgot that."
		Roger says, "melting down the sword would be fun, but unlikely"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | The barrier gently but firmly pushes you back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put sword in furnace" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > PUT SWORD IN FURNACE 		
CF | 		
CF | Since you don't know how to use the furnace, no purpose would be 		
CF | served by that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird cocks its head at you warily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hit panels with sword" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > HIT PANELS WITH SWORD 		
CF | 		
CF | Violence won't help matters. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "I suppose the planks are takeable."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get planks" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET PLANKS 		
CF | 		
CF | The table is fixed in place. 		
CF | 		
CF | > 		DavidW says, "or not"
		Jacqueline asks, "So, I just want to say this, put it out there, but it's probably nothing: is the blanket tradable?"
Knight_Otu says (to ClubFloyd), "get tools" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET TOOLS 		
CF | 		
CF | It's one thing to pick up various treasures you might find lying 		
CF | around, but stealing a craftsman's tools is unthinkable for you, a 		
CF | child of craftsmen. 		
CF | 		
CF | > 		Jacqueline says, "And if so, can we toss it over the bird, maybe."
		Jacqueline says, "Probably not, but putting it out there."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | The bird flutters around in confusion, then flies directly into the 		
CF | wall, emitting a pained chirp as it plummets to the ground. 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Peddler's Encampment 		
CF | A tent stands on the rocky shore of the stream. To the north, a wooden 		
CF | bridge spans the stream. A path follows the bank to the east. 		
CF | 		
CF | A woman in black furs leans on a walking-stick next to a blanket. 		
CF | 		
CF | Upon the blanket lie a large bag, and a green staff. 		
CF | 		
CF | A mule is tied to one of the bridge's supports with a thick hemp rope. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "buy blanket" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > BUY BLANKET 		
CF | 		
CF | "I have naught but what is on the blanket to sell," Yvet-ya declares. 		
CF | 		
CF | > 		Knight_Otu says, "The blanket is not on the blanket, I suppose."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tin whistle 		
CF | a sword 		
CF | a lamp sphere (providing light) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		Jacqueline says, "Okay."
Knight_Otu says (to ClubFloyd), "show flower to peddler" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > SHOW FLOWER TO PEDDLER 		
CF | 		
CF | The old peddler is unimpressed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask peddler about spire" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK PEDDLER ABOUT SPIRE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask peddler about barrier" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK PEDDLER ABOUT BARRIER 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask peddler about bird" 		
CF ] A New Life N 		
CF ] A Peddler's Encampment @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK PEDDLER ABOUT BIRD 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Jacqueline asks, "The girl doesn't follow us to the barrier, right?"
		Knight_Otu says, "She hasn't followed us in a while."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Mossy Grove W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mossy Grove 		
CF | A grove of oaks. The ground rises sharply to the south, and a 		
CF | mausoleum is set into the side of the hill. Everything-- trees, tomb, 		
CF | and hillside-- is covered with thick moss, interrupted only by 		
CF | palapala ferns and a few patches of bark and bare stone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | By a Waterfall 		
CF | A roaring waterfall pours into a pool from high above to the North; 		
CF | you can see the eroded layer of stone where the road passes behind it. 		
CF | You stand where the path ends, at the stony shore of the pool. 		
CF | 		
CF | A goat trail leads up the hill to the southeast. 		
CF | 		
CF | A wooden hand wagon lies here on the shore. Some of the stones around 		
CF | the wagon have black markings on them. 		
CF | 		
CF | A large wooden shed stands to the southwest. 		
CF | 		
CF | You can also see a goblin girl, and a goat here. The goblin girl is 		
CF | carrying a twig. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "hold hand" 		
CF ] A New Life 		
CF ] By a Waterfall W @ 		
CF ] R: 0 memories. SW SE 		
CF | 		
CF | > HOLD HAND 		
CF | 		
CF | (the child's hand) 		
CF | You take the goblin child's hand in your own. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] A New Life N NE 		
CF ] Dome of Lights @ 		
CF ] R: 0 memories. S 		
CF | 		
CF | > SW 		
CF | 		
CF | The child lets go of your hand; evidently she has more interesting 		
CF | things to do than follow you around. 		
CF | 		
CF | Dome of Lights 		
CF | On the side nearest you, many of the dome's silver panels reflect the 		
CF | lamp's light back toward you. On the center of the floor, a circle is 		
CF | etched in the rock. To the north, northeast, and south, arches open 		
CF | into tunnels. 		
CF | 		
CF | A small brown bird is preening its feathers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		Knight_Otu says, "She didn't follow at all."
		Jacqueline says, "mmkay"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		Roger asks, "did we futz around with the ashes enough?"
		Knight_Otu says, "Maybe not."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Workshop 		
CF | Small hammers, files and pliers hang on a board on the wall. A stone 		
CF | furnace stands in a corner, cold, its chimney extending through the 		
CF | ceiling. There are tunnels to the north and east. 		
CF | 		
CF | A crate with some wide planks on it forms a makeshift table in the 		
CF | center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ashes" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X ASHES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search furnace" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > SEARCH FURNACE 		
CF | 		
CF | You find nothing in the furnace but a residue of ash. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ash" 		
CF ] A New Life N 		
CF ] Workshop @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X ASH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "The ash seems nonfutzaroundable."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Dim Corridor (West of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch barrier with flower" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TOUCH BARRIER WITH FLOWER 		
CF | 		
CF | You meet no resistance as you pass the white flower through the 		
CF | barrier. 		
CF | 		
CF | > 		Knight_Otu says, "Interesting."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a tin whistle 		
CF | a sword 		
CF | a lamp sphere (providing light) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | You are wearing: 		
CF | a glass charm (glowing green) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop sword, whistle" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > DROP SWORD, WHISTLE 		
CF | 		
CF | sword: Dropped. 		
CF | tin whistle: Dropped. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | The barrier gently but firmly pushes you back. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch barrier with paper" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TOUCH BARRIER WITH PAPER 		
CF | 		
CF | You meet no resistance as you pass the slip of paper through the 		
CF | barrier. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch barrier with seed" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TOUCH BARRIER WITH SEED 		
CF | 		
CF | You meet no resistance as you pass the seed through the barrier. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop charm" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > DROP CHARM 		
CF | 		
CF | (removing the glass charm) 		
CF | You drop the glass charm. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop sphere" 		
CF ] A New Life 		
CF ] Dim Corridor (West of Barrier) W @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > DROP SPHERE 		
CF | 		
CF | You drop the lamp sphere. 		
CF | 		Jacqueline says, "So, I am just going to put this out there: a lot of people on IFDB say that they had to use hints."
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Dim Corridor (East of Barrier) W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > E 		
CF | 		
CF | Your skin tingles as you walk through the barrier. 		
CF | 		
CF | > 		Jacqueline says, "And it has a tag for 'adaptive hints'"
		Jacqueline says, "OHO"
		Jacqueline says, "Okay, neat."
		Knight_Otu says, "No inorganics allowed, I guess."
		DavidW says, "So the ,,, yeah"
		Roger says, "maybe we need to sack the sphere and stuff to get it through, Terminator rules"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > S 		
CF | 		
CF | (opening the south door) 		
CF | 		
CF | Enclosure, With Rocks 		
CF | A short stone wall encloses an elegantly groomed garden of stones. In 		
CF | the nearer part of the garden the patterns in the stones have been 		
CF | obscured by a trail leading from a stile in the wall to a building 		
CF | that extends to the north and west. 		
CF | 		
CF | From the northern part of the building a tower rises high above, 		
CF | connecting with a ceiling that must enclose nearly the entire volume 		
CF | of the hill. Sunlight streams through several skylights in a circle 		
CF | around the top of the tower, but given the vast space that they are 		
CF | responsible for lighting, it's still pretty dark here. 		
CF | 		
CF | A small knife lies next to a toy dragon on the stones of the garden. 		
CF | 		
CF | A draught blows the dark door shut. 		
CF | 		
CF | > 		DavidW says, "I thought the Terminator rule was that time travel has to be done naked."
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the dark stained door. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, the door didn't autolock."
		Knight_Otu says, "And now we surely are under the standing stones."
		Roger says, "I believe you to be correct"
Knight_Otu says (to ClubFloyd), "x tower" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X TOWER 		
CF | 		
CF | The tower is round, dark but shiny, and tall. Where it joins with the 		
CF | top of the cavern it is illuminated by the skylights encircling it. 		
CF | Not black then, but a medium gray. 		
CF | 		
CF | A draught blows the dark door shut. 		
CF | 		
CF | > 		Knight_Otu says, "That drraught worries me slightly."
Knight_Otu says (to ClubFloyd), "x wall" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X WALL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "I dunno, the draft may be a clue to a secret passage."
Knight_Otu says (to ClubFloyd), "x garden" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X GARDEN 		
CF | 		
CF | (the rock garden) 		
CF | The smaller stones are groomed into patterns of lines that seem to 		
CF | emerge from an outcropping in the center of the enclosure, then swirl 		
CF | turbulently around other boulders before joining together in a smooth 		
CF | flow. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dragon" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X DRAGON 		
CF | 		
CF | A toy dragon stitched from snakeskin. Its expression is fierce. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x knife" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X KNIFE 		
CF | 		
CF | The knife has the form of a miniature sword with a golden hilt. It it 		
CF | too narrow and thin to cut anything substantial, but it would make a 		
CF | good letter knife. 		
CF | 		
CF | > 		Jacqueline asks, "Take them?"
		Jacqueline asks, "Perhaps give the dragon to the girl?"
Knight_Otu says (to ClubFloyd), "take dragon, knife" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > TAKE DRAGON, KNIFE 		
CF | 		
CF | stuffed dragon: Taken. 		
CF | letter knife: Taken. 		
CF | 		
CF | > 		Roger says, "If we can get them back, sure"
		Roger says, "back through the barrier, I mean'"
Knight_Otu says (to ClubFloyd), "x building" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X BUILDING 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x skylights" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X SKYLIGHTS 		
CF | 		
CF | Rectangular patches of blue sky circling the tower. You can see ten, 		
CF | but two more are probably hidden behind the tower. 		
CF | The ends of the vines on the dome writhe; some shrink, some extend, 		
CF | and others move a few inches to one side or another. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dome" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X DOME 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x vines" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > X VINES 		
CF | 		
CF | The vines are shiny and black, and about half of the width of your 		
CF | smallest finger. At the base of the dome they are dense enough to form 		
CF | a sort of sheath around the dome, but they thin out higher up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Crumbled Ruins 		
CF | A cluster of ruined, abandoned buildings. In the corner of one of 		
CF | them, a sleeping form lies beside the cold remains of a campfire. 		
CF | Paths lead northwest back toward the dome and tower complex, and east. 		
CF | 		
CF | Next to the body, on a waist-high ledge that is all that remains of a 		
CF | fallen stone wall, you see a huge bag, and an ocher staff. 		
CF | 		
CF | > 		DavidW asks, "climb vines?"
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Enclosure, With Rocks 		
CF | A short stone wall encloses an elegantly groomed garden of stones. In 		
CF | the nearer part of the garden the patterns in the stones have been 		
CF | obscured by a trail leading from a stile in the wall to a building 		
CF | that extends to the north and west. 		
CF | 		
CF | From the northern part of the building a tower rises high above, 		
CF | connecting with a ceiling that must enclose nearly the entire volume 		
CF | of the hill. Sunlight streams through several skylights in a circle 		
CF | around the top of the tower, but given the vast space that they are 		
CF | responsible for lighting, it's still pretty dark here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb vines" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > CLIMB VINES 		
CF | 		
CF | You can't climb the vines. 		
CF | 		
CF | > 		Jacqueline says, "nope"
		Knight_Otu says, "se"
Knight_Otu says (to ClubFloyd), "se" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | Crumbled Ruins 		
CF | A cluster of ruined, abandoned buildings. In the corner of one of 		
CF | them, a sleeping form lies beside the cold remains of a campfire. 		
CF | Paths lead northwest back toward the dome and tower complex, and east. 		
CF | 		
CF | Next to the body, on a waist-high ledge that is all that remains of a 		
CF | fallen stone wall, you see a huge bag, and an ocher staff. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x form" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X FORM 		
CF | 		
CF | He (for you guess him now to be male) lies mostly covered by a 		
CF | blanket. His chest rises and falls steadily as he breathes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x staff" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with ocher ceramic tiles. Some of the tiles are heavily scratched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ruins" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X RUINS 		
CF | 		
CF | (the buildings) 		
CF | A cluster of wooden and stone buildings must have stood here once. Now 		
CF | some of them can be recognized only by the outlines of their 		
CF | foundations; others have parts of walls still standing, but none have 		
CF | roofs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X BAG 		
CF | 		
CF | A soft canvas bag with sparkling runes embroidered in orange 		
CF | stitching. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x runes" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X RUNES 		
CF | 		
CF | You recognize the runes as being in the script of the Northmen, but 		
CF | cannot decipher them. The first word is repeated twice, and a 		
CF | different word, also repeated twice, follows. 		
CF | 		
CF | A chill grips your spine as you realize what the runes must mean. What 		
CF | you have found, you are certain now, is a bag of bag of bag of holding 		
CF | holding holding. 		
CF | 		
CF | > 		Knight_Otu says, "What."
		Roger says, "ha"
		Jacqueline says, "..."
		Jacqueline says, "That can't be a typo."
		Jacqueline says, "Or a bug."
		Roger says, "well you've got a bag of holding"
		Roger says, "then a bag to hold THAT bag"
		Jacqueline says, "Right"
		Roger says, "and then one more layer"
		Jacqueline says, "Right"
		Knight_Otu says, "This sure is unexpected."
		DavidW asks, "What does that even mean?"
		Roger says, "could mean several things"
Knight_Otu says (to ClubFloyd), "x bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X BAG 		
CF | 		
CF | A soft canvas bag with sparkling runes embroidered in orange 		
CF | stitching. 		
CF | 		
CF | > 		Jacqueline says, "Now I want it, and I want the other bag, and I want to put one of the bags inside the other bag."
		Jacqueline says, "Because why not"
		DavidW asks, "Universal collapse?"
		DavidW says, "Multibag of Madness"
		Roger says, "save and then wake the dude up, is my thinking"
		Knight_Otu says, "Well, I'm sure if we mess this this person's belonging, they'll do worse that turn us into a frog."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET BAG 		
CF | 		
CF | You hesitate. Picking up items that you find lying around is one 		
CF | thing, but when they are right next to the person you presume they 		
CF | belong to, well, that might be considered theft. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Might?!"
		Knight_Otu says, "We might not quite be upstanding citizens."
		Knight_Otu says, "I guess on the plus side, we haven't killed any security guards yet."
		Jacqueline says, "We do have a sword.."
		Jacqueline asks, "Oh, wait, do we?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a stuffed dragon 		
CF | a letter knife 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | > 		Knight_Otu says, "Not on this side of the barrier, we don't."
		Jacqueline says, "No, but we have a little letter opener... ha"
Jacqueline says (to ClubFloyd), "stab man with letter knife" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > STAB MAN WITH LETTER KNIFE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "attack man with letter knife" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > ATTACK MAN WITH LETTER KNIFE 		
CF | 		
CF | You would not hurt someone who has done you no harm, and who is so 		
CF | utterly defenseless. 		
CF | 		
CF | > 		Jacqueline says, "Well, I guess this game doesn't know us too well."
		Jacqueline says, "We'd make that man into a sammich, I suspect."
Knight_Otu says (to ClubFloyd), "tickle man with letter knife" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TICKLE MAN WITH LETTER KNIFE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline says, "It's funny, all this talk of sammiches, when there is no bread in this game."
		Jacqueline says, "We gotta get that bread."
		Jacqueline says (to KO), "haha"
		DavidW says, "We're not ClubFloyd, we're ClubSandwich."
		Knight_Otu says, "I'm sure it's in the last treasure chest in this dungeon."
		Jacqueline says, "I don't think it would take much to transform us into ClubSandwich, honestly."
Jacqueline says (to ClubFloyd), "wake man" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > WAKE MAN 		
CF | 		
CF | You jostle his shoulder, and he swiftly draws himself into a sitting 		
CF | position, startling you. But though his eyes are now open, there is no 		
CF | life in them, and the only noise he makes is his breathing. 		
CF | 		
CF | > 		Roger says, "hunh"
		Jacqueline says, "hunh indeed"
Knight_Otu says (to ClubFloyd), "talk to man" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TALK TO MAN 		
CF | 		
CF | He doesn't seem to be much of a conversationalist. 		
CF | 		
CF | > 		Roger says, "maybe he's astrally-projecting somewhere"
		Jacqueline says, ">ZOMBIE, HELLO"
Knight_Otu says (to ClubFloyd), "wave hands in front of man's eyes" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > WAVE HANDS IN FRONT OF MAN'S EYES 		
CF | 		
CF | I only understood you as far as wanting to wave your hands. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wave hands" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > WAVE HANDS 		
CF | 		
CF | You wave your hands in the air, as though you were without a care. 		
CF | 		
CF | > 		Roger says, "haha"
Knight_Otu says (to ClubFloyd), "dance" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > DANCE 		
CF | 		
CF | You skip -- and twirl, and for a moment your cares are forgotten. 		
CF | 		
CF | > 		Jacqueline says, "hahahahaha"
		Roger says, "live, laugh, love"
		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "poke man" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > POKE MAN 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "touch man" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TOUCH MAN 		
CF | 		
CF | That might not be appreciated. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x man" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X MAN 		
CF | 		
CF | The stranger is sitting up now. His hair is oily and unkempt, and his 		
CF | beard is thick. But it is his eyes, staring blankly as though there is 		
CF | no soul behind them, that attract and disturb you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x eyes" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X EYES 		
CF | 		
CF | His eyes stare straight forward, unmoving. Their focus does not change 		
CF | when you wave your fingers in front of him. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask man about bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] T: 0 lines. 		
CF | 		
CF | > ASK MAN ABOUT BAG 		
CF | 		
CF | Which do you mean, the large bag or the huge bag? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask man about large bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > ASK MAN ABOUT LARGE BAG 		
CF | 		
CF | He doesn't seem to be much of a conversationalist. 		
CF | 		
CF | > 		Roger asks, "oh can we do a charm-check?"
		DavidW asks, "yeah, is it still green?"
		Knight_Otu says, "We left the charm in front of the barrier, I'm afraid."
		Roger says, "oho"
		Jacqueline says, "Yeah, I don't think we have it."
		Roger exclaims, "I guess we can't!"
		Roger says, "That's fine"
Knight_Otu says (to ClubFloyd), "poke eyes" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > POKE EYES 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Knight_Otu says, "Thanks for not implementing this."
Jacqueline says (to ClubFloyd), "take huge bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TAKE HUGE BAG 		
CF | 		
CF | Its current owner doesn't appear to need these things right now, and 		
CF | you do. Furtively, you pick up the huge bag. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take staff" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > TAKE STAFF 		
CF | 		
CF | You take the ocher staff. 		
CF | 		
CF | > 		Jacqueline says, "Well, there we are then."
		Jacqueline says, "He'll come for us when he's done projecting astrally."
Jacqueline says (to ClubFloyd), "look in huge bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > LOOK IN HUGE BAG 		
CF | 		
CF | You aren't able to get it to open, but it doesn't feel like there's 		
CF | anything inside. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, but we are no thief."
		Roger says, "just borrowing"
		Jacqueline says, "I guess we need to do some introspection."
Jacqueline says (to ClubFloyd), "open bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > OPEN BAG 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		Jacqueline says, "huh"
Roger says (to floyd), "hold bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > HOLD BAG 		
CF | 		
CF | You already have the huge bag. 		
CF | 		
CF | > 		DavidW asks, "enter it?"
		Knight_Otu says, "We are just liberating comatose people of their earthly burdens."
		Jacqueline says, "Yeah"
		Jacqueline says, "No big"
Knight_Otu says (to ClubFloyd), "enter bag" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > ENTER BAG 		
CF | 		
CF | The huge bag seems quite determined to keep your body parts outside of 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "That was not the response I was expecting for >ENTER BAG"
Knight_Otu says (to ClubFloyd), "cut bag with knife" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > CUT BAG WITH KNIFE 		
CF | 		
CF | Such destruction would serve no purpose. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Crumbled Ruins 		
CF | A cluster of ruined, abandoned buildings. In the corner of one of 		
CF | them, a sleeping form lies beside the cold remains of a campfire. 		
CF | Paths lead northwest back toward the dome and tower complex, and east. 		
CF | 		
CF | > 		Roger says, "Perhaps it's just a trade good"
		Knight_Otu exclaims, "But it's a bag of bag of bag of holding holding holding!"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a stuffed dragon 		
CF | a letter knife 		
CF | an ocher staff (slightly damaged) 		
CF | a huge bag (of bag of bag of holding holding holding) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x staff" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > X STAFF 		
CF | 		
CF | A little wider than your thumb and as long as your arm, and covered 		
CF | with ocher ceramic tiles. Some of the tiles are heavily scratched. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | The landscape grows rougher, and boulders-- or giant stalagmites-- 		
CF | rise all around you. The path itself is a smooth trough worn into the 		
CF | stone. 		
CF | 		
CF | Among Pillars 		
CF | At the end of the path, you have come to a circular empty space where 		
CF | concentric rings and radial lines seem to have been blasted into the 		
CF | ground. All around this clear space, stone pillars and arches are 		
CF | haphazardly strewn through the landscape. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x pillars" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X PILLARS 		
CF | 		
CF | Surreal, twisted fingers of stone many times your height. They seem to 		
CF | have been half melted and then frozen into place. 		
CF | 		
CF | You start to feel a chilly draft coming from deeper in the cavern, and 		
CF | you rub your arms together for warmth. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x arches" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X ARCHES 		
CF | 		
CF | Surreal, twisted fingers of stone many times your height. They seem to 		
CF | have been half melted and then frozen into place. 		
CF | 		
CF | An intense cold wind blows down on you, and you see a massive form 		
CF | smoothly descending out of the darkness. It must be a dragon, nothing 		
CF | else could be that large and fly. 		
CF | 		
CF | > 		Knight_Otu says, "Eeep."
		Jacqueline says, "um"
		Knight_Otu asks, "Maybe we should leave?"
Knight_Otu says (to ClubFloyd), "x dragon" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X DRAGON 		
CF | 		
CF | The dragon is a ghostly bluish white; its serpentine body undulates as 		
CF | it cuts through the air. Its face is cragged and ancient with frills 		
CF | streaming back from its jowls. It has no wings; perhaps to such a 		
CF | being, gravity is subservient to higher, hidden laws. 		
CF | 		
CF | The creature glides toward you almost soundlessly, slowing now, 		
CF | undulating as though it were swimming underwater. Frills-- or fins-- 		
CF | or tentacles -- stream behind it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to dragon" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > TALK TO DRAGON 		
CF | 		
CF | The dragon doesn't seem interested. 		
CF | 		
CF | Now you notice its eyes, like glass, with flames flickering inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > W 		
CF | 		
CF | You find yourself unable to move, unable to do anything but stare into 		
CF | those entrancing eyes. 		
CF | 		
CF | You feel your body slipping away; the dragon's eyes grow, and merge, 		
CF | you are falling into the black, falling... 		
Knight_Otu pushes the green 'space' button. 		
CF ] A New Life 		
CF ] Among Pillars W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | 		
CF | *** You are gone. *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, UNDO your last move, 		
CF | or QUIT? 		
CF | > 		Knight_Otu says, "We should have left."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a stuffed dragon 		
CF | a letter knife 		
CF | an ocher staff (slightly damaged) 		
CF | a huge bag (of bag of bag of holding holding holding) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life NW 		
CF ] Crumbled Ruins @ E 		
CF ] R: 0 memories. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Crumbled Ruins 		
CF | A cluster of ruined, abandoned buildings. In the corner of one of 		
CF | them, a sleeping form lies beside the cold remains of a campfire. 		
CF | Paths lead northwest back toward the dome and tower complex, and east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "nw" 		
CF ] A New Life N 		
CF ] Enclosure, With Rocks @ 		
CF ] R: 0 memories. SE 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Enclosure, With Rocks 		
CF | A short stone wall encloses an elegantly groomed garden of stones. In 		
CF | the nearer part of the garden the patterns in the stones have been 		
CF | obscured by a trail leading from a stile in the wall to a building 		
CF | that extends to the north and west. 		
CF | 		
CF | From the northern part of the building a tower rises high above, 		
CF | connecting with a ceiling that must enclose nearly the entire volume 		
CF | of the hill. Sunlight streams through several skylights in a circle 		
CF | around the top of the tower, but given the vast space that they are 		
CF | responsible for lighting, it's still pretty dark here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] Dim Corridor (East of Barrier) W @ E 		
CF ] R: 0 memories. S 		
CF | 		
CF | > N 		
CF | 		
CF | (opening the north door) 		
CF | 		
CF | Dim Corridor (East of Barrier) 		
CF | The walls here seem to have been painted white, but have since been 		
CF | discolored by mold and minerals deposited by water leaking through the 		
CF | ceiling. It's fairly dark here; a little light trickles in through a 		
CF | partially open doorway to the east, but to the west the shadows 		
CF | swallow all traces of it. Another door, made of dark stained wood, 		
CF | faces south near the east end of the corridor. 		
CF | 		
CF | Really, nothing about this particular spot in the tunnel would strike 		
CF | you as particularly noteworthy except for the presence of a nearly 		
CF | invisible barrier that pulls you back as you attempt to walk through 		
CF | it. 		
CF | 		
CF | Beyond the barrier you can see a lamp sphere, a glass charm, a tin 		
CF | whistle, and a sword. 		
CF | 		
CF | A draught blows the dark door shut. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > E 		
CF | 		
CF | The door is heavy enough that you find squeezing through quicker than 		
CF | opening it further. In the process you almost trip over a stool that 		
CF | was left just on the other side of the door. 		
CF | 		
CF | Library 		
CF | Bookshelves line the walls of this room. There must be thousands of 		
CF | volumes here; far more than you have seen in your entire life. Magic 		
CF | lamps in the ceiling suffuse the room with warm light. One bookcase 		
CF | has been fashioned into what seems to have been intended to be a 		
CF | secret door; as it currently stands half open, it's hardly secret now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X SHELVES 		
CF | 		
CF | Most of the books are in the flowing goblin script, some are in the 		
CF | runic alphabet and some in the ideographs of the Four Kingdoms. A few 		
CF | are in your own language. Among these, the following catch your 		
CF | interest: an illustrated children's book, A Typology of Celestial 		
CF | Bodies, On Arcane Artifice, and Caring for Your Kniebglitz Magickal 		
CF | Bag. 		
CF | 		
CF | > 		Jacqueline asks, "Wait, why not take the stuff before we left the ruins?"
		Knight_Otu says, "We had the bag and the staff."
		Jacqueline says, "Oh."
Jacqueline says (to ClubFloyd), "i" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a stuffed dragon 		
CF | a letter knife 		
CF | an ocher staff (slightly damaged) 		
CF | a huge bag (of bag of bag of holding holding holding) 		
CF | a white flower 		
CF | a seed 		
CF | a slip of paper 		
CF | 		
CF | > 		Jacqueline asks, "What's the seed from again?"
		Knight_Otu says, "The flower, I believe."
Knight_Otu says (to ClubFloyd), "x children's book" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X CHILDREN'S BOOK 		
CF | 		
CF | [1 of 10] 		
CF | 		
CF | King Aemil was sad. His wife had died much too young, and he could see 		
CF | nothing but futility in the works of men. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		DavidW says, "yes. The seed is from the flower."
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [2 of 10] 		
CF | 		
CF | One day an explorer came to Aemil's court with gifts of silk and 		
CF | porcelain from lands far to the east. "If I can reopen the trade road 		
CF | to the Orient," the King thought, "people will remember me for 		
CF | centuries as a wise leader who brought prosperity for his people." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [3 of 10] 		
CF | 		
CF | Aemil hired a goblin guide, for the tundra tribes of the northeast 		
CF | were vassals of Radakh, the goblin homeland. On his way east, Aemil 		
CF | treated with the lords of the Black Steppe, who promised protection 		
CF | for trade caravans in return for a fair share of the tariffs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [4 of 10] 		
CF | 		
CF | Finally Aemil came to the land of the Tlihomah, a noble but fierce 		
CF | tribe of the tundra. The chief of the Tlihomah wanted nothing to do 		
CF | with reopening trade through their lands, for he had heard the men of 		
CF | the west were soft and weak. But his daughter Khallah said, "Let him 		
CF | show his worth. If he can prove himself my equal at any task I set 		
CF | him, then we should consider his proposal." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [5 of 10] 		
CF | 		
CF | Her father agreed to this, for everyone knew that Khallah was the best 		
CF | warrior and athlete the tribe had ever seen. Such was her prowess that 		
CF | she chose to be a woman in order to make physical contests more 		
CF | sporting, and still none could match her. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [6 of 10] 		
CF | 		
CF | Khallah set three contests for Aemil. First, she pointed out a rocky 		
CF | cliff face, and bade him race her to the top. Khallah climbed 		
CF | bare-handed. Even though he had the best enchanted climbing equipment 		
CF | that could be bought in Welet, Aemil struggled to reach the top at the 		
CF | same moment as Khallah. 		
CF | 		
CF | The chief protested that Aemil was cheating, but Khallah said, "I 		
CF | meant to test all of the strengths of the west, and their strength in 		
CF | industry is clearly one we lack. Therefore I judge that, in this, 		
CF | Aemil has been proven my equal." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [7 of 10] 		
CF | 		
CF | For the second bout, Khallah suggested a contest of song. Khallah 		
CF | chose a song of the history of her people. Her voice was pure and 		
CF | clear, and did not falter though she sang for at least two hours. 		
CF | 		
CF | Aemil chose to sing the Decurion's Lament, and found to his surprise 		
CF | that he still remembered almost all of the words, and was able to 		
CF | artfully improvise the rest. Still, he was not sure that it could have 		
CF | matched Khallah's performace. But at the end, he received applause as 		
CF | loud as had been given to Khallah. Both camps agreed that the songs 		
CF | were equally good. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [8 of 10] 		
CF | 		
CF | Finally Khallah asked Aemil to hunt the giant butterflies that came 		
CF | out only on moonless nights in the tundra. If Aemil could collect as 		
CF | many as Khallah did, then Aemil's dream of restoring trade to the 		
CF | Orient would come to fruition. However, Aemil's night vision was no 		
CF | match for Khallah's, and he despaired that this time he would truly 		
CF | lose. Then Daermot, his goblin guide, came to him and offered to help. 		
CF | "I can use my echolocation to help you find the butterflies." And when 		
CF | the sun rose, Khallah and Aemil turned out their bags, and counted an 		
CF | equal number of butterflies in each. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [9 of 10] 		
CF | 		
CF | Again the chief protested, but Khallah would have none of it. "The 		
CF | goblins of Radakh take our tribute money, and yes, it is true that 		
CF | some of it pays for things that are useful to us. But have they ever 		
CF | offered us friendship, like this goblin has to Aemil? I say that this 		
CF | friendship between human and goblin is a strength that we lack, and 		
CF | that this man has successfully proven himself in all three contests." 		
CF | Then she looked into Aemil's eyes. "And what's more, since no man 		
CF | before has proven himself my equal, and it may be that none ever will, 		
CF | I would be your wife, if you would have me." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [10 of 10] 		
CF | 		
CF | Such was Aemil's love for her that he insisted on a marriage of equals 		
CF | instead. Khallah came to Welet with him, and they lived together 		
CF | happily, exchanging genders each year, until on the third year a child 		
CF | was born. And that child, Atelbaer, was you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x typology" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X TYPOLOGY 		
CF | 		
CF | [1 of 3] 		
CF | 		
CF | The bodies of the Firmament may be classified into three types. The 		
CF | first are the Fixed Bodies, which are the Stars and Nebulae, and the 		
CF | Galactic Stripe. The second are the Bound Stars, which keep a constant 		
CF | position in the sky. The last are the wandering bodies, which move 		
CF | relative to the Fixed Bodies, each in its own path; these are the 		
CF | Planets and Comets. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [2 of 3] 		
CF | 		
CF | There are twelve Bound Stars, each of which remains at the same point 		
CF | in the sky at all hours. Merstel, which shines above the western 		
CF | ocean, is used by navigators for determining longitude. Continuing to 		
CF | the east, we note Paerseh, Ahtens, and Berenc, which are familiar to 		
CF | all. Then Tirmstel, the zenith of which marked the eastern border of 		
CF | Cormelaan Empire for three hundred years by the edict of the Emperor 		
CF | Josefas, and Cobmantstel, which is highest above the goblin homeland. 		
CF | Next are the Silk-star and the Pearl-star, which shine above the Four 		
CF | Kingdoms of the Orient. The last four bound stars, not known or named 		
CF | in the Classical Era, are called Prime Oriental, Second Oriental, 		
CF | Third Oriental, (also called Second Occidental in some sources) and 		
CF | Prime Occidental. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [3 of 3] 		
CF | 		
CF | Nebulae appear in diverse forms. Some are Spiral, some are Elliptical, 		
CF | and some are Amorphous. The Bloody Nebula, which is the only Nebula 		
CF | large enough that its structure can be perceived with the unaided eye, 		
CF | is one of these last. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x artifice" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X ARTIFICE 		
CF | 		
CF | [1 of 4] 		
CF | 		
CF | All magical power, or mana, is born of blood. It is therefore 		
CF | incumbent upon the ethical mage to use this power carefully and 		
CF | efficiently, and with a mind not only to the present Good, but to the 		
CF | Good of succeeding generations. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [2 of 4] 		
CF | 		
CF | The noblest mode of magic is the enchantment of artifacts. By the 		
CF | binding of a dying creature's Will to a physical object, the mana born 		
CF | of that creature's blood may be made to serve not just for the moment, 		
CF | but for over a hundred years. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [3 of 4] 		
CF | 		
CF | To the arcane perception, the forms of inert matter are dim and 		
CF | translucent, and poorly distinguished. There are several remedies for 		
CF | this; first, to imbue the environs with mana-- this is wasteful, 		
CF | because such mana, not bound to a guiding Will, dissipates over time; 		
CF | second, to limit the domain of concern to other magical artifacts; 		
CF | third, to borrow the perceptions of a living creature or mechanical 		
CF | apparatus.... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [4 of 4] 		
CF | 		
CF | Do not use the blood of the tortoise, for it alone among creatures can 		
CF | live longer in its own body than it would bound into an artifact. 		
CF | Neither should you kill the mammoth, for it contains within itself too 		
CF | much power for the human mind to safely hold. Some tundra tribes bleed 		
CF | the mammoth and make fetishes using its power while it is yet living, 		
CF | but this technique is beyond the scope of the present work. 		
CF | 		
CF | > 		Knight_Otu says, "I forgot about the blood magic."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Library 		
CF | Bookshelves line the walls of this room. There must be thousands of 		
CF | volumes here; far more than you have seen in your entire life. Magic 		
CF | lamps in the ceiling suffuse the room with warm light. One bookcase 		
CF | has been fashioned into what seems to have been intended to be a 		
CF | secret door; as it currently stands half open, it's hardly secret now. 		
CF | 		
CF | On the bookshelves are an illustrated children's book, A Typology of 		
CF | Celestial Bodies, On Arcane Artifice, and Caring for Your Kniebglitz 		
CF | Magickal Bag. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x caring" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X CARING 		
CF | 		
CF | [1 of 5] 		
CF | 		
CF | Congratulations! You are now the owner of one of the finest magick 		
CF | enhanced bags on the market today, handmade by expert craftsmen in the 		
CF | renowned Kniebglitz Workshops and imbued with arcane power by the 		
CF | Great Kniebglitz himself. You'll probably want to put it to use 		
CF | immediately, but before you do, please take a few moments to 		
CF | familiarize yourself with the care of your Kniebglitz Magickal Bag. 		
CF | Properly maintained, it will serve you faithfully for many decades. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [2 of 5] 		
CF | 		
CF | Protecting Your Bag's Enchantments 		
CF | 		
CF | Do not place additional enchantments on your bag or expose it to raw 		
CF | mana flux. Using magick cancellation devices on your bag is 		
CF | potentially dangerous, and automatically voids all warranties. The 		
CF | Kniebglitz Company disclaims all liability for any property damage, 		
CF | injury or death resulting from the use of such devices. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [3 of 5] 		
CF | 		
CF | Caring for Your Bag's Emotional Health 		
CF | 		
CF | Like all magickal artifacts, your bag is a sentient being with its own 		
CF | emotions, and works best when it feels best. Let your bag know you 		
CF | care about it. Talk to it. Stroke it. Your bag will be happiest when 		
CF | it is being useful, that is, when it is carrying other things that are 		
CF | useful to you. If you put items that you consider to be useless junk 		
CF | inside your bag, your bag will probably feel insulted. If you have 		
CF | several magickal bags together in one place, strong emotions in one 		
CF | bag will influence others to feel similarly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [4 of 5] 		
CF | 		
CF | Using Your Bag 		
CF | 		
CF | When your bag is nearing its capacity, it will become reluctant to 		
CF | accept new items that you put in it. Do not put living creatures in 		
CF | your bag. (Except models KMB004 "Emergency Shelter Bag" and KMB005 		
CF | "Livestock Bag.") 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "g" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > G 		
CF | 		
CF | [5 of 5] 		
CF | 		
CF | Storing Your Bag 		
CF | 		
CF | When you are not using your bag, keep it neatly folded, and store it 		
CF | in a cool, dry place. Let your bag know that even though you can't put 		
CF | it to use at that moment, it's still important to you. 		
CF | 		
CF | Self storage of bags is not recommended, as they are easy to misplace 		
CF | in their compact state. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to bag" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > TALK TO BAG 		
CF | 		
CF | (the huge bag) 		
CF | [1] "I know you must feel attached to your previous owner, but he 		
CF | can't take care of you properly anymore. You're mine now." 		
CF | [2] "Don't worry, I'm only borrowing you for a moment, and when I'm 		
CF | done I'll give you right back to your owner" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "2" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > 2 		
CF | 		
CF | 		
CF | You feel that it understands. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to staff" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > TALK TO STAFF 		
CF | 		
CF | [1] "I know you must feel attached to your previous owner, but he 		
CF | can't take care of you properly anymore. You're mine now." 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "0" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > 0 		
CF | 		
CF | 		
CF | You decide not to say anything after all. 		
CF | 		
CF | > 		Jacqueline says, "Well, this is a turn of events."
		Knight_Otu says, "Well."
Knight_Otu says (to ClubFloyd), "get books" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > GET BOOKS 		
CF | 		
CF | Which do you mean, the illustrated children's book, A Typology of 		
CF | Celestial Bodies, On Arcane Artifice, Caring for Your Kniebglitz 		
CF | Magickal Bag or all? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "all" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > ALL 		
CF | 		
CF | illustrated children's book: Taken. 		
CF | A Typology of Celestial Bodies: Taken. 		
CF | On Arcane Artifice: Taken. 		
CF | Caring for Your Kniebglitz Magickal Bag: Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Library 		
CF | Bookshelves line the walls of this room. There must be thousands of 		
CF | volumes here; far more than you have seen in your entire life. Magic 		
CF | lamps in the ceiling suffuse the room with warm light. One bookcase 		
CF | has been fashioned into what seems to have been intended to be a 		
CF | secret door; as it currently stands half open, it's hardly secret now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x lamps" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > X LAMPS 		
CF | 		
CF | Four frosted white magic lamps hang from a brass fixture. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Goblin Scholar's Study 		
CF | Shelves with jars line one wall, a woven hanging covers another. Piles 		
CF | of papers and books completely obscure a desk. And behind the desk an 		
CF | old bespectacled goblin pours over an antique manuscript, barely 		
CF | marking your presence. 		
CF | 		
CF | "Just a moment." The goblin turns the page on the manuscript that he 		
CF | is reading intensely. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > X GOBLIN 		
CF | 		
CF | His face is green-tinged and wrinkled, and gray tufts of hair sprout 		
CF | above each ear. He is reading intently from a manuscript, occasionally 		
CF | muttering in Goblish or shuffling the papers on his desk around to 		
CF | find a cross-reference. 		
CF | 		
CF | The goblin looks up from his manuscript. "I didn't hear the bell -- oh 		
CF | my, you didn't come in the back way?" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "I was just on my to Isult when I stumbled on this place. I hope 		
CF | I'm not intruding." 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 0 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "No, that's quite all right. Just try not to break anything." 		
CF | 		
CF | > 		Jacqueline asks, "I was just on my 'way'?"
		Jacqueline says, "And that's the whole conversation with the goblin? Huh"
		Knight_Otu says, "Probably. Didn't even notice the missing word."
Knight_Otu says (to ClubFloyd), "ask goblin about barrier" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 0 lines. S 		
CF | 		
CF | > ASK GOBLIN ABOUT BARRIER 		
CF | 		
CF | [1] "How does the magic barrier work?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "It simply asks any magical item that passes through it which side it 		
CF | belongs on, and prevents it from passing to the wrong side. I have had 		
CF | all of my valuable possessions enchanted so that the barrier can see 		
CF | them. A young obrishee attached to the Council of the Wise in Isult 		
CF | did the work. Clever boy. Turlo is his name." 		
CF | 		
CF | > 		Knight_Otu says, "Oh, just the magic items, then."
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "You mean the goblinCouncil of the Wise? I thought that 		
CF | goblins couldn't do magic." 		
CF | [2] "If you had in your possession items that did not belong to you, 		
CF | would the barrier let them pass? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "You mean the goblinCouncil of the Wise?" you ask. 		
CF | 		
CF | "Have you heard of another? Humans aren't known for valuing wisdom in 		
CF | their leaders." 		
CF | 		
CF | "I just meant, I didn't think goblins could do magic." 		
CF | 		
CF | "Some goblins wear the skins of your race. They are not treated as 		
CF | less goblin for that, though in Radakh it would be heresy. It is from 		
CF | these that our obrishee are chosen and trained." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about man" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT MAN 		
CF | 		
CF | [1] "I found a man lying among the ruins. Do you know what happened to 		
CF | him?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "He poked his nose into things he should not have. See that you do not 		
CF | do the same." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about ruins" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT RUINS 		
CF | 		
CF | [1] "Why are there ruins here, under the hill? Who lived there?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 3 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Five hundred years ago, the king of Welet, which then comprised all 		
CF | the lands between the high plain and the sea, issued an edict 		
CF | expelling all goblins from the realm. Many fled here, and those 		
CF | buildings you saw were constructed to shelter them." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 3 lines. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "Were you there?" 		
CF | [2] "What happened?" 		
CF | [3] "If you had in your possession items that did not belong to you, 		
CF | would the barrier let them pass? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "No," he chuckles, "I am old, but not that old." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "What happened?" 		
CF | [2] "If you had in your possession items that did not belong to you, 		
CF | would the barrier let them pass? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "The hiding place was discovered, and the king sent a battalion here 		
CF | to destroy it. The goblins were outnumbered, and few had any training 		
CF | with weapons, but they had the advantage of darkness, and of knowing 		
CF | the terrain. The slaughter was terrible, but it had only begun, and 		
CF | then-- the soldiers woke up outside, and none of them remembered why 		
CF | they were there or who their enemy was, or where they had received 		
CF | their injuries, or why many of their number were missing." He pauses. 		
CF | "In truth, a few of them knew a little more than that." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "Who were the ones who knew more?" 		
CF | [2] "If you had in your possession items that did not belong to you, 		
CF | would the barrier let them pass? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Those who had stood guard outside the cavern suffered no damage to 		
CF | their memories. The goblins sent an emissary to speak with them, and 		
CF | he demanded their silence in exchange for the return of the 		
CF | unconscious bodies of their fellows. Which they accepted readily; no 		
CF | doubt they were afraid that acknowledging that they knew more than 		
CF | their superiors would have drawn suspicion upon them." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about girl" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT GIRL 		
CF | 		
CF | [1] "Who is the goblin child I've seen wandering around here? Is she 		
CF | any relation of yours?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "In fact, she is my daughter. Her name is Katline. I confess I'm 		
CF | probably not paying enough attention to her, but she does keep herself 		
CF | entertained. Shayla does more than her fair share in taking care of 		
CF | her, but she's in town right now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about spire" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT SPIRE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about tower" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT TOWER 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about dragon" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT DRAGON 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about furnace" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT FURNACE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about peddler" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT PEDDLER 		
CF | 		
CF | [1] "Did you know that there's a peddler woman recruiting adventurers 		
CF | to loot this place?" 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Ah. That would explain the last one. I should probably go out and 		
CF | talk to her." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 2 lines. S 		
CF | 		
CF | > TALK TO GOBLIN 		
CF | 		
CF | [1] "You don't seem terribly concerned." 		
CF | [2] "If you had in your possession items that did not belong to you, 		
CF | would the barrier let them pass? 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Ah, well. The security barrier will keep anyone from stealing 		
CF | anything important." 		
CF | 		
CF | > 		Knight_Otu says, "True enough, I suppose."
Knight_Otu says (to ClubFloyd), "ask goblin about dome" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT DOME 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about library" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT LIBRARY 		
CF | 		
CF | [1] "I couldn't help but notice that you have a lot of 		
CF | books." 		
CF | 		
CF | Select an option or 0 to say nothing >> 		
Knight_Otu says (to ClubFloyd), "1" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > 1 		
CF | 		
CF | 		
CF | "Yes, I seem to have acquired a respectable library. Thankfully, my 		
CF | mate shares my proclivity for books; I doubt I'd hear an end to 		
CF | complaints about the cost if she did not. Feel free to peruse them at 		
CF | your leisure. Being read is what they are for." 		
CF | 		
CF | > 		DavidW says, "I bet he can read the manifest."
Knight_Otu says (to ClubFloyd), "show paper to goblin" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > SHOW PAPER TO GOBLIN 		
CF | 		
CF | (the slip of paper to the goblin scholar) 		
CF | The goblin scholar is unimpressed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about crate" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK HIM ABOUT CRATE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about languages" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK HIM ABOUT LANGUAGES 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about wagon" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK HIM ABOUT WAGON 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about bag" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 0 lines. S 		
CF | 		
CF | > ASK HIM ABOUT BAG 		
CF | 		
CF | Which do you mean, Caring for Your Kniebglitz Magickal Bag, the large 		
CF | bag or the huge bag? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "huge" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > HUGE 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about caring" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK HIM ABOUT CARING 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] A New Life N 		
CF ] Library W @ 		
CF ] R: 0 memories. 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Library 		
CF | Bookshelves line the walls of this room. There must be thousands of 		
CF | volumes here; far more than you have seen in your entire life. Magic 		
CF | lamps in the ceiling suffuse the room with warm light. One bookcase 		
CF | has been fashioned into what seems to have been intended to be a 		
CF | secret door; as it currently stands half open, it's hardly secret now. 		
CF | 		
CF | > 		Jacqueline asks, "can we learn goblin from one of these books?"
		Knight_Otu says, "I doubt it."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Goblin Scholar's Study 		
CF | Shelves with jars line one wall, a woven hanging covers another. Piles 		
CF | of papers and books completely obscure a desk. And behind the desk an 		
CF | old bespectacled goblin pours over an antique manuscript, barely 		
CF | marking your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x hanging" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > X HANGING 		
CF | 		
CF | The hanging takes up most of the wall to your right. It is woven from 		
CF | rough fibers, and divided like a quilt into a great number of shapes, 		
CF | no two the alike in form, and each composed of a number of smaller 		
CF | triangles. The shapes are in three muted colors, and those of the same 		
CF | color do not touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind it" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > LOOK BEHIND IT 		
CF | 		
CF | You were just on the other side of that wall. There isn't any room for 		
CF | a secret chamber. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x jars" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > X JARS 		
CF | 		
CF | Glass jars with a slight bluish tint, most of them containing spices 		
CF | and dried herbs. In one, a powder that could be cinnamon by its color, 		
CF | in another, dark seven-lobed seeds. You recognize white fennel, though 		
CF | what a goblin could want with that, you couldn't imagine. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x papers" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > X PAPERS 		
CF | 		
CF | The desk is covered with a chaotic clutter of papers and manuscripts, 		
CF | some with anatomical and botanical drawings, some with mathematical 		
CF | symbols not less incomprehensible to you than the Goblish text 		
CF | surrounding them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x desk" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > X DESK 		
CF | 		
CF | The desk is covered with a chaotic clutter of papers and manuscripts, 		
CF | some with anatomical and botanical drawings, some with mathematical 		
CF | symbols not less incomprehensible to you than the Goblish text 		
CF | surrounding them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask goblin about goblish" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT GOBLISH 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Jacqueline says, "Oh, sorry, forgot the language is 'goblish'"
		Jacqueline says, "My bad"
		Knight_Otu says, "No language learning, I suspect."
		Jacqueline says, "Hm, yeah."
		Jacqueline says, "Just wish we could talk to the girl."
		Jacqueline asks, "Well, we've been going a while and have no DW or Roger anymore, should we pause until next week?"
		Knight_Otu says, "I think this is the first time we heard the name, but I'm not certain"
		Jacqueline asks, "The girl's name, you mean?"
		Knight_Otu says, "The language, I mean, but the girl's name as well."
		DavidW says, "I'm here but spent. I need to lie down."
		Jacqueline says, "Oh, I think we had been told it, way back in the day."
		Jacqueline says (to DW), "No worries."
		Knight_Otu says, "I feel we're essentially done, but we can finish up next week, sure."
		Jacqueline says, "Oh, do you think we're done? huh"
		Roger says, "Sorry I felt like a quick nap"
		DavidW asks, "It doesn't feel like we're done?"
		Roger says, "I think we could be done for today, anyway, sure"
		Jacqueline says, "Oh, yeah, for today."
		Jacqueline says, "I thought you all meant 'done with the game'"
		Knight_Otu says, "I mean, we have no *** The End *** text, but I'm not sure there is that much left to the game, and I think we explored what we could."
		Knight_Otu says, "(Still want to save the bird somehow.)"
		Jacqueline says, "Huh."
		DavidW says, "I need to make a map to make better notes. I still have no idea where this game is going."
		Jacqueline says, "I feel like we have nothing close to a conclusioin."
		Jacqueline says, "conclusion, even"
		Jacqueline says, "But okay."
		Knight_Otu says, "There are open questions, but also answers."
		Knight_Otu says, "And I could end up being very wrong."
		DavidW says, "I don't think the game can end until the PC changes their status somehow. Get rich or get a new job or find a partner or something."
Knight_Otu says (to ClubFloyd), "ask goblin about back way" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > ASK GOBLIN ABOUT BACK WAY 		
CF | 		
CF | You can't think of anything in particular to say. 		
CF | 		
CF | > 		Jacqueline asks (of DW), "Get a new life, you mean?"
		DavidW says, "quite"
Knight_Otu says (to ClubFloyd), "request asylum" 		
CF ] A New Life 		
CF ] A Goblin Scholar's Study @ 		
CF ] T: 1 line. S 		
CF | 		
CF | > REQUEST ASYLUM 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline exclaims, "Well, okay - see you all next week!"
		Knight_Otu exclaims, "Good night, everybody!"
Knight_Otu goes home. 		DavidW says, "night all, and thanks"
		



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ClubFloyd Transcript:
Of Their Shadows Deep by Amanda Walker
As played on ifMUD on July 3, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Of Their Shadows Deep written by Amanda Walker. Of Their Shadows Deep was released as part of the 2022 ParserComp. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load sleepmask oftheirshadowsdeep" 		
CF | %% Critical error. 		
CF | %% Message: image_draw: graphics not supported. 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | When an old one dies, a library burns down. 		
CF | --Amadou Hampâté Bâ 		
CF | 		
CF | CLICK HERE, THEN PRESS ANY KEY TO CONTINUE 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | Are you using screen reader software for text to speech? > 		Jacqueline asks, "Let's say yes?"
		Jacqueline asks, "I think that'll make the game more Floydable?"
		Jacqueline asks, "Maybe?"
		Knight_Otu asks, "I'm not sure. Maybe?"
Jacqueline says (to ClubFloyd), "yes" 		
CF ] 		
CF | Are you using screen reader software for text to speech? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | OK, screen reader mode on. The game will now describe images to you 		
CF | instead of displaying them. You can turn it off by typing READER OFF. 		
CF | 		
CF | Would you like to read some helpful information before starting the 		
CF | game? > 		Knight_Otu says, "Okay, yes, text instead of pictures is pretty important for us."
		Jacqueline says, "Yeah."
		Jacqueline says, "I guess we should read the helpful info even if it is all about how to play text-based games..."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] 		
CF | game? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | This is primarily a riddle game. There are some traditonal puzzle 		
CF | elements here, but your main goal is to solve the riddles in the game. 		
CF | When the game gives you a riddle, you will answer it with SAY (the 		
CF | answer). The answer will always be a single word. If you are stumped 		
CF | on a riddle or need some direction for what to do next, type HINT for 		
CF | some guidance. 		
CF | 		
CF | You can type MAP to see a map of the game. 		
CF | 		
CF | You can turn images off by typing READER OFF. This will describe 		
CF | images instead of displaying them. If images are off, you can turn 		
CF | them on by typing READER ON. 		
CF | 		
CF | Type HELP to come back to this information. 		
CF | 		
CF | This game is merciful, and there is no way to lose or lock it in an 		
CF | unwinnable state. 		
CF | 		
CF | Are you new to parser interactive fiction? > 		Jacqueline says, "I will say no."
		Knight_Otu asks, "Those READER ON/OFF descriptions sound backwards? Or is it me?"
		Jacqueline says (to KO), "Oh, yeah. They are reversed."
		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "no" 		
CF | Are you new to parser interactive fiction? > 		
CF | > NO 		
CF | 		
CF | 		
CF | OK. Type PLAY at any time to see general information on playing parser 		
CF | IF. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | When did the loss begin? "Iridescent" was the first lost word, but it 		
CF | was so light, so transparent, that its loss went unnoticed. Then 		
CF | "eviscerate" was torn away from her mind, leaving a pinprick hole, yet 		
CF | it happened secretly, quietly. The vast store of words pushed at the 		
CF | ragged edges of the hole and widened it, and the trickle of lost words 		
CF | became a flow: serendipity, ephemeral, labyrinth, tranquility. All 		
CF | these escaped, leaving their shelves empty. "Incendiary" set the fire 		
CF | with a single spark as it flickered away. 		
CF | 		
CF | The loss accelerated as the fire ravaged her brain, the words fleeing 		
CF | the blaze: melancholy, loquacious, euphoria, hallucination. Then the 		
CF | smaller words took wing: cow, fork, tent. You could sometimes see them 		
CF | flying away, charred pages from the burning library like small white 		
CF | birds, always rushing from her eyes, through the woods, spilling into 		
CF | the creek, so much departure. 		
CF | 		
CF | And today as you leave the house to get firewood, she can't say your 		
CF | name, the name she gave you. So you run out the door, your breath 		
CF | steaming in the freezing air. Running away from the silence, the 		
CF | absence. Toward a place you used to know, that must still exist, where 		
CF | memory is whole. Where all the forgotten, shimmering language must 		
CF | have come to rest after it flew out of the room of bone where it 		
CF | flowered until disaster blew it through the cracks, scattering it in 		
CF | shards and fragments in the woods. 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		Jacqueline says, "That's a beautiful intro for what seems to be a riddle/word game. Usually it feels like those focus more on comedic writing than beauty..."
		Knight_Otu says, "A heavy intro, though, as well."
		Jacqueline says, "Yeah"
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | In your back yard the winter air swirls around you and you breathe 		
CF | deeply. Your mind is a kaleidoscope of regret, of sorrow, of riddles 		
CF | without answers. 		
CF | 		
CF | You walk down the stone steps, through the trees, to the woods below. 		
CF | 		
CF | Shadows dapple and darken. A rabbit darts across the steps in front of 		
CF | you, its white tail bobbing briefly, and then it is gone into the 		
CF | undergrowth. You reach the woods at the base of the steps, and remind 		
CF | yourself that you need to find firewood to heat your house. 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		DavidW says, "This is lovely writing. I hope it pays off."
Jacqueline pushes the green 'space' button. 		
CF ] Winter Woods 		
CF | 		
CF | Of Their Shadows Deep 		
CF | An Interactive Fiction by Amanda Walker 		
CF | Release 1 / Serial number 220630 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | 		
CF | Winter Woods 		
CF | Bare trees are tangled with greenbriar hanging in thorny curtains. 		
CF | Birds call. They flash bright against the naked branches: cardinal 		
CF | screams red; goldfinch blazes sun. The rocky path limned with ice is 		
CF | at the base of the winding stone steps that lead north and up to your 		
CF | home; or you can follow the path down and south into the ravine. 		
CF | 		
CF | There's a torn piece of white paper caught on a low branch of a tree, 		
CF | fluttering in the chilly breeze. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Winter Woods 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. Your heart leaps as you scan the torn piece of paper. It's 		
CF | covered with her lost words. You came here for firewood, but maybe you 		
CF | can find what is lost, give language back to her. The paper reads: 		
CF | 		
CF | o, i hunt. 		
CF | silken, deadly, 		
CF | such intent darkness 		
CF | treading so softly, 		
CF | eyes bright, 		
CF | soft companion, 		
CF | little tiger. 		
CF | 		
CF | What am I? 		
CF | 		
CF | Every time you see a riddle like this one, answer it with SAY 		
CF | answer. The answer will always be a single word. You can type HINT if 		
CF | you need one. 		
CF | 		
CF | > 		Knight_Otu exclaims, "CAT!"
Jacqueline says (to ClubFloyd), "say cat" 		
CF ] Winter Woods 		
CF | > 		
CF | > SAY CAT 		
CF | 		
CF | The piece of paper shimmers and swells, its words moving. They 		
CF | rearrange and leap from your hands in a swift, muscular movement, 		
CF | forming a cat. It sits with its back to you, tail flicking. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Kitty!"
		DavidW says, "Paper tiger!"
Jacqueline says (to ClubFloyd), "x cat" 		
CF ] Winter Woods 		
CF | > 		
CF | > X CAT 		
CF | 		
CF | A cat made of words with a long, waving tail. You can still read the 		
CF | words on its shadowy form: 		
CF | 		
CF | o, i hunt. 		
CF | silken, deadly, 		
CF | such intent darkness 		
CF | treading so softly, 		
CF | eyes bright, 		
CF | soft companion, 		
CF | little tiger. 		
CF | I am a sly cat. 		
CF | 		
CF | A hidden raven croaks nearby, a lonely sound. 		
CF | 		
CF | > 		Jacqueline asks, "What do we do with it?"
		Jacqueline says, "Oh, also..."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Winter Woods 		
CF | > 		
CF | > X ME 		
CF | 		
CF | Heartsick, tears slipping from the deep shadows of your eyes, looking 		
CF | for firewood to heat your home on this freezing day. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pet cat" 		
CF ] Winter Woods 		
CF | > 		
CF | > PET CAT 		
CF | 		
CF | You reach out to pet the cat, but it darts away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Winter Woods 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | The sun spangles through the gray clouds, then fades. 		
CF | 		
CF | > 		Knight_Otu says, "Aw, kitty."
		DavidW says, "It might follow us. Or just stay here."
		Jacqueline asks, "Should we go south/down?"
		DavidW says, "Yes please"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Ravine 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | The cat follows you, slinking low and lithe. 		
CF | 		
CF | > 		DavidW says, "I assume we have no light with us for seeing in the cave yet."
		Knight_Otu says, "That seems likely."
DavidW says (to ClubFloyd), "i" 		
CF ] Ravine 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x icicles" 		
CF ] Ravine 		
CF | > 		
CF | > X ICICLES 		
CF | 		
CF | A rock wall, about ten feet high, covered with moss and icicles, 		
CF | dripping water into the pool below. There is a small dark cave in the 		
CF | wall to the east behind the dripping water. 		
CF | 		
CF | A hawk's shadow ripples over you as it wheels overhead, calling out. 		
CF | It disappears behind the trees. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pool" 		
CF ] Ravine 		
CF | > 		
CF | > X POOL 		
CF | 		
CF | A small pool of clear icy water, rippling and sparkling as the water 		
CF | spills into it. Distorted by the ripples, the sorrows of your changing 		
CF | face are reflected in the pool. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x face" 		
CF ] Ravine 		
CF | > 		
CF | > X FACE 		
CF | 		
CF | You see your own face, the deep shadows of your eyes, distorted by 		
CF | ripples in the icy water. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x eyes" 		
CF ] Ravine 		
CF | > 		
CF | > X EYES 		
CF | 		
CF | You see your own face, the deep shadows of your eyes, distorted by 		
CF | ripples in the icy water. 		
CF | 		
CF | A sonorous crack rings through the woods as an icy branch breaks and 		
CF | falls. 		
CF | 		
CF | > 		DavidW asks, "Remind me of the game title, please?"
DavidW says (to ClubFloyd), "version" 		
CF ] Ravine 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | Of Their Shadows Deep 		
CF | An Interactive Fiction by Amanda Walker 		
CF | Release 1 / Serial number 220630 / Inform 7 build 6M62 (I6/v6.34 lib 		
CF | 6/12N) 		
CF | Identification number: //2545A3C7-6969-42C5-B0BF-606FF0872DCB// 		
CF | Interpreter version 1.3.1 / VM 3.1.2 / Library serial number 080126 		
CF | Standard Rules version 3/120430 by Graham Nelson 		
CF | Glulx Image Centering version 4 by Emily Short 		
CF | 		
CF | > 		DavidW says, "This pool may be very important much later."
DavidW says (to ClubFloyd), "touch face" 		
CF ] Ravine 		
CF | > 		
CF | > TOUCH FACE 		
CF | 		
CF | A shock of icy water against your hand. You pull back and breathe 		
CF | against your hands to warm them. 		
CF | 		
CF | > 		Jacqueline says, "Sorry, was momentarily distracted by the Katmai bear cam that I have on in the background."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Cave 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cave 		
CF | A tiny dark space in the rock, just big enough for you. The sound of 		
CF | dripping water echoes off the stony walls. It's too dark to see 		
CF | anything in here except the wavering light outside the cave opening, 		
CF | filtered through moss and water. You can go back west to the ravine. 		
CF | 		
CF | > 		Jacqueline says, "Yup. Too dark to see."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Ravine 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | You can see a cat here. 		
CF | 		
CF | A cardinal flashes red overhead and is gone. 		
CF | 		
CF | > 		Knight_Otu says, "But being nice about it."
		Jacqueline says, "Yeah."
		DavidW says, "yes"
DavidW says (to ClubFloyd), "x moss" 		
CF ] Ravine 		
CF | > 		
CF | > X MOSS 		
CF | 		
CF | Velvet moss on the icy rock. 		
CF | 		
CF | > 		Jacqueline says, "She's pulling the same trick I did in Firetower, I see. heh"
		Jacqueline says, "Or, at least part of it. We'll see if things repeat."
Jacqueline says (to ClubFloyd), "swim" 		
CF ] Ravine 		
CF | > 		
CF | > SWIM 		
CF | 		
CF | The water is shallow and icy cold. You would only freeze your feet. 		
CF | 		
CF | > 		Jacqueline says, "heh"
		Jacqueline asks, "So, west?"
		DavidW says, "yes please"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Stream 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | The cat follows you, prowling aloof and agile. 		
CF | 		
CF | The ice on the trees glitters in a passing ray of sun. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x tree" 		
CF ] Stream 		
CF | > 		
CF | > X TREE 		
CF | 		
CF | An enormous, ancient live oak tree, shining with ice. Through its 		
CF | evergreen leaves you can see a torn piece of paper fluttering high up 		
CF | in the gnarled branches, directly over your head. 		
CF | 		
CF | > 		Jacqueline says, "oho"
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Stream 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | You can't reach it. It's too high up in the branches. If only you had 		
CF | something that could knock it down. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "cat, climb tree" 		
CF ] Stream 		
CF | > 		
CF | > CAT, CLIMB TREE 		
CF | 		
CF | You murmur something, a little sadly. 		
CF | 		
CF | The wind kicks up a tiny dust devil, which whirls and breaks apart, 		
CF | and the cat hisses at it. 		
CF | 		
CF | > 		DavidW says, "A fallen branch, I think we need."
DavidW says (to ClubFloyd), "x roots" 		
CF ] Stream 		
CF | > 		
CF | > X ROOTS 		
CF | 		
CF | Gnarled roots rising and falling out of the earth, twining through the 		
CF | stream, lifting and dropping the water. 		
CF | 		
CF | > 		Jacqueline says, "I am sad that didn't work but laughing at the cat hissing at the dust devil."
Knight_Otu says (to ClubFloyd), "listen" 		
CF ] Stream 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | The stream burbles and laughs as it flows over the roots of the giant 		
CF | oak tree. 		
CF | 		
CF | > 		Jacqueline says, "I guess we come back with a stick or something."
		Knight_Otu says, "Yeah, possibly."
Knight_Otu says (to ClubFloyd), "x waterfall" 		
CF ] Stream 		
CF | > 		
CF | > X WATERFALL 		
CF | 		
CF | A small tiered waterfall rising and falling through the roots of the 		
CF | live oak tree. 		
CF | 		
CF | You catch a glimpse of a white-tailed deer running away out of the 		
CF | corner of your eye. You turn to see it, but it's gone. 		
CF | 		
CF | > 		Jacqueline asks, "West more?"
DavidW says (to ClubFloyd), "take branch" 		
CF ] Stream 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | That's not something you want or need. 		
CF | 		
CF | > 		Knight_Otu nods.
Jacqueline says (to ClubFloyd), "w" 		
CF ] Creek 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Creek 		
CF | A wide, shallow creek, rimmed with ice. Trees line the west bank: 		
CF | black walnut, wild cherry, oak, the ubiquitous cedar. A high stone 		
CF | bluff rises to the north, its limestone and granite layers a mosaic of 		
CF | fossils. The stream's water flings itself joyfully, loudly into the 		
CF | creek, where it swirls in small eddies, its voice lowering to a murmur 		
CF | as the creek carries it away. 		
CF | 		
CF | You can go back east to the stream, or south up a wooded path. 		
CF | 		
CF | A torn piece of paper floats on the surface of the creek by the shore, 		
CF | darkening as the water claims it. 		
CF | 		
CF | The cat follows you, skulking in the shadows. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Creek 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. It's a small piece of white paper that reads: 		
CF | 		
CF | Flame flicker and burn, 		
CF | illuminating the way, 		
CF | a spot of light in the dark. 		
CF | 		
CF | What am I? 		
CF | 		
CF | You slip a bit on an icy patch, then regain your footing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say candle" 		
CF ] Creek 		
CF | > 		
CF | > SAY CANDLE 		
CF | 		
CF | The piece of paper shimmers, its words moving. It elongates and 		
CF | solidifies. You are now holding a candle with a flickering flame at 		
CF | its tip. 		
CF | 		
CF | > 		Knight_Otu nods again.
		Jacqueline says, "Light source acquired."
		DavidW says, "I see the light"
		Jacqueline exclaims (at DW), "PRAISE!"
		Jacqueline asks, "So, back to cave immediately or explore more?"
		DavidW says, "Cave for me."
		Knight_Otu says, "Cave, I'd say."
		Jacqueline says, "mmkay"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Stream 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | A torn piece of paper is fluttering high up in the tree's branches. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | The cat follows you, sneaking fast and fierce. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Ravine 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | The cat follows you, pounces on something, then darts away. 		
CF | 		
CF | An unseen canyon wren warbles sweetly for a moment, then falls silent. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Cave 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Cave 		
CF | A small, damp cave, just big enough for you. The candle's flickering 		
CF | light shows you the dank rock walls around you. 		
CF | 		
CF | You can see a torn piece of paper with some writing on it here. 		
CF | 		
CF | > 		Jacqueline says, "There is a paper here. Shocking."
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Cave 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. 		
CF | 		
CF | The flame flares and consumes the entire candle, which falls to 		
CF | pieces, its words turning to ash and slipping through your fingers, 		
CF | plunging you into darkness again. 		
CF | 		
CF | You can feel something hot and sticky on your finger, a remnant of the 		
CF | candle. 		
CF | 		
CF | > 		Knight_Otu says, "Truly."
Jacqueline says (to ClubFloyd), "x hands" 		
CF ] Cave 		
CF | > 		
CF | > X HANDS 		
CF | 		
CF | You don't see that here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | As you leave the small cave, you see a remnant of the candle, a single 		
CF | word stuck to your finger. You peel it off and examine it: 		
CF | It's the word "burn." The word looks charred and blackened by fire. 		
CF | There's a small loop above the "R." It looks like you could thread 		
CF | something through the loop. 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		Knight_Otu says, "Hm."
		Jacqueline says, "huh"
Jacqueline pushes the green 'space' button. 		
CF ] Ravine 		
CF | PRESS ANY KEY TO CONTINUE## Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | You can see a cat here. 		
CF | 		
CF | The sun goes behind clouds, and the shadows deepen around you for a 		
CF | moment. 		
CF | 		
CF | > 		DavidW asks, "Read the paper?"
		DavidW asks, "Also, are we carrying 'BURN'?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Ravine 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | the word "burn" 		
CF | a torn piece of paper with some writing on it 		
CF | 		
CF | > 		Knight_Otu says, "We sure are."
		DavidW says, "How odd."
DavidW says (to ClubFloyd), "read paper" 		
CF ] Ravine 		
CF | > 		
CF | > READ PAPER 		
CF | 		
CF | A torn piece of white paper that reads: 		
CF | 		
CF | I dance across 		
CF | colors of wind, 		
CF | lightly fragile, 		
CF | wings float gently. 		
CF | I am the paragon of grace, 		
CF | image of air. 		
CF | 		
CF | What am I? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "say butterfly" 		
CF ] Ravine 		
CF | > 		
CF | > SAY BUTTERFLY 		
CF | 		
CF | The piece of paper shimmers and swells, its words moving. They 		
CF | rearrange and flutter into the air, forming a butterfly, glowing with 		
CF | an inner light. 		
CF | 		
CF | A hidden raven croaks nearby, a lonely sound. 		
CF | 		
CF | The butterfly spins high up into the air, looping in circles, and 		
CF | wafts off into the trees. The cat slinks after it, eyes riveted on it. 		
CF | They are headed in the direction of the pasture, to the south of the 		
CF | creek, and are soon out of sight. 		
CF | 		
CF | > 		DavidW says, "aww. bye cat."
		Knight_Otu says, "Hunting instincts activated."
		Jacqueline says, "heh"
		Jacqueline says, "neat"
		DavidW says, "Hunt for bread next so we can have a bread-and-butterfly sandwich."
		Jacqueline says, "It's always the sandwiches with you."
		DavidW says, "tee hee"
		Knight_Otu says, "The sammiches sure coldn't stay away."
		DavidW says, "Bella makes a lovely egg-and-potato salad sandwich."
		Jacqueline asks, "So, what now?"
		Jacqueline asks, "Continue west?"
		DavidW says, "Go back to where we were and continue to new location."
		Knight_Otu says, "We follow the path further, I suppose."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Stream 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | A torn piece of paper is fluttering high up in the tree's branches. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Creek 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Creek 		
CF | A wide, shallow creek, rimmed with ice. Trees line the west bank: 		
CF | black walnut, wild cherry, oak, the ubiquitous cedar. A high stone 		
CF | bluff rises to the north, its limestone and granite layers a mosaic of 		
CF | fossils. The stream's water flings itself joyfully, loudly into the 		
CF | creek, where it swirls in small eddies, its voice lowering to a murmur 		
CF | as the creek carries it away. 		
CF | 		
CF | You can go back east to the stream, or south up a wooded path. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Wooded Path 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | A path through the woods, the old trees towering over you, their 		
CF | branches sighing in the sharp wind as they lose their hold on the last 		
CF | of their brown leaves, which rain down and crunch under your feet. 		
CF | 		
CF | A stump is here, with a log on top of it. You wish you had an axe to 		
CF | split the log, as you need more firewood. 		
CF | 		
CF | You can go south through a rusty gate into the pasture, or back north 		
CF | to the creek. 		
CF | 		
CF | The sun spangles through the gray clouds, then fades. 		
CF | 		
CF | > 		Jacqueline says, "I'll bet we'll find an axe."
Jacqueline says (to ClubFloyd), "x log" 		
CF ] Wooded Path 		
CF | > 		
CF | > X LOG 		
CF | 		
CF | A dry log resting on the stump, waiting to be split into firewood. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x stump" 		
CF ] Wooded Path 		
CF | > 		
CF | > X STUMP 		
CF | 		
CF | An old stump, crisscrossed with scars from years of use as a splitting 		
CF | block. You have chopped many logs into firewood here. A log rests on 		
CF | the stump. 		
CF | 		
CF | > 		Knight_Otu says, "We really should have one on us, iven our mission."
		Jacqueline says, "How convenient that the log is already in position for splitting."
		Jacqueline says (to KO), "heh. True."
		DavidW says, "This log didn't gather any moss."
		Jacqueline asks, "South?"
		DavidW says, "yes please"
Jacqueline says (to ClubFloyd), "s" 		
CF ] Pasture 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Pasture 		
CF | An open pasture surrounded by a barbed wire fence tangled with dry, 		
CF | dead wild blackberry vines. In spring, this land is alive with 		
CF | wildflowers and native grasses, awash with an azure sea of 		
CF | bluebonnets, humming with bees. Now in February it is brown and 		
CF | desolate, dotted with dead frostweed stalks bursting with ice. 		
CF | 		
CF | You can go back north through the rusty gate to the wooded path. 		
CF | 		
CF | The butterfly is sitting on the barbed wire fence, near a torn piece 		
CF | of paper caught in the sharp points of the wire. 		
CF | 		
CF | You can see a cat here. 		
CF | 		
CF | A hawk's shadow ripples over you as it wheels overhead, calling out. 		
CF | It disappears behind the trees. 		
CF | 		
CF | > 		Knight_Otu says, "There do seem to be repeats in the athmosphere events."
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Pasture 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. 		
CF | 		
CF | You startle the butterfly, which flits off the fence. The cat, 		
CF | watching with narrowed eyes, leaps into the air and swats the 		
CF | butterfly with one sharp claw. The tiny damaged body falls to the 		
CF | ground and melts like snow, the words turning to air, to dust. 		
CF | 		
CF | A single word falls to the ground, a remnant of the butterfly: 		
CF | It's the word "fragile." It's small and delicate, the letters thin and 		
CF | spindly. There's a small loop over the "E." It looks like you could 		
CF | thread something through this loop. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take fragile" 		
CF ] Pasture 		
CF | > 		
CF | > TAKE FRAGILE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paper" 		
CF ] Pasture 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | A small piece of white paper that reads: 		
CF | 		
CF | All my purpose is entering and leaving, 		
CF | opening and closing. 		
CF | I am run through, held open, locked shut, slammed. 		
CF | I am metaphor for opportunity, exclusion. 		
CF | I am privacy, hospitality, 		
CF | all the secrets and hope. 		
CF | I keep things in and let them go. 		
CF | 		
CF | What am I? 		
CF | 		
CF | A sonorous crack rings through the woods as an icy branch breaks and 		
CF | falls. 		
CF | 		
CF | > 		DavidW says, "door"
		Knight_Otu says, "I am reminded a little bit of "A Bunch of Keys" where in theory we'd have had a bunch of piano keys on a thread."
Jacqueline says (to ClubFloyd), "say door" 		
CF ] Pasture 		
CF | > 		
CF | > SAY DOOR 		
CF | 		
CF | The piece of paper shimmers and grows, squaring itself as its words 		
CF | rearrange and form a door to the south, standing in the pasture. 		
CF | There's a small round knob on a square plate on the door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take branch" 		
CF ] Pasture 		
CF | > 		
CF | > TAKE BRANCH 		
CF | 		
CF | You don't see that here. 		
CF | 		
CF | > 		Jacqueline says, "A BRANCH FELL SOMEWHERE"
		Jacqueline says, "WANT"
		DavidW says, "That happened before."
		Jacqueline says, "Oh."
		Jacqueline says, "Oh darn."
		DavidW says, "It's another atmospheric message."
		Jacqueline says, "So that's just atmosph-- yeah."
		Jacqueline grumbles.
		DavidW says, "Sorry."
DavidW says (to ClubFloyd), "x knob" 		
CF ] Pasture 		
CF | > 		
CF | > X KNOB 		
CF | 		
CF | A small round knob in the middle of a square plate on the door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x door" 		
CF ] Pasture 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | A door with a small round knob on it, standing in the middle of the 		
CF | pasture. You can still read the words on it: 		
CF | 		
CF | All my purpose is entering and leaving, 		
CF | opening and closing. 		
CF | I am run through, held open, locked shut, slammed. 		
CF | I am metaphor for opportunity, exclusion. 		
CF | I am privacy, hospitality, 		
CF | all the secrets and hope. 		
CF | I keep things in and let them go. 		
CF | I am the door to all the lost and forgotten heart's language. 		
CF | 		
CF | A cardinal flashes red overhead and is gone. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "knock on door" 		
CF ] Pasture 		
CF | > 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | That's not something you want or need to do. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn knob" 		
CF ] Bare Room 		
CF | > 		
CF | > TURN KNOB 		
CF | 		Jacqueline asks, "Open it?"
CF | You turn the knob on the door, opening it. You go through the door. 		
CF | 		
CF | Bare Room 		
CF | The cat follows you as you enter the door, which shuts behind you. 		
CF | This is a stark, bare, white room, inexplicably here where there 		
CF | should be no room. A plain white door leads north. 		
CF | 		
CF | You can see a cat and a torn piece of paper with some writing on it 		
CF | here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Bare Room 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. A torn piece of white paper that reads: 		
CF | 		
CF | The light saw 		
CF | glass going through 		
CF | view, transparent 		
CF | panes aglow. 		
CF | 		
CF | What am I? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say window" 		
CF ] Bare Room 		
CF | > 		
CF | > SAY WINDOW 		
CF | 		
CF | The piece of paper shimmers and rises into the air, sticks itself to 		
CF | one blank wall, and becomes a window. You can see the edge of a torn 		
CF | piece of paper just outside of it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open window" 		
CF ] Bare Room 		
CF | > 		
CF | > OPEN WINDOW 		
CF | 		
CF | The words it is made of shudder as you touch it, but you open the 		
CF | window a bit-- just enough to reach the piece of paper outside it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Bare Room 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | You slip a hand through the crack in the window and grab the torn 		
CF | piece of paper, and the window tilts, crumples, and begins folding in 		
CF | on itself. You pull the paper into the room and the window shatters 		
CF | into letters that fall and wink out of existence. A single word floats 		
CF | to the floor, a remnant of the window: 		
CF | It's the word "glass." It's transparent, the letters sharp and 		
CF | reflective. There's a small loop over the "A." It looks like you could 		
CF | thread something through the loop. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take glass" 		
CF ] Bare Room 		
CF | > 		
CF | > TAKE GLASS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paper" 		
CF ] Bare Room 		
CF | > 		
CF | > X PAPER 		
CF | 		
CF | A torn piece of white paper that reads: 		
CF | 		
CF | To chop, to sever, 		
CF | the terror of the 		
CF | old trees, so sharp. 		
CF | I am destruction. 		
CF | I am ruinous. 		
CF | Cut, gash, end it. 		
CF | 		
CF | What am I? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say axe" 		
CF ] Bare Room 		
CF | > 		
CF | > SAY AXE 		
CF | 		
CF | The piece of paper shivers and hardens, its words tightening. They 		
CF | rearrange and suddenly you are holding the handle of an axe with a 		
CF | sharp, heavy head. 		
CF | 		
CF | > 		DavidW says, "These are easier than usual riddles."
		Jacqueline says, "Yeah"
		Jacqueline exclaims, "That's why I'm getting them!"
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Bare Room 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | There's no knob or handle on it. You can't open it. 		
CF | 		
CF | > 		DavidW says, "Chop it!"
DavidW says (to ClubFloyd), "i" 		
CF ] Bare Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an axe 		
CF | the word "glass" 		
CF | the word "fragile" 		
CF | the word "burn" 		
CF | 		
CF | > 		Knight_Otu asks, "Or maybe just OUT?"
		Jacqueline says, "I was just going to say, 'Gosh, do I pull a Johnny Torrence here?'"
Jacqueline says (to ClubFloyd), "chop door" 		
CF ] Pasture 		
CF | > 		
CF | > CHOP DOOR 		
CF | 		
CF | You raise the axe, its sharp words gleaming, and smash it into the 		
CF | white door, splintering it. The pieces of the door disintegrate, the 		
CF | words that held it together fading, falling apart, disappearing. The 		
CF | white room around you evanesces and fades, and you are once again in 		
CF | the pasture. 		
CF | 		
CF | An open pasture surrounded by a barbed wire fence tangled with dry, 		
CF | dead wild blackberry vines. In spring, this land is alive with 		
CF | wildflowers and native grasses, awash with an azure sea of 		
CF | bluebonnets, humming with bees. Now in February it is brown and 		
CF | desolate, dotted with dead frostweed stalks bursting with ice. 		
CF | 		
CF | You can go back north through the rusty gate to the wooded path. 		
CF | 		
CF | 		
CF | A single word floats to the ground, a remnant of the door: 		
CF | It's the word "hope." Its graceful, curving letters bring a smile to 		
CF | your lips. There's a small loop over the "H." It looks like you could 		
CF | thread something through the loop. 		
CF | 		
CF | The cat follows you, rubs briefly against your leg, then skitters 		
CF | away. 		
CF | 		
CF | > 		DavidW says, "Take hope"
Jacqueline says (to ClubFloyd), "take hope" 		
CF ] Pasture 		
CF | > 		
CF | > TAKE HOPE 		
CF | 		
CF | Taken. 		
CF | 		
CF | The ice on the trees glitters in a passing ray of sun. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x frostweed" 		
CF ] Pasture 		
CF | > 		
CF | > X FROSTWEED 		
CF | 		
CF | Tall frostweed stalks with ice bursting from them. You remember when 		
CF | they were blooming and teeming with bees. 		
CF | 		
CF | > 		DavidW says, "Chop the log next, I think."
		Knight_Otu nods.
		Jacqueline says, "Huh. Frostweed is a plant of the southeastern US. Never heard of it, somehow."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Wooded Path 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | A path through the woods, the old trees towering over you, their 		
CF | branches sighing in the sharp wind as they lose their hold on the last 		
CF | of their brown leaves, which rain down and crunch under your feet. 		
CF | 		
CF | A stump is here. A log rests on the stump. 		
CF | 		
CF | You can go south through a rusty gate into the pasture, or back north 		
CF | to the creek. 		
CF | 		
CF | The cat follows you and slithers through some tall weeds, a fleeting 		
CF | shadow. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "chop log" 		
CF ] Wooded Path 		
CF | > 		
CF | > CHOP LOG 		
CF | 		
CF | You raise the axe over your head and bring it down on the log with a 		
CF | loud THWACK, sending pieces of wood to the ground. 		
CF | 		
CF | The axe turns to dust in your hands as you try to keep your grip on 		
CF | it, and the words are lost forever, save one-- a single word which 		
CF | floats to the ground: 		
CF | It's the word "terror." It is jagged, with crooked black letters. 		
CF | There's a small loop over the "T." It looks like you could thread 		
CF | something through the loop. 		
CF | 		
CF | The wind kicks up a tiny dust devil, which whirls and breaks apart, 		
CF | and the cat hisses at it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take terror" 		
CF ] Wooded Path 		
CF | > 		
CF | > TAKE TERROR 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "That's quite a necklace we're building."
		Jacqueline says, "heh"
		Jacqueline asks, "Go back home?"
		DavidW says, "The hoop letters spell HEART."
		Jacqueline says, "<3"
		DavidW says, "And there's still one paper untaken."
		Jacqueline says, "Right"
		Jacqueline asks, "And also what do we thread them together with?"
		DavidW says, "But sure, take the firewood and take it home."
		DavidW says, "Maybe we have thread at home."
		Jacqueline says, "True"
		Jacqueline asks, "It also seems like our map has played out, right?"
		DavidW says, "yes"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Creek 		
CF | > 		
CF | > N 		
CF | 		
CF | You trip over the firewood on the ground as you go down to the creek. 		
CF | 		
CF | Creek 		
CF | A wide, shallow creek, rimmed with ice. Trees line the west bank: 		
CF | black walnut, wild cherry, oak, the ubiquitous cedar. A high stone 		
CF | bluff rises to the north, its limestone and granite layers a mosaic of 		
CF | fossils. The stream's water flings itself joyfully, loudly into the 		
CF | creek, where it swirls in small eddies, its voice lowering to a murmur 		
CF | as the creek carries it away. 		
CF | 		
CF | You can go back east to the stream, or south up a wooded path. 		
CF | 		
CF | The cat follows you, slinking low and lithe. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Stream 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | A torn piece of paper is fluttering high up in the tree's branches. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | The cat follows you, prowling aloof and agile. 		
CF | 		
CF | You catch a glimpse of a white-tailed deer running away out of the 		
CF | corner of your eye. You turn to see it, but it's gone. 		
CF | 		
CF | > 		DavidW says, "HOLD"
		DavidW says, "Take the firewood"
		Jacqueline says, "Holding."
		Jacqueline says, "OH, did I not have it? Darn it."
		DavidW says, "You tripped over it just now."
		Jacqueline says, "Yeah."
		Jacqueline turns around.
Jacqueline says (to ClubFloyd), "w" 		
CF ] Creek 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Creek 		
CF | A wide, shallow creek, rimmed with ice. Trees line the west bank: 		
CF | black walnut, wild cherry, oak, the ubiquitous cedar. A high stone 		
CF | bluff rises to the north, its limestone and granite layers a mosaic of 		
CF | fossils. The stream's water flings itself joyfully, loudly into the 		
CF | creek, where it swirls in small eddies, its voice lowering to a murmur 		
CF | as the creek carries it away. 		
CF | 		
CF | You can go back east to the stream, or south up a wooded path. 		
CF | 		
CF | The cat follows you, skulking in the shadows. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Wooded Path 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Wooded Path 		
CF | A path through the woods, the old trees towering over you, their 		
CF | branches sighing in the sharp wind as they lose their hold on the last 		
CF | of their brown leaves, which rain down and crunch under your feet. 		
CF | 		
CF | A stump is here. 		
CF | 		
CF | You can go south through a rusty gate into the pasture, or back north 		
CF | to the creek. 		
CF | 		
CF | You can see some pieces of firewood here. 		
CF | 		
CF | The cat follows you, sneaking fast and fierce. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take firewood" 		
CF ] Wooded Path 		
CF | > 		
CF | > TAKE FIREWOOD 		
CF | 		
CF | Taken. 		
CF | 		
CF | You slip a bit on an icy patch, then regain your footing. 		
CF | 		
CF | > 		Jacqueline asks, "I wonder if the firewood can help us reach that last one?"
		Jacqueline asks, "Maybe?"
		Knight_Otu says, "Hm."
		DavidW says, "Maybe try hitting that last paper with firewood, yeah."
		DavidW says, "worth a try"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Creek 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Creek 		
CF | A wide, shallow creek, rimmed with ice. Trees line the west bank: 		
CF | black walnut, wild cherry, oak, the ubiquitous cedar. A high stone 		
CF | bluff rises to the north, its limestone and granite layers a mosaic of 		
CF | fossils. The stream's water flings itself joyfully, loudly into the 		
CF | creek, where it swirls in small eddies, its voice lowering to a murmur 		
CF | as the creek carries it away. 		
CF | 		
CF | You can go back east to the stream, or south up a wooded path. 		
CF | 		
CF | The cat follows you, pounces on something, then darts away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Stream 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | A torn piece of paper is fluttering high up in the tree's branches. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | The cat follows you, rubs briefly against your leg, then skitters 		
CF | away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get paper with firewood" 		
CF ] Stream 		
CF | > 		
CF | > GET PAPER WITH FIREWOOD 		
CF | 		
CF | I only understood you as far as wanting to get the torn piece of paper 		
CF | in a tree. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get paper" 		
CF ] Stream 		
CF | > 		
CF | > GET PAPER 		
CF | 		
CF | You can't reach it. It's too high up in the branches. If only you had 		
CF | something that could knock it down. 		
CF | 		
CF | An unseen canyon wren warbles sweetly for a moment, then falls silent. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "throw firewood at paper" 		
CF ] Stream 		
CF | > 		
CF | > THROW FIREWOOD AT PAPER 		
CF | 		
CF | You throw the pieces of wood up, but they're heavy and the piece of 		
CF | paper is so high up in the tree. You won't be able to throw the wood 		
CF | that high. Perhaps there's another way that doesn't involve throwing 		
CF | things. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Stream 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | the word "terror" 		
CF | the word "hope" 		
CF | the word "glass" 		
CF | the word "fragile" 		
CF | the word "burn" 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take firewood" 		
CF ] Stream 		
CF | > 		
CF | > TAKE FIREWOOD 		
CF | 		
CF | Taken. 		
CF | 		
CF | The sun goes behind clouds, and the shadows deepen around you for a 		
CF | moment. 		
CF | 		
CF | > 		Knight_Otu asks, "Stand on it?"
Jacqueline says (to ClubFloyd), "drop firewood" 		
CF ] Stream 		
CF | > 		
CF | > DROP FIREWOOD 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit paper with firewood" 		
CF ] Stream 		
CF | > 		
CF | > HIT PAPER WITH FIREWOOD 		
CF | 		
CF | (first taking the pieces of firewood) 		
CF | You would slay dragons to find the words and bring them home to her. 		
CF | But the enemy cannot be seen, cannot be killed. You lower your raised 		
CF | fists. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "stand on firewood" 		
CF ] Stream 		
CF | > 		
CF | > STAND ON FIREWOOD 		
CF | 		
CF | That's not something you want or need to do. 		
CF | 		
CF | A hidden raven croaks nearby, a lonely sound. 		
CF | 		
CF | > 		DavidW says, "oops, sorry"
Jacqueline says (to ClubFloyd), "take firewood" 		
CF ] Stream 		
CF | > 		
CF | > TAKE FIREWOOD 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		DavidW says, "Maybe build a ladder with it."
Jacqueline says (to ClubFloyd), "hit paper with firewood" 		
CF ] Stream 		
CF | > 		
CF | > HIT PAPER WITH FIREWOOD 		
CF | 		
CF | You would slay dragons to find the words and bring them home to her. 		
CF | But the enemy cannot be seen, cannot be killed. You lower your raised 		
CF | fists. 		
CF | 		
CF | > 		Jacqueline says, "Doesn't seem to matter."
		Knight_Otu says, "Didn't see likely, but worth a try."
		Jacqueline asks, "Violence is not the answer, DW? Don't you know that by now?"
		Jacqueline says, "I mean, except when it *is* the answer."
		DavidW says, "And sometimes violins is the answer."
		Jacqueline asks, "...it is?"
		Knight_Otu says, "He he."
		Jacqueline asks, "So, come back later, go home again now?"
		DavidW says, "well, it should be"
		Jacqueline says (to DW), "You should work that into a game one day."
		DavidW says, "yes. I support the go home idea."
		DavidW says (to Jacqueline), "yeah, I should."
		Knight_Otu says, "As I recall, violins weren't the answer for the king in Augmented Forth."
		DavidW says, "If I ever write a sequel to Easter Egg Hunt 2020."
Jacqueline says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | The cat runs ahead of you to a spot by the rocks, and scratches 		
CF | furiously at it, uncovering a small hole. Then it loses interest and 		
CF | slinks away. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		Jacqueline exclaims, "!"
Jacqueline says (to ClubFloyd), "x hole" 		
CF ] Ravine 		
CF | PRESS ANY KEY TO CONTINUE## Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | You can see a hole here. 		
CF | 		
CF | The cat follows you and slithers through some tall weeds, a fleeting 		
CF | shadow. 		
CF | 		
CF | The sun spangles through the gray clouds, then fades. 		
CF | 		
CF | > 		Knight_Otu says, "Very kitty."
		Jacqueline says, "Oh, oops. I guess I was supposed to hit space..."
Jacqueline says (to ClubFloyd), "x hole" 		
CF ] Ravine 		
CF | > 		
CF | > X HOLE 		
CF | 		
CF | A small hole in the rocks. 		
CF | 		
CF | In the hole is a piece of paper. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Ravine 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. It's a damp, torn piece of white paper that reads: 		
CF | 		
CF | Sphere of kind whimsy bobs up in the air, 		
CF | the symbol of party, my ribbon dangles. 		
CF | I am childhood happiness. 		
CF | I will soar up and away, 		
CF | brightly in play, 		
CF | a joyful orb, delicate. 		
CF | 		
CF | What am I? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "say balloon" 		
CF ] Ravine 		
CF | > 		
CF | > SAY BALLOON 		
CF | 		
CF | The piece of paper shimmers and swells, its words moving. They 		
CF | rearrange and bloat, taking the shape of a balloon, its long ribbon 		
CF | hanging down. 		
CF | 		
CF | You snatch the trailing ribbon of the balloon before it can float 		
CF | away. 		
CF | 		
CF | The balloon tugs at your hand, longing to rise into the air. 		
CF | 		
CF | A hawk's shadow ripples over you as it wheels overhead, calling out. 		
CF | It disappears behind the trees. 		
CF | 		
CF | > 		Jacqueline asks, "I wonder what this is for?"
		Jacqueline says, "(Kidding.)"
		Knight_Otu says, ""Fly, fly away...""
		DavidW says, "to the branches"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Stream 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Stream 		
CF | The icemelt stream burbles as it rushes west toward the creek, seeking 		
CF | to join something larger. 		
CF | 		
CF | An enormous live oak tree towers over the stream, roots coming in and 		
CF | out of the earth, through the stream, lifting the water and dropping 		
CF | it in a tiered waterfall that sings in its own language. 		
CF | 		
CF | A torn piece of paper is fluttering high up in the tree's branches. 		
CF | 		
CF | You can follow the stream west to the creek, or go east to the ravine. 		
CF | 		
CF | The cat follows you, slinking low and lithe. 		
CF | 		
CF | > 		Jacqueline asks, "Wonder what the wording is for this?"
		DavidW says, "drop balloon"
Jacqueline says (to ClubFloyd), "get paper with balloon" 		
CF ] Stream 		
CF | > 		
CF | > GET PAPER WITH BALLOON 		
CF | 		
CF | I only understood you as far as wanting to get the torn piece of paper 		
CF | in a tree. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Stream 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop balloon" 		
CF ] Stream 		
CF | > 		
CF | > DROP BALLOON 		
CF | 		
CF | You let go of the balloon and it floats up to the branches overhead 		
CF | and bumps into them before popping loudly. Its words break apart and 		
CF | scatter like dust in the air. 		
CF | 		
CF | The explosion knocks the torn piece of paper out of the tree, and it 		
CF | floats down, landing at your feet along with a single word, a remnant 		
CF | of the balloon: 		
CF | It's the word "ribbon." The letters of the word are spread out in a 		
CF | long, winding, curling line, forming the ribbon which once tethered 		
CF | the balloon. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ribbon" 		
CF ] Stream 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You try to grab the ribbon, but the cat leaps on it and drags it away, 		
CF | darting off to the east, toward the ravine. 		
CF | 		
CF | A sonorous crack rings through the woods as an icy branch breaks and 		
CF | falls. 		
CF | 		
CF | > 		Jacqueline says, "I guess that's how we thread letters together."
		DavidW says, "yeah"
		Jacqueline says, "And of course the cat takes it."
		Knight_Otu says, "Once we convince kitty."
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Stream 		
CF | > 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. 		
CF | 		
CF | A torn piece of paper that reads: 		
CF | 		
CF | When hope flares in me 		
CF | I am as fragile as glass. 		
CF | Or I burn with terror, 		
CF | The silken ribbon of blood ripples through me, 		
CF | Through loops to spell my name, 		
CF | And makes me the pulsing center of life. 		
CF | Saying my name is not enough. 		
CF | You must build me, word by word. 		
CF | 		
CF | > 		Jacqueline says, "That's the answer."
		Jacqueline says, "HEART"
		Knight_Otu says, "Yeah."
		Jacqueline asks, "So, chase kitteh?"
		DavidW says, "yeah"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Ravine 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Ravine 		
CF | A spill of icemelt trickles over the ledge of rock into a small pool 		
CF | which flows into a stream that runs, runs, runs down and away from the 		
CF | gray rock, the velvet moss. This rock wall weeps water all year, a 		
CF | rivulet that never stops talking as it splashes over the moss, the 		
CF | rough stone, always leaving, seeking the creek below. It has formed 		
CF | icicles now, glittering on the stone in cascades, dripping as a ray of 		
CF | sun peeks through the branches and touches them. 		
CF | 		
CF | You can go north and up to the woods, or west following the stream to 		
CF | the creek. 		
CF | 		
CF | A small dark cave is in the rock wall to the east behind the dripping 		
CF | water. 		
CF | 		
CF | You can see the word "ribbon", a cat and a hole here. 		
CF | 		
CF | > 		Knight_Otu exclaims, "Here, kitty kitty!"
Jacqueline says (to ClubFloyd), "take ribbon" 		
CF ] Ravine 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You try to grab the ribbon, but the cat leaps on it and drags it away, 		
CF | darting off to the north, toward the winter woods. 		
CF | 		
CF | A cardinal flashes red overhead and is gone. 		
CF | 		
CF | > 		Jacqueline says, "I'm liking the cat less now."
		DavidW says, "Don't worry. It'll explode soon."
		Knight_Otu says, "Aw. :("
		Jacqueline says (to DW), "hahahaawww eek"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Winter Woods 		
CF | > 		
CF | > N 		
CF | 		
CF | Winter Woods 		
CF | Bare trees are tangled with greenbriar hanging in thorny curtains. 		
CF | Birds call. They flash bright against the naked branches: cardinal 		
CF | screams red; goldfinch blazes sun. The rocky path limned with ice is 		
CF | at the base of the winding stone steps that lead north and up to your 		
CF | home; or you can follow the path down and south into the ravine. 		
CF | 		
CF | You can see the word "ribbon" and a cat here. 		
CF | 		
CF | > 		DavidW says, "We lost all the other riddle words."
		Jacqueline asks, "Wait, we did?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Winter Woods 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a torn piece of paper with some writing on it 		
CF | some pieces of firewood 		
CF | the word "terror" 		
CF | the word "hope" 		
CF | the word "glass" 		
CF | the word "fragile" 		
CF | the word "burn" 		
CF | 		
CF | > 		Knight_Otu says, "But kitty has endured."
		Jacqueline says, "Oh."
		Jacqueline says, "I get what you mean."
		DavidW says, "No CANDLE. No AXE. No DOOR. No WINDOW."
		Jacqueline nods.
		DavidW says, "No BUTTERFLY."
Jacqueline says (to ClubFloyd), "pet cat" 		
CF ] Winter Woods 		
CF | > 		
CF | > PET CAT 		
CF | 		
CF | You reach out to pet the cat, but it darts away. 		
CF | 		
CF | The ice on the trees glitters in a passing ray of sun. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ribbon" 		
CF ] Winter Woods 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You try to grab the ribbon, but the cat leaps on it and drags it away, 		
CF | darting off to the north, toward your house. 		
CF | 		
CF | > 		Jacqueline says, "Maybe the whole point is to lead us home."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Back Yard 		
CF | > 		
CF | > N 		
CF | 		
CF | Back Yard 		
CF | The back yard of your house, looking over the bluff that rises above 		
CF | the creek. You can always hear the creek laughing to itself here. Your 		
CF | back door is north, and the winding stone steps lead back down to the 		
CF | woods. 		
CF | 		
CF | You can see the word "ribbon" and a cat here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ribbon" 		
CF ] Back Yard 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You try to grab the ribbon, but the cat runs away with it, dragging it 		
CF | and playing with it. 		
CF | 		
CF | The wind kicks up a tiny dust devil, which whirls and breaks apart, 		
CF | and the cat hisses at it. 		
CF | 		
CF | > 		Jacqueline | >HIT CAT WITH FIREWOOD
Jacqueline says (to ClubFloyd), "play with cat" 		
CF ] Back Yard 		
CF | > 		
CF | > PLAY WITH CAT 		
CF | 		
CF | I only understood you as far as wanting to play. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "play" 		
CF ] Back Yard 		
CF | > 		
CF | > PLAY 		
CF | 		
CF | 		
CF | 		
CF | Parser-based Interactive Fiction, like this game, is played by reading 		
CF | the story and typing responses (verb object). Useful verbs are 		
CF | EXAMINE, GET, GIVE, DROP, etc. Begin by examining objects around you, 		
CF | and examining yourself. To examine an object, type "examine hat" or 		
CF | simply "x hat." To examine yourself, type "x me." To see your 		
CF | inventory, type "i". 		
CF | 		
CF | You almost never have to type the full object description. For 		
CF | instance, if the game tells you there is a shiny white diamond here, 		
CF | you can type "x shiny," or "x white," or "x diamond." 		
CF | 		
CF | You can move in the directions the game indicates by typing directions 		
CF | like "n" for "north," or "u" for "up", etc. If you want to see the 		
CF | full description of the room you're in again, type "look" or just "l." 		
CF | 		
CF | Playing through a parser IF game requires careful reading and 		
CF | attention to detail. Examine everything, make a map of the game, and 		
CF | experiment to find out what you can and cannot do. 		
CF | 		
CF | A very good primer for playing IF can be found at 		
CF | [LINK] 		
CF | 		
CF | Type PLAY to come back to these instructions. 		
CF | 		
CF | > 		Jacqueline says, "OH NO"
		Jacqueline says, "haha"
		DavidW says, "Go north with the firewood."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Home 		
CF | > 		
CF | > N 		
CF | 		
CF | As you open the door, the cat darts inside, pulling the ribbon along 		
CF | with it. 		
CF | 		
CF | Home 		
CF | You open the door with cold hands and come home. Your house is chilly, 		
CF | the fire in the fireplace dying, the embers giving off a faint heat. 		
CF | She's here, sitting on the sofa and gazing absently at the fire, 		
CF | holding a book she can't read. She sees you, smiles and nods, returns 		
CF | her gaze to the fire. 		
CF | 		
CF | You can see the word "ribbon" and a cat here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "build fire" 		
CF ] Home 		
CF | > 		
CF | > BUILD FIRE 		
CF | 		
CF | That's not something you want or need to do. 		
CF | 		
CF | > 		DavidW says, "*** Home is where the Heart is ***"
		Jacqueline says, "awwwwwwww"
Jacqueline says (to ClubFloyd), "put wood in fireplace" 		
CF ] Home 		
CF | > 		
CF | > PUT WOOD IN FIREPLACE 		
CF | 		
CF | You put the pieces of log on the dying fire, and they blaze up 		
CF | immediately, the fire crackling and sparking. The cat somberly regards 		
CF | this and looks briefly at you with narrowed eyes. It gracefully leaps 		
CF | into the fireplace, burning to ashes within seconds, giving off a 		
CF | shower of sparks like a crowd of stars. 		
CF | 		
CF | A single word floats to the floor, all that remains of the cat: 		
CF | It's the word "silken." Its letters are sleek and soft. 		
CF | The word "silken" twists into the ribbon on the floor, changing it. 		
CF | The ribbon is now smooth, sleek, and silky. 		
CF | 		
CF | > 		Jacqueline says, "DANG"
		Knight_Otu exclaims, "KITTY!"
		Jacqueline says, "f take silken"
Jacqueline says (to ClubFloyd), "take silken" 		
CF ] Home 		
CF | > 		
CF | > TAKE SILKEN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ribbon" 		
CF ] Home 		
CF | > 		
CF | > TAKE RIBBON 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		Jacqueline says, "ah, they are now synonymous"
		DavidW says, "silken ribbon, yes"
Jacqueline says (to ClubFloyd), "make heart" 		
CF ] Home 		
CF | > 		
CF | > MAKE HEART 		
CF | 		
CF | That's not something you want or need to do. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Home 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a silken ribbon 		
CF | a torn piece of paper with some writing on it 		
CF | the word "terror" 		
CF | the word "hope" 		
CF | the word "glass" 		
CF | the word "fragile" 		
CF | the word "burn" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thread hope" 		
CF ] Home 		
CF | > 		
CF | > THREAD HOPE 		
CF | 		
CF | What do you want to thread the word "hope" in? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thread hope in ribbon" 		
CF ] Home 		
CF | > 		
CF | > THREAD HOPE IN RIBBON 		
CF | 		
CF | You carefully insert the soft, silken left end of the ribbon into the 		
CF | loop on the "H" of hope, which now dangles from the ribbon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thread fragile in ribbon" 		
CF ] Home 		
CF | > 		
CF | > THREAD FRAGILE IN RIBBON 		
CF | 		
CF | You carefully insert the soft, silken left end of the ribbon into the 		
CF | loop on the "E" of fragile, which now dangles from the ribbon. The 		
CF | looped letters now spell H-E. 		
CF | 		
CF | > 		Jacqueline says, "Oh, gotta do it piece by piece in order. Got it."
DavidW says (to ClubFloyd), "thread glass in ribbon" 		
CF ] Home 		
CF | > 		
CF | > THREAD GLASS IN RIBBON 		
CF | 		
CF | You carefully insert the soft, silken left end of the ribbon into the 		
CF | loop on the "A" of glass, which now dangles from the ribbon. The 		
CF | looped letters now spell H-E-A. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thread burn in ribbon" 		
CF ] Home 		
CF | > 		
CF | > THREAD BURN IN RIBBON 		
CF | 		
CF | You carefully insert the soft, silken left end of the ribbon into the 		
CF | loop on the "R" of burn, which now dangles from the ribbon. The looped 		
CF | letters now spell H-E-A-R. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "thread terror in ribbon" 		
CF ] Home 		
CF | > 		
CF | > THREAD TERROR IN RIBBON 		
CF | 		
CF | You carefully insert the soft, silken left end of the ribbon into the 		
CF | loop on the "T" of terror, which now dangles from the ribbon. 		
CF | 		
CF | The piece of paper shimmers and rounds, becoming a glass heart in your 		
CF | hands, flowing into the words on the silk ribbon and crystallizing. 		
CF | Fragile and burning with hope, sharp with terror, it refracts the 		
CF | light, the words still visible in its faceted surface. It's a necklace 		
CF | with the heart as a pendant, twinkling like a jewel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x heart" 		
CF ] Home 		
CF | > 		
CF | > X HEART 		
CF | 		
CF | A heart-shaped pendant made of glass hanging from a silken ribbon. You 		
CF | can still see words in it if you tilt it just right: 		
CF | 		
CF | As fragile as glass 		
CF | Burning with hope and terror 		
CF | I am the heart. 		
CF | 		
CF | > 		DavidW says, "I bet wearing it ends the game."
		DavidW says, "Or breaking it."
Knight_Otu says (to ClubFloyd), "x mother" 		
CF ] Home 		
CF | > 		
CF | > X MOTHER 		
CF | 		
CF | Your mother, old and gray and full of sleep and nodding by the fire, 		
CF | deep shadows in her eyes. She's holding a book she can no longer read. 		
CF | 		
CF | > 		Jacqueline asks, "Do we wear it, or give it to her?"
		DavidW says, "oh. I completely missed mother."
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Home 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give heart to mother" 		
CF ] Home 		
CF | > 		
CF | > GIVE HEART TO MOTHER 		
CF | 		
CF | You hold the necklace out to her and her eyes light up, recognizing 		
CF | her lost words. She takes it and loops it around your neck so the 		
CF | glass heart lies on your chest. She puts her hand over it and pushes, 		
CF | and you gasp as its edges cut into you, as the heart burns into you. 		
CF | The words are yours because she gave them to you, taught you to love 		
CF | them. You will always carry them in your hopeful, fragile heart; but 		
CF | they are lost to her forever. 		
CF | 		
CF | You kneel in front of her and put your head in her lap as you used to 		
CF | when you were a child, when the loss was too big to comprehend. 		
CF | 		
CF | She bends over and strokes your hair and you see a single word, the 		
CF | last of a once-great library, flickering behind her eyes. You hear it 		
CF | fluttering, frightened and alone in the empty rooms, avoiding the 		
CF | blaze consuming the bookshelves. And she lets it go, breathing it out 		
CF | softly against your face where it blows apart and lands like glitter, 		
CF | like snow, like tears against your cheeks: 		
CF | 		
CF | love. 		
CF | 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | Would you like to read the author's end notes? > 		DavidW says, "yes, and that was lovely"
		Jacqueline says, "Yeah. It was."
		Jacqueline says, "A simple, lovely, well-executed work."
		Jacqueline says, "I guess it's probably not worthwhile to explore the other things we wanted to try..."
Jacqueline says (to ClubFloyd), "yes" 		
CF | Would you like to read the author's end notes? > 		
CF | > YES 		
CF | 		
CF | 		
CF | 		
CF | My mother has Primary Progressive Aphasia, a form of dementia which 		
CF | attacks the language center of the brain first. This is an especially 		
CF | cruel disease for our family, because my mother's main joy in life has 		
CF | always been language. She was a novelist, a lover of poetry, a major 		
CF | talker with a vast lexicon. Now her words have slowed to a trickle, 		
CF | and we watch them disappear day by day along with her sanity. 		
CF | 		
CF | The decision to write about this depressing subject was spurred by two 		
CF | recent games: Mike Russo's autobiographical game Sting, and 		
CF | N. Cormier's short game This Person Is Not My Father. These 		
CF | games tackled love and disease and loss in honest, heartfelt ways that 		
CF | spoke to me, and I wanted to try and exorcise some of the pain and 		
CF | grief caused by the loss of my mother's words. 		
CF | 		
CF | I also found inspiration in some of my mother's favorite poems. 		
CF | William Butler Yeats' masterpiece When You Are Old is quoted 		
CF | here and there throughout the game. Elizabeth Bishop's poem One 		
CF | Art is deeply ingrained in this game's psyche. Its words sink 		
CF | ever deeper into me as I grow older and accumulate more loss. It is 		
CF | not in the public domain; otherwise it would be quoted in this game, 		
CF | as would Sylvia Plath's Mirror, a wonderful poem about aging. 		
CF | 		
CF | In the game, I used a form of poetry called "concrete poetry," in 		
CF | which the words of the poem take the shape of the subject of the work. 		
CF | There are some great concrete poems out there; I particularly 		
CF | recommend John Hollander's Swan and Shadow. 		
CF | 		
CF | The game is set on my property in the beautiful Texas Hill Country; 		
CF | the locations are depicted as I saw them after an ice storm in 		
CF | February (with a little poetic license), with my mother's lost 		
CF | language weighing so heavy on my heart. 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE 		DavidW says, "Not difficult either, but I don't think it was meant to be difficult in any way."
		Knight_Otu says, "No wonder the writing was so heartflt."
		Knight_Otu says, "*heartfelt."
		DavidW says, "yeah"
		Jacqueline says, "Yes."
Jacqueline says (to ClubFloyd), "press space" 		
CF ] Home 		
CF | PRESS ANY KEY TO CONTINUEThanks to my wonderful testers: Drew Cook, 		
CF | Dark Star, Jade, Zed Lopez, Mathbrush, Eva Radke, Edo Rajh, and Mike 		
CF | Russo. I could never get anything done without their generous help. 		
CF | Thanks to Emily Short for her extensions Basic Screen Effects and 		
CF | Glulx Image Centering, and to Gavin Lambert for his extension Exit 		
CF | Lister. And deep and abiding thanks to everyone at the intfiction.org 		
CF | forums, who are always so patient with my questions. 		
CF | 		
CF | Thanks to my mother, who every day modeled the joyful literacy and 		
CF | love of language that has defined my life. 		
CF | 		
CF | Thanks always to my sweetheart Tom, who took me and my whole family on 		
CF | with such grace. 		
CF | 		
CF | --Amanda Walker 		
CF | 		
CF | PS: If you find a bug or want to send me a transcript or feedback, 		
CF | please email me at beachwalkera@gmail.com 		
CF | 		
CF | 		
CF | *** The End *** 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last 		
CF | command? 		
CF | > 		Jacqueline asks, "Wait, were any images described to us? I wonder if the images described were the poems themselves?"
		DavidW says, "I think so."
		Knight_Otu says, "Whatever they were, they were integrated seamlessly."
		Jacqueline says, "Hm. Wonder if we should write her about that bit you found at the beginning, Knight."
		Knight_Otu asks, "About the reader description switch?"
		Jacqueline says, "Yeah"
		Knight_Otu says, "I think she'd probably like to know."
		DavidW says, "I think she'd like to see the entire transcript."
		Knight_Otu says, "Yeah, I would suggest sending the transcript in full."
		Jacqueline nods.
		Knight_Otu says, "Lovely, sad game today."
		Jacqueline says, "Yes. Beautiful and touching."



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ClubFloyd Transcript:
Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic Readings by Thomas Insel
As played on ifMUD on July 10, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic Readings written by Thomas Insel. Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic Readings was released as part of the 2022 ParserComp. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

Jacqueline says (to ClubFloyd), "load sleepmask midnightatalsselfstorage" 		
CF ] Break Room 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | This was supposed to be an easy job to earn some money the summer 		
CF | before college, but Joe has an impossible list of chores for you every 		
CF | evening. He's the owner and only he handles the truck rentals, but 		
CF | somehow you need to move a lot of boxes around for a "self" storage 		
CF | business with no visible customers. For the record, nobody knows who 		
CF | Al is and you're not actually sure what's up with the psychic 		
CF | readings. 		
CF | 		
CF | Why couldn't you have found a job at the mall like everyone else? 		
CF | 		
CF | Anyhow, you walked in, and Joe handed you a list. He seemed in a hurry 		
CF | to leave, but whatever, the sooner you finish the sooner you can get 		
CF | away with a nap in the break room. 		
CF | 		
CF | Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic 		
CF | Readings 		
CF | An Interactive Fiction by Thomas Insel 		
CF | Release 1 / Serial number 220630 / Inform 7 v10.1.0 		
CF | Type ABOUT for credits or HINT for assistance. 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. A closed hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | On the counter are your backpack (closed), a pile of rental forms, a 		
CF | bag of padlocks, and a box of keys. 		
CF | 		
CF | > 		Knight_Otu says, "Al, or AI, I wonder idly."
		DavidW says, "ALIEN"
		Jacqueline says, "All good ideas."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Break Room 		
CF | > 		
CF | > X ME 		
CF | 		
CF | As cute as ever in a band shirt, black work pants, and a silver 		
CF | necklace. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Break Room 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a task list 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read task list" 		
CF ] Break Room 		
CF | > 		
CF | > READ TASK LIST 		
CF | 		
CF | You check your list... 		
CF | 		
CF | 1. Bring the purple box up from the basement to the loading 		
CF | dock 		
CF | 2. Bring the green box down from the attic to the loading 		
CF | dock 		
CF | 3. Find the red box and bring it to the loading dock 		
CF | 		
CF | > 		DavidW asks, "So we get a bag of padlocks and a box of keys?"
		DavidW says, "That's new."
Knight_Otu says (to ClubFloyd), "x necklace" 		
CF ] Break Room 		
CF | > 		
CF | > X NECKLACE 		
CF | 		
CF | A plain silver chain from your grandmother. Actually, maybe from your 		
CF | great grandmother. 		
CF | 		
CF | > 		DavidW asks, "So, we're female, maybe?"
		Knight_Otu says, "Maybe."
		Jacqueline says, "We do not seem to be a burly manly man, other than that, unknown as of yet."
DavidW says (to ClubFloyd), "x armchair" 		
CF ] Break Room 		
CF | > 		
CF | > X ARMCHAIR 		
CF | 		
CF | It's a green upholstered overstuffed armchair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x keys" 		
CF ] Break Room 		
CF | > 		
CF | > X KEYS 		
CF | 		
CF | The padlocks are all keyed alike, but don't tell anyone. 		
CF | 		
CF | > 		Jacqueline says, "ha"
Jacqueline says (to ClubFloyd), "x shirt" 		
CF ] Break Room 		
CF | > 		
CF | > X SHIRT 		
CF | 		
CF | You thought this hardcore band was so awesome that you bought the 		
CF | shirt, but you were also so drunk you don't remember their name and 		
CF | you've never been able to decipher the mix of runes and graffiti. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "x backpack" 		
CF ] Break Room 		
CF | > 		
CF | > X BACKPACK 		
CF | 		
CF | It's a worn burgundy backpack. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open backpack" 		
CF ] Break Room 		
CF | > 		
CF | > OPEN BACKPACK 		
CF | 		
CF | You unzip your backback, revealing your car key, four quarters, a lip 		
CF | gloss, and a course catalog. 		
CF | 		
CF | > 		DavidW says, "I vote we take the backpack and at least one of the keys."
Jacqueline says (to ClubFloyd), "x catalog" 		
CF ] Break Room 		
CF | > 		
CF | > X CATALOG 		
CF | 		
CF | The fall course catalog from the College of Forestdale. You are still 		
CF | deciding between film and design classes. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Sure."
Jacqueline says (to ClubFloyd), "take backpack" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE BACKPACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take key" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Which do you mean, the box of keys or your car key? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take keys" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE KEYS 		
CF | 		
CF | What do you want to take those things from? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take box of keys" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE BOX OF KEYS 		
CF | 		
CF | You help yourself to an aluminum key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read aluminum" 		
CF ] Break Room 		
CF | > 		
CF | > READ ALUMINUM 		
CF | 		
CF | You see nothing special about the aluminum key. 		
CF | 		
CF | > 		Jacqueline asks, "So, attic? What's the worst that could happen?"
		Knight_Otu asks, "Vampires?"
		DavidW says, "That the ladder isn't there."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Break Room 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't reach the hatch from here. 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Knight_Otu asks, "Rotten floorboards?"
		Jacqueline asks, "So, basement?"
		Knight_Otu says, "Sure."
		DavidW says, "I'd like to see the lay of the land, yes."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through a door south. 		
CF | There is a call button here that will summon the freight elevator up 		
CF | from out of the floor. 		
CF | 		
CF | > 		Jacqueline says, "I don't know why you all are letting me drive I am not good at it and I get lost easily and then David gets frustrated with me and then I cry--all of this is true except for the bit about me crying over it."
		DavidW asks, "So I should drive?"
		Jacqueline says, "I mean, we always make you drive, and I feel bad about that."
		Jacqueline says, "I'm just not great at it."
		DavidW says, "I was a bit distracted, looking at my new lease-to-be."
		Jacqueline says (to DW), "Sure. I can try unless you want to"
Jacqueline says (to ClubFloyd), "press button" 		
CF ] Vestibule 		
CF | > 		
CF | > PRESS BUTTON 		
CF | 		
CF | The freight elevator rattles, whines, and rises up from the floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "get in elevator" 		
CF ] Vestibule 		
CF | > 		
CF | > GET IN ELEVATOR 		
CF | 		
CF | You can't get into the closed freight elevator. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open elevator" 		
CF ] Vestibule 		
CF | > 		
CF | > OPEN ELEVATOR 		
CF | 		
CF | The rusty padlock prevents that. 		
CF | 		
CF | > 		DavidW says, "Tell you what. Just drive for now and I'll try to map."
Jacqueline says (to ClubFloyd), "unlock rusty padlock" 		
CF ] Vestibule 		
CF | > 		
CF | > UNLOCK RUSTY PADLOCK 		
CF | 		
CF | You lack a key that fits the rusty padlock. 		
CF | 		
CF | > 		Jacqueline says, "Okay."
		Knight_Otu says, "Hm."
		Jacqueline says, "Also, seems that most of the padlocks are the same, but not all of them..."
		Knight_Otu asks, "Maybe we can just break it?"
		DavidW says, "Maybe that one's key is in Joe's office."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Vestibule 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an aluminum key 		
CF | your backpack (open) 		
CF | your car key 		
CF | four quarters 		
CF | a lip gloss 		
CF | a course catalog 		
CF | a task list 		
CF | 		
CF | > 		Knight_Otu says, "Not likely, but who knows."
		Knight_Otu says, "(That we can break it, I mean.)"
		DavidW says, "Assuming the office door is unlocked."
		Jacqueline says, "Well, I think we knew that getting three simple boxes would not be simple."
		DavidW says, "We may have to sweet-talk a spirit of an oil man to un-rest the padlock."
		Knight_Otu says, "As long as we don't have to play Tetris with the boxes as well."
		DavidW says (to Knight), "aiieee"
		Jacqueline asks, "So south then?"
		Knight_Otu says, "Yeah, south."
		DavidW says, "Any direction is good at this point. yes."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Joe's Office 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening the office door) 		
CF | 		
CF | Joe's Office 		
CF | This is where Joe sits, plans his next business schemes, and mostly 		
CF | watches television. The television in question sits on an old metal 		
CF | desk. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x desk" 		
CF ] Joe's Office 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | You think it's some sort of government surplus, with one drawer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open drawer" 		
CF ] Joe's Office 		
CF | > 		
CF | > OPEN DRAWER 		
CF | 		
CF | You open the drawer, revealing a price list, a crystal turtle, a wrist 		
CF | watch, and an amulet. 		
CF | 		
CF | > 		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "x price list" 		
CF ] Joe's Office 		
CF | > 		
CF | > X PRICE LIST 		
CF | 		
CF | Looks like Joe is preparing to sell some stuff... 		
CF | 		
CF | $4,850 Amulet - call it "historical" or "a local 		
CF | treasure"? 		
CF | $17,500 Watch - "from the estate of a business tycoon" 		
CF | $750 Crystal Turtle - from a "significant collector" 		
CF | 		
CF | > 		Jacqueline asks, "Oh gosh. Is he selling stuff from other people's storage units?"
		Knight_Otu says, "Sounds a mite shady, maybe."
		Jacqueline says, "Yeah"
Jacqueline says (to ClubFloyd), "x turtle" 		
CF ] Joe's Office 		
CF | > 		
CF | > X TURTLE 		
CF | 		
CF | You've seem some ugly crystal turtles in your life, and this is one of 		
CF | the ugliest. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x amulet" 		
CF ] Joe's Office 		
CF | > 		
CF | > X AMULET 		
CF | 		
CF | The materials aren't inherently valuable: two roughly worked stones, 		
CF | maybe river jade and jasper, on a fiber cord. But it looks very old, 		
CF | like a piece you saw on a school trip to the local museum. 		
CF | 		
CF | You really want to try it on. 		
CF | 		
CF | > 		DavidW says, "Turtles aren't ugly!"
		Jacqueline says, "No, but crystal turtles kinda are."
		Knight_Otu says, "But renditions of them may be."
		Jacqueline says, "Crystal anything honestly."
		DavidW says, "okay fine"
		Jacqueline asks, "Reckon the amulet is magical?"
		DavidW says, "bet the amulet is cursed"
		Jacqueline says, "hrm"
Jacqueline says (to ClubFloyd), "x watch" 		
CF ] Joe's Office 		
CF | > 		
CF | > X WATCH 		
CF | 		
CF | A prestigious name brand brand men's watch, stopped at 1:50, in mint 		
CF | condition with no inscription. 		
CF | 		
CF | > 		Knight_Otu says, "I am leery of our want to... yeah."
		DavidW says, "but might also be a light source"
		DavidW says, "We probably SHOULD wear the amulet. Because of the huge 'really want to try it on' flag."
		DavidW says, "Author clearly wants us to wear it."
		Knight_Otu says, "I mean, I guess we have to, doesn't mean it's for our best."
Jacqueline clears the save counter. 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Joe's Office 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW says, "I might even be a hot-cold thing that leads us to a box."
		DavidW says, "er it"
Jacqueline says (to ClubFloyd), "wear amulet" 		
CF ] Joe's Office 		
CF | > 		
CF | > WEAR AMULET 		
CF | 		
CF | (first taking the amulet) 		
CF | Taken. 		
CF | 		
CF | You sort of want to try it on. Don't worry, it won't clash with your 		
CF | grandmother's necklace. 		
CF | 		
CF | The world around you fades away, and you have a vision... 		
CF | 		
CF | In a cave a small group, probably a family, carries in what must 		
CF | be a body, wrapped in rough cloth. It is so small, but you know 		
CF | somehow that it is not a child. It is an old...man. He feels male. And 		
CF | powerful. 		
CF | 		
CF | They lay him down gently, and arrange an amulet around his neck. 		
CF | A pale green and a reddish brown stone. Then they deliberately cover 		
CF | his body in rocks, laughing and crying and talking to each other in a 		
CF | language you don't understand or even recognize. 		
CF | 		
CF | After only a few minutes, they are done and return the way they 		
CF | came. 		
CF | 		
CF | You blink and return to the present. 		
CF | 		
CF | You put on the amulet. 		
CF | 		
CF | > 		Knight_Otu blinks along with the protagonist.
		Jacqueline says, "Yeah"
		DavidW asks, "'feels male' = didn't shave his legs this morning?"
		Jacqueline says, "heh"
		Jacqueline says, "I think in the same way that you felt the PC was female."
		DavidW says, "well, we've kinda entered an era of IF where we shouldn't assume genders too quickly."
		Jacqueline says, "Yes, thankfully."
Jacqueline says (to ClubFloyd), "x television" 		
CF ] Joe's Office 		
CF | > 		
CF | > X TELEVISION 		
CF | 		
CF | The television is currently switched off. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn on television" 		
CF ] Joe's Office 		
CF | > 		
CF | > TURN ON TELEVISION 		
CF | 		
CF | You turn it on, and flip through the channels, but find only static, 		
CF | and you turn it back off. 		
CF | 		
CF | > 		Jacqueline says, "Okay."
Jacqueline says (to ClubFloyd), "take turtle and watch" 		
CF ] Joe's Office 		
CF | > 		
CF | > TAKE TURTLE AND WATCH 		
CF | 		
CF | crystal turtle: Taken. 		
CF | wrist watch: Taken. 		
CF | 		
CF | > 		Jacqueline says, "I mean, why not."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Vestibule 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		DavidW says, "I'd like to see the loading dock next, especially since that's where we deliver all the boxes"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Loading Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Loading Dock 		
CF | It's a loading dock, what's there to say? The parking lot, the rental 		
CF | trucks, your car, and the rest of the world are west from here, 		
CF | customer units are to the east, and you can return inside to the 		
CF | south. 		
CF | 		
CF | > 		Knight_Otu asks, "Because now we're in incredible debt and av to traverse various star systems to pay it off?"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Loading Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't just walk away from work, at least not right now. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Loading Dock 		
CF | > 		
CF | > E 		
CF | 		
CF | Your work is inside, and there's no reason to go snooping around the 		
CF | customers" units. 		
CF | 		
CF | > 		Jacqueline says, "So, that's all there is to the loading dock."
		Knight_Otu says, "I suppose we can put the stuff back after we're done, assuming we keep it."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Loading Dock 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't just walk away from work, at least not right now. 		
CF | 		
CF | > 		DavidW says, "hm. Thought there'd at least be a crowbar or a fire extinguisher or dolly."
		Jacqueline says (to KO), "That's what I was thinking."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Vestibule 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x rusty" 		
CF ] Vestibule 		
CF | > 		
CF | > X RUSTY 		
CF | 		
CF | It is locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hit rusty" 		
CF ] Vestibule 		
CF | > 		
CF | > HIT RUSTY 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		Jacqueline asks, "But what if it is?"
		Knight_Otu says, "Of course, they may well be items for a trade chain."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. 		
CF | 		
CF | A ten foot aluminum step ladder stands open here, along with a dried 		
CF | up can of paint, remnants of a long-abandoned project. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take ladder" 		
CF ] Stairwell 		
CF | > 		
CF | > TAKE LADDER 		
CF | 		
CF | (first folding the ladder) 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x paint" 		
CF ] Stairwell 		
CF | > 		
CF | > X PAINT 		
CF | 		
CF | (the dried up can of paint) 		
CF | A long-abandoned can of white paint, with a brush still stuck into it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take it" 		
CF ] Stairwell 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | You cannot imagine ever needing that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paint" 		
CF ] Stairwell 		
CF | > 		
CF | > TAKE PAINT 		
CF | 		
CF | (the dried up can of paint) 		
CF | You cannot imagine ever needing that. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		DavidW says, "The ladder will help for the attic hatch."
		Jacqueline says, "Yeah"
Jacqueline says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline says, "Oh. We can squeeze through without our stuff, I guess."
		Jacqueline asks, "Enh. I'll head up first?"
Jacqueline says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. A closed hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		Knight_Otu asks, "The way was west, wasn't it?"
		DavidW asks, "er, what's happening?"
Jacqueline says (to ClubFloyd), "drop ladder" 		
CF ] Break Room 		
CF | > 		
CF | > DROP LADDER 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Jacqueline says, "Wait, what do you mean what is happening? I am taking the ladder back to the attic."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Break Room 		
CF | > 		
CF | > U 		
CF | 		
CF | You can't reach the hatch from here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "climb ladder" 		
CF ] Break Room 		
CF | > 		
CF | > CLIMB LADDER 		
CF | 		
CF | You can't climb a folded ladder. 		
CF | 		
CF | > 		DavidW says, "oh. I thought you wanted to explore the basement first."
		Jacqueline says, "I can't get through with our stuff."
		Jacqueline says, "I can maybe only get through myself."
		DavidW asks, "You can't?"
		Knight_Otu says, "You tried going down, not west, I think"
		DavidW says, "yeah."
		DavidW says, "The route was west."
		Jacqueline | The way west was mostly blocked when a pile of laundry detergent boxes collapsed last week, but you can probably just squeeze through. You can also go up the staircase.
		DavidW says, "And you never tried west."
		Jacqueline says, "oh, I thought they were the same. Anyway, let me do this while we're here."
		DavidW says, "sure"
		Knight_Otu says, "Yeah."
		Jacqueline thinks back to the bit about how she is not the best driver.
Jacqueline says (to ClubFloyd), "unfold ladder" 		
CF ] Break Room 		
CF | > 		
CF | > UNFOLD LADDER 		
CF | 		
CF | You unfold the ladder right under the hatch. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "u" 		
CF ] Attic 		
CF | > 		
CF | > U 		
CF | 		
CF | You climb up the ladder. 		
CF | (first opening the hatch) 		
CF | 		
CF | Attic 		
CF | It's a small attic space above the breakroom. A hatch leads down. 		
CF | 		
CF | You can see a green box here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x box" 		
CF ] Attic 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | It's actually an ordinary box with a green label, but it is heavy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read label" 		
CF ] Attic 		
CF | > 		
CF | > READ LABEL 		
CF | 		
CF | It's actually an ordinary box with a green label, but it is heavy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take box" 		
CF ] Attic 		
CF | > 		
CF | > TAKE BOX 		
CF | 		
CF | It's a bit of a strain, but you pick it up. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Break Room 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x box" 		
CF ] Break Room 		
CF | > 		
CF | > X BOX 		
CF | 		
CF | (the green box) 		
CF | It's actually an ordinary box with a green label, but it is heavy. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read label" 		
CF ] Break Room 		
CF | > 		
CF | > READ LABEL 		
CF | 		
CF | It's actually an ordinary box with a green label, but it is heavy. 		
CF | 		
CF | > 		Jacqueline says, "huh"
		DavidW says, "Odd that you can't read the label"
		Jacqueline asks, "Should I just take it straight to the loading dock?"
		DavidW asks, "sure, why not?"
		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Loading Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Loading Dock 		
CF | It's a loading dock, what's there to say? The parking lot, the rental 		
CF | trucks, your car, and the rest of the world are west from here, 		
CF | customer units are to the east, and you can return inside to the 		
CF | south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drop green box" 		
CF ] Loading Dock 		
CF | > 		
CF | > DROP GREEN BOX 		
CF | 		
CF | Dropped. 		
CF | 		
CF | You mark the task off your list. 		
CF | 		
CF | You see lighting and hear a loud clap of thunder a fraction of a 		
CF | second later. That's strange, because the weather has been perfectly 		
CF | clear otherwise. 		
CF | 		
CF | > 		Jacqueline looks at the sky.
		DavidW says, "This whole box business might be a prelude to another game that starts when you sit on the armchair after doing all the boxes."
		Knight_Otu says, "Maybe it really is aliens."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Vestibule 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		Jacqueline asks, "Oh, wrong direction?"
Jacqueline says (to ClubFloyd), "x forms" 		
CF ] Break Room 		
CF | > 		
CF | > X FORMS 		
CF | 		
CF | You can't imagine anything more boring than a pile of liability 		
CF | waivers and insurance forms. 		
CF | 		
CF | > 		DavidW asks, "where are you trying to get to? basement?"
		DavidW says, "The stairwell's to the far east."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed) here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		Jacqueline says, "West is the way we came."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		Jacqueline asks, "So I don't think I missed anything, did I?"
		Jacqueline says, "Oh, it's UP"
Jacqueline says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		DavidW says, "hm. I lagged there."
		DavidW asks, "May I?"
		Jacqueline says, "Wait, I'm confused. Yes, please."
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > W 		
CF | 		
CF | You could just squeeze through, but not while you are carrying 		
CF | anything, even your car key. 		
CF | 		
CF | > 		Knight_Otu says, "Demanding."
		DavidW says, "okay, I didn't see that message."
DavidW says (to ClubFloyd), "drop all" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > DROP ALL 		
CF | 		
CF | wrist watch: Dropped. 		
CF | crystal turtle: Dropped. 		
CF | aluminum key: Dropped. 		
CF | your backpack: Dropped. 		
CF | task list: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > W 		
CF | 		
CF | You could just squeeze through, but not while you are carrying 		
CF | anything, even the amulet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "remove amulet" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > REMOVE AMULET 		
CF | 		
CF | You take off the amulet. 		
CF | 		
CF | > 		Knight_Otu says, "We hadn't seen it."
DavidW says (to ClubFloyd), "drop it" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | > 		DavidW says, "There's the key to the elevator."
		Knight_Otu says, "Rusty key to rusty lock."
DavidW says (to ClubFloyd), "x stack" 		
CF ] Basement Hall 		
CF | > 		
CF | > X STACK 		
CF | 		
CF | Joe has a system, so you shouldn't touch the stack, and you have no 		
CF | real desire to read any of it anyway. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF ] Basement Hall 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | It's a small desk, probably for paperwork. There's always more 		
CF | paperwork. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Basement Hall 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x drawer" 		
CF ] Basement Hall 		
CF | > 		
CF | > X DRAWER 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open desk" 		
CF ] Basement Hall 		
CF | > 		
CF | > OPEN DESK 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The freight elevator rattles as it lowers from the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock padlock with key" 		
CF ] Basement Hall 		
CF | > 		
CF | > UNLOCK PADLOCK WITH KEY 		
CF | 		
CF | You unlock the rusty padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Basement Hall 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | The rusty padlock prevents that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take padlock" 		
CF ] Basement Hall 		
CF | > 		
CF | > TAKE PADLOCK 		
CF | 		
CF | You recover the rusty padlock from the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Basement Hall 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the freight elevator, revealing a bag of salt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put padlock and key on desk" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT PADLOCK AND KEY ON DESK 		
CF | 		
CF | rusty padlock: Done. 		
CF | rusty key: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x salt" 		
CF ] Basement Hall 		
CF | > 		
CF | > X SALT 		
CF | 		
CF | Twenty five pounts of food grade iodized table salt. This must be left 		
CF | over from Joe's brief stint as a distributor and servicer of popcorn 		
CF | makers. 		
CF | 		
CF | > 		Knight_Otu says, "Joe, what are you doing."
		Jacqueline says, "You can sprinkle salt on the ground to detect ghosts."
		DavidW says, "We need to find a purple box first... west, I guess."
		Knight_Otu nods.
		DavidW says, "Salt also deters snails and such-like."
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Storage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and a vault door 		
CF | leads north. 		
CF | 		
CF | > 		Knight_Otu says, "Certain fiends, as we've seen in past games."
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Basement Storage 		
CF | > 		
CF | > X BOXES 		
CF | 		
CF | Lots of boxes. 		
CF | 		
CF | You find the box you're looking for. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Basement Storage 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | nothing 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take purple box" 		
CF ] Basement Storage 		
CF | > 		
CF | > TAKE PURPLE BOX 		
CF | 		
CF | It's a bit of a strain, but you pick it up. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x vault" 		
CF ] Basement Storage 		
CF | > 		
CF | > X VAULT 		
CF | 		
CF | It's a closed vault door with a shiny combination dial. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x dial" 		
CF ] Basement Storage 		
CF | > 		
CF | > X DIAL 		
CF | 		
CF | It's a closed vault door with a shiny combination dial. 		
CF | 		
CF | > 		DavidW says, "A number range would be nice to know, door."
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key, a rusty padlock, and a stack of 		
CF | miscellaneous paperwork. 		
CF | 		
CF | You can also see a freight elevator (in which is a bag of salt) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Basement Hall 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > ENTER ELEVATOR 		
CF | 		
CF | You get into the freight elevator. 		
CF | 		
CF | In the freight elevator you can see a bag of salt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop box" 		
CF ] Basement Hall 		
CF | > 		
CF | > DROP BOX 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > X ELEVATOR 		
CF | 		
CF | In the freight elevator are a purple box and a bag of salt. 		
CF | 		
CF | Nothing is on the freight elevator's hasp. 		
CF | 		
CF | > 		Knight_Otu says, "We shouldn't steal from our employer... much."
DavidW says (to ClubFloyd), "x button" 		
CF ] Basement Hall 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | You see nothing special about the call button. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		DavidW asks, "Do we really need to use the call button upstairs?"
		Knight_Otu says, "I guess we need to call the elevator from above, yes."
		DavidW says, "There should be a control in the elevator itself."
DavidW says (to ClubFloyd), "out" 		
CF ] Basement Hall 		
CF | > 		
CF | > OUT 		
CF | 		
CF | You get out of the freight elevator. 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key, a rusty padlock, and a stack of 		
CF | miscellaneous paperwork. 		
CF | 		
CF | You can also see a freight elevator (in which are a purple box and a 		
CF | bag of salt) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | You can see an amulet, a task list, your backpack (in which are your 		
CF | car key, four quarters, a lip gloss, and a course catalog), an 		
CF | aluminum key, a crystal turtle, and a wrist watch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | amulet: Taken. 		
CF | task list: Taken. 		
CF | your backpack: Taken. 		
CF | aluminum key: Taken. 		
CF | crystal turtle: Taken. 		
CF | wrist watch: Taken. 		
CF | your car key: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | lip gloss: Taken. 		
CF | course catalog: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear amulet" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > WEAR AMULET 		
CF | 		
CF | You put on the amulet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here that will summon the freight 		
CF | elevator up from out of the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Vestibule 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You hear a buzz from below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop all" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP ALL 		
CF | 		
CF | course catalog: Dropped. 		
CF | lip gloss: Dropped. 		
CF | quarter: Dropped. 		
CF | quarter: Dropped. 		
CF | quarter: Dropped. 		
CF | quarter: Dropped. 		
CF | your car key: Dropped. 		
CF | wrist watch: Dropped. 		
CF | crystal turtle: Dropped. 		
CF | aluminum key: Dropped. 		
CF | your backpack: Dropped. 		
CF | task list: Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop amulet" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP AMULET 		
CF | 		
CF | (first taking the amulet off) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key, a rusty padlock, and a stack of 		
CF | miscellaneous paperwork. 		
CF | 		
CF | You can also see a freight elevator (in which are a purple box and a 		
CF | bag of salt) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > CLOSE ELEVATOR 		
CF | 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here that will summon the freight 		
CF | elevator up from out of the floor. 		
CF | 		
CF | You can see an amulet, a task list, your backpack (empty), an aluminum 		
CF | key, a crystal turtle, a wrist watch, your car key, four quarters, a 		
CF | lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Vestibule 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You hear a thunk. 		
CF | You hear a thunk. 		
CF | The freight elevator rattles, whines, and rises up from the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Vestibule 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (the freight elevator) 		
CF | That's already open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take box" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE BOX 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "..."
		Knight_Otu says, "Uhm."
		DavidW says, "The thunks were the box and bag falling out, weren't they."
		Knight_Otu says, "I fear so."
DavidW says (to ClubFloyd), "close elevator" 		
CF ] Vestibule 		
CF | > 		
CF | > CLOSE ELEVATOR 		
CF | 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key, a rusty padlock, and a stack of 		
CF | miscellaneous paperwork. 		
CF | 		
CF | You can also see a bag of salt and a purple box here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The freight elevator rattles as it lowers from the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put box in elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT BOX IN ELEVATOR 		
CF | 		
CF | (first taking the purple box) 		
CF | The freight elevator is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > OPEN ELEVATOR 		
CF | 		
CF | You open the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put box in it" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT BOX IN IT 		
CF | 		
CF | You put the purple box into the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put salt in it" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT SALT IN IT 		
CF | 		
CF | (first taking the bag of salt) 		
CF | That can't contain things. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put salt in elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT SALT IN ELEVATOR 		
CF | 		
CF | You put the bag of salt into the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Basement Hall 		
CF | > 		
CF | > CLOSE DOOR 		
CF | 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put padlock on hasp" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT PADLOCK ON HASP 		
CF | 		
CF | (first taking the rusty padlock) 		
CF | You attach the rusty padlock to the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here that will summon the freight 		
CF | elevator up from out of the floor. 		
CF | 		
CF | You can see an amulet, a task list, your backpack (empty), an aluminum 		
CF | key, a crystal turtle, a wrist watch, your car key, four quarters, a 		
CF | lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Vestibule 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You hear a clunk. 		
CF | You hear a thunk. 		
CF | You hear a thunk. 		
CF | The freight elevator rattles, whines, and rises up from the floor. 		
CF | 		
CF | > 		Jacqueline frowns.
		Knight_Otu says, "Joe, your elevator sucks."
		DavidW asks, "Here's an idea. Why don't we use a padlock from the break room, lock that, then use our aluminum key?"
		Knight_Otu says, "We can try."
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take padlock" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE PADLOCK 		
CF | 		
CF | You help yourself to an aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (empty), an amulet, a task list, your 		
CF | backpack (empty), an aluminum key, a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Vestibule 		
CF | > 		
CF | > CLOSE DOOR 		
CF | 		
CF | (the freight elevator) 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put padlock on hasp" 		
CF ] Vestibule 		
CF | > 		
CF | > PUT PADLOCK ON HASP 		
CF | 		
CF | You attach the aluminum padlock to the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lock it" 		
CF ] Vestibule 		
CF | > 		
CF | > LOCK IT 		
CF | 		
CF | You lack a key that fits the aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Which do you mean, the aluminum key or your car key? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aluminum" 		
CF ] Vestibule 		
CF | > 		
CF | > ALUMINUM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lock padlock" 		
CF ] Vestibule 		
CF | > 		
CF | > LOCK PADLOCK 		
CF | 		
CF | (with the aluminum key) 		
CF | You lock the aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop key" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP KEY 		
CF | 		
CF | (the aluminum key) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see an aluminum key, a freight elevator (closed), an amulet, a 		
CF | task list, your backpack (empty), a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Which do you mean, the aluminum key or your car key? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "aluminum" 		
CF ] Vestibule 		
CF | > 		
CF | > ALUMINUM 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Vestibule 		
CF | > 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "throw key west" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > THROW KEY WEST 		
CF | 		
CF | I only understood you as far as wanting to throw the aluminum key. 		
CF | 		
CF | > 		Knight_Otu says, "Darn."
DavidW says (to ClubFloyd), "throw key" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > THROW KEY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "I was hoping we could do that."
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > W 		
CF | 		
CF | You could just squeeze through, but not while you are carrying 		
CF | anything, even the aluminum key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put key in mouth" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > PUT KEY IN MOUTH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear key" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > WEAR KEY 		
CF | 		
CF | You can't wear that! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | an aluminum key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x me" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > X ME 		
CF | 		
CF | As cute as ever in a band shirt, black work pants, and a silver 		
CF | necklace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put key in pants" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > PUT KEY IN PANTS 		
CF | 		
CF | Sadly, there are no pockets. 		
CF | 		
CF | > 		Jacqueline says, "I feel like the car key is just there for setting (much like IF games have toilets because toilets exist in houses but rarely are they useful in an IF game) and that this car key is only serving to create a disambiguation problem and therefore I am a little salty about it but maybe later we need to get into our car. Maybe."
		DavidW says, "okay, definitely female"
		Jacqueline says, "heh"
DavidW says (to ClubFloyd), "put key in shirt" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > PUT KEY IN SHIRT 		
CF | 		
CF | Sadly, there are no pockets. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put key in clevage" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > PUT KEY IN CLEVAGE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says (to Game), "Rude."
		DavidW says, "u"
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed), an amulet, a task list, your 		
CF | backpack (empty), a crystal turtle, a wrist watch, your car key, four 		
CF | quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take ANOTHER key" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE ANOTHER KEY 		
CF | 		
CF | You already have that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed), an amulet, a task list, your 		
CF | backpack (empty), a crystal turtle, a wrist watch, your car key, four 		
CF | quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop key" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP KEY 		
CF | 		
CF | (the aluminum key) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | You already have one aluminum key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see an aluminum key, a freight elevator (closed), an amulet, a 		
CF | task list, your backpack (empty), a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take aluminum" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE ALUMINUM 		
CF | 		
CF | (the aluminum key) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock padlock" 		
CF ] Vestibule 		
CF | > 		
CF | > UNLOCK PADLOCK 		
CF | 		
CF | (with the aluminum key) 		
CF | You unlock the aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take padlock" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE PADLOCK 		
CF | 		
CF | You recover the aluminum padlock from the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Vestibule 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (the freight elevator) 		
CF | You open the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put padlock and aluminum key in elevator" 		
CF ] Vestibule 		
CF | > 		
CF | > PUT PADLOCK AND ALUMINUM KEY IN ELEVATOR 		
CF | 		
CF | aluminum padlock: Done. 		
CF | aluminum key: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Vestibule 		
CF | > 		
CF | > CLOSE DOOR 		
CF | 		
CF | (the freight elevator) 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. You recall the trouble you had squeezing in and imagine 		
CF | squeezing out will be just as hard. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a purple box, a bag of salt, and a rusty padlock 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The freight elevator rattles as it lowers from the ceiling. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > OPEN ELEVATOR 		
CF | 		
CF | You open the freight elevator, revealing an aluminum key and an 		
CF | aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all from elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > TAKE ALL FROM ELEVATOR 		
CF | 		
CF | aluminum key: Taken. 		
CF | aluminum padlock: Taken. 		
CF | 		
CF | > 		Jacqueline nods.
		DavidW asks, "Problem: how to get the key upstairs?"
		Knight_Otu says, "I can't help but feel that sorting out the detergent boxes would have been the faster approach, but you do you, game."
		DavidW says (to Knight), "I know."
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | You could just squeeze through, but not while you are carrying 		
CF | anything, even the aluminum key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move detergent" 		
CF ] Basement Hall 		
CF | > 		
CF | > MOVE DETERGENT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move boxes" 		
CF ] Basement Hall 		
CF | > 		
CF | > MOVE BOXES 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		Jacqueline says (to KO), "Yeah"
DavidW says (to ClubFloyd), "put salt in elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT SALT IN ELEVATOR 		
CF | 		
CF | (first taking the bag of salt) 		
CF | You put the bag of salt into the freight elevator. 		
CF | 		
CF | > 		Jacqueline says, "Because plot."
		Knight_Otu says, "Maybe the game acknowledges that the key is lost to the basement."
DavidW says (to ClubFloyd), "put box in elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT BOX IN ELEVATOR 		
CF | 		
CF | (first taking the purple box) 		
CF | You put the purple box into the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > CLOSE ELEVATOR 		
CF | 		
CF | You close the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put padlock on hasp" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT PADLOCK ON HASP 		
CF | 		
CF | (the aluminum padlock on the freight elevator) 		
CF | You attach the aluminum padlock to the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close padlock" 		
CF ] Basement Hall 		
CF | > 		
CF | > CLOSE PADLOCK 		
CF | 		
CF | (the rusty padlock) 		
CF | You lack a key that fits the rusty padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take padlock" 		
CF ] Basement Hall 		
CF | > 		
CF | > TAKE PADLOCK 		
CF | 		
CF | (the rusty padlock) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Basement Hall 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a rusty padlock 		
CF | an aluminum key 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop rusty" 		
CF ] Basement Hall 		
CF | > 		
CF | > DROP RUSTY 		
CF | 		
CF | (the rusty padlock) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take aluminum padlock" 		
CF ] Basement Hall 		
CF | > 		
CF | > TAKE ALUMINUM PADLOCK 		
CF | 		
CF | You recover the aluminum padlock from the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "close door" 		
CF ] Basement Hall 		
CF | > 		
CF | > CLOSE DOOR 		
CF | 		
CF | That's already closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put aluminum padlcok on hasp" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT ALUMINUM PADLCOK ON HASP 		
CF | 		
CF | Which do you mean, the aluminum padlock or the aluminum key? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "padlock" 		
CF ] Basement Hall 		
CF | > 		
CF | > PADLOCK 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "Oh gosh"
DavidW says (to ClubFloyd), "put aluminum padlock on hasp" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT ALUMINUM PADLOCK ON HASP 		
CF | 		
CF | You attach the aluminum padlock to the freight elevator. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "lock it" 		
CF ] Basement Hall 		
CF | > 		
CF | > LOCK IT 		
CF | 		
CF | (with the aluminum key) 		
CF | You lock the aluminum padlock. 		
CF | 		
CF | > 		Jacqueline says, "phew"
DavidW says (to ClubFloyd), "put aluminum key in elevator" 		
CF ] Basement Hall 		
CF | > 		
CF | > PUT ALUMINUM KEY IN ELEVATOR 		
CF | 		
CF | The freight elevator is closed. 		
CF | 		
CF | > 		DavidW asks, "I can't slip the key in?"
		Jacqueline asks, "It doesn't matter, does it? Aren't there more?"
		Jacqueline says, "They're all the same, it said."
		DavidW says, "Yes, but the game won't let me take a second one."
		Jacqueline asks, "It might if you don't have one, won't it?"
		DavidW says, "I will try."
DavidW says (to ClubFloyd), "drop key" 		
CF ] Basement Hall 		
CF | > 		
CF | > DROP KEY 		
CF | 		
CF | (the aluminum key) 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Basement Hall 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | nothing 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The way west was mostly blocked when a pile of laundry detergent boxes 		
CF | collapsed last week, but you can probably just squeeze through. You 		
CF | can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here that will summon the freight 		
CF | elevator up from out of the floor. 		
CF | 		
CF | You can see an amulet, a task list, your backpack (empty), a crystal 		
CF | turtle, a wrist watch, your car key, four quarters, a lip gloss, and a 		
CF | course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push button" 		
CF ] Vestibule 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | The freight elevator rattles, whines, and rises up from the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | This is also the storage room, but you are most interested in the 		
CF | incongruous overstuffed arm chair in the corner. You can go east, and 		
CF | you could go south, but that's a door labeled "Seance Room" which 		
CF | you've never seen opened. An open hatch in the ceiling leads to the 		
CF | attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE KEY 		
CF | 		
CF | You help yourself to an aluminum key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (closed), an amulet, a task list, your 		
CF | backpack (empty), a crystal turtle, a wrist watch, your car key, four 		
CF | quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock padlock with key" 		
CF ] Vestibule 		
CF | > 		
CF | > UNLOCK PADLOCK WITH KEY 		
CF | 		
CF | (the aluminum key) 		
CF | You unlock the aluminum padlock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take padlock" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE PADLOCK 		
CF | 		
CF | You recover the aluminum padlock from the freight elevator. 		
CF | 		
CF | > 		Knight_Otu says, "Whew."
DavidW says (to ClubFloyd), "open door" 		
CF ] Vestibule 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (the freight elevator) 		
CF | You open the freight elevator, revealing a purple box and a bag of 		
CF | salt. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take box" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE BOX 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Loading Dock 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Loading Dock 		
CF | It's a loading dock, what's there to say? The parking lot, the rental 		
CF | trucks, your car, and the rest of the world are west from here, 		
CF | customer units are to the east, and you can return inside to the 		
CF | south. 		
CF | 		
CF | You can see a green box here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop box" 		
CF ] Loading Dock 		
CF | > 		
CF | > DROP BOX 		
CF | 		
CF | (the purple box) 		
CF | Dropped. 		
CF | 		
CF | You mark the task off your list, mentally. 		
CF | 		
CF | Again, you see lighting and hear thunder almost at the same time. As 		
CF | you look up to the clear sky, it starts to hail. You're glad the boxes 		
CF | look water resistant. 		
CF | 		
CF | You should really get inside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Vestibule 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a freight elevator (in which is a bag of salt), an amulet, 		
CF | a task list, your backpack (empty), a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | You feel rumbling, like an earthquake, and hear a huge crash from the 		
CF | basement. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take salt" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE SALT 		
CF | 		
CF | Taken. 		
CF | 		
CF | You hear thunder outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop it" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP IT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
		Jacqueline frowns.
		DavidW asks, "So, we have no idea where the 3rd box (red) is, right? But vault and crashing noises downstairs, yes?"
		Knight_Otu says, "Yeah."
		Jacqueline says, "Red box has gotta be in the seance room..."
		DavidW asks, "Shall we see what fell over?"
		Knight_Otu says, "Let's see what happened in the basemen."
		Jacqueline says, "Sure"
		DavidW says, "Could be the wardrobe to Narnia."
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | Well, you know what the noise was. The pile of boxes has collapsed 		
CF | even more. They are everywhere, but at least the way west is no longer 		
CF | blocked. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Storage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and a vault door 		
CF | leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x door" 		
CF ] Basement Storage 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | It's a closed vault door with a shiny combination dial. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL 		
CF | 		
CF | You spin the dial randomly. 		
CF | 		
CF | > 		Knight_Otu says, "Now the path is unblocked."
		DavidW asks, "it is?"
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x boxes" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > X BOXES 		
CF | 		
CF | The boxes of laundry detergent have collapsed even more. Now they are 		
CF | all over the room, but at least they aren't blocked the way west 		
CF | anymore. 		
CF | 		
CF | > 		DavidW says, "okay then."
		DavidW says, "I assume we need to unlock the vault"
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt, a freight elevator (empty), an amulet, a 		
CF | task list, your backpack (empty), a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Joe's Office 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Joe's Office 		
CF | This is where Joe sits, plans his next business schemes, and mostly 		
CF | watches television. The television in question sits on an old metal 		
CF | desk. 		
CF | 		
CF | > 		Knight_Otu says, "That and/or the seance room."
DavidW says (to ClubFloyd), "look in drawer" 		
CF ] Joe's Office 		
CF | > 		
CF | > LOOK IN DRAWER 		
CF | 		
CF | In the drawer is a price list. 		
CF | 		
CF | You hear thunder outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read list" 		
CF ] Joe's Office 		
CF | > 		
CF | > READ LIST 		
CF | 		
CF | Looks like Joe is preparing to sell some stuff... 		
CF | 		
CF | $4,850 Amulet - call it "historical" or "a local 		
CF | treasure"? 		
CF | $17,500 Watch - "from the estate of a business tycoon" 		
CF | $750 Crystal Turtle - from a "significant collector" 		
CF | 		
CF | > 		DavidW asks, "Any chance those prices are the vault combo?"
		Knight_Otu says, "I have my doubts, but maybe."
		DavidW says, "I doubt it as well, but dial combos are usually three numbers, and that is the only number trio we have seen so far."
		DavidW says, "We can try opening the seance door."
		Knight_Otu says, "Unless there is an alarm, we have nothing to lose by trying, and we should have undo."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Joe's Office 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Joe's Office 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Jacqueline says, "Yep"
		DavidW says, "We probably want to take the three artifacts now"
DavidW says (to ClubFloyd), "e" 		
CF ] Joe's Office 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Vestibule 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt, a freight elevator (empty), an amulet, a 		
CF | task list, your backpack (empty), a crystal turtle, a wrist watch, 		
CF | your car key, four quarters, a lip gloss, and a course catalog here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all" 		
CF ] Vestibule 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | bag of salt: Taken. 		
CF | amulet: Taken. 		
CF | task list: Taken. 		
CF | your backpack: Taken. 		
CF | crystal turtle: Taken. 		
CF | wrist watch: Taken. 		
CF | your car key: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | quarter: Taken. 		
CF | lip gloss: Taken. 		
CF | course catalog: Taken. 		
CF | 		
CF | What is up with this weather? You hear more thunder. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wear amulet" 		
CF ] Vestibule 		
CF | > 		
CF | > WEAR AMULET 		
CF | 		
CF | You put on the amulet. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop salt" 		
CF ] Vestibule 		
CF | > 		
CF | > DROP SALT 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put all in backpack" 		
CF ] Vestibule 		
CF | > 		
CF | > PUT ALL IN BACKPACK 		
CF | 		
CF | course catalog: Done. 		
CF | lip gloss: Done. 		
CF | quarter: Done. 		
CF | quarter: Done. 		
CF | quarter: Done. 		
CF | quarter: Done. 		
CF | your car key: Done. 		
CF | wrist watch: Done. 		
CF | crystal turtle: Done. 		
CF | task list: Done. 		
CF | aluminum padlock: Done. 		
CF | aluminum key: Done. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Storage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and a vault door 		
CF | leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 4850" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 4850 		
CF | 		
CF | The dial only goes from one to sixty. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
Jacqueline says (to ClubFloyd), "turn dial to 50" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 50 		
CF | 		
CF | You dial 50 on the vault door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open vault" 		
CF ] Basement Storage 		
CF | > 		
CF | > OPEN VAULT 		
CF | 		
CF | (first unlocking the vault door) 		
CF | You'll need to dial in the combination. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 48" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 48 		
CF | 		
CF | You dial 48 on the vault door. 		
CF | 		
CF | > 		Jacqueline says, "Oh oh oh - so it's probably one of those turn it to the first number, then the second number, then the third number."
DavidW says (to ClubFloyd), "turn dial to 50" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 50 		
CF | 		
CF | You dial 50 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 17" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 17 		
CF | 		
CF | You dial 17 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 50" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 50 		
CF | 		
CF | You dial 50 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 7" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 7 		
CF | 		
CF | You dial 7 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to50" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO50 		
CF | 		
CF | I only understood you as far as wanting to turn the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 50" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 50 		
CF | 		
CF | You dial 50 on the vault door. 		
CF | 		
CF | > 		DavidW says, "Perhaps we need to reduce the numbers by removing common factors."
		DavidW says, "But that's unlikely, I think."
Knight_Otu says (to ClubFloyd), "turn dial to 19" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 19 		
CF | 		
CF | You dial 19 on the vault door. 		
CF | 		
CF | > 		DavidW says, "I'm gonna try the seance room door until someone has a better idea."
		DavidW says, "er unless"
DavidW says (to ClubFloyd), "x list" 		
CF ] Basement Storage 		
CF | > 		
CF | > X LIST 		
CF | 		
CF | You check your list... 		
CF | 		
CF | 1. Bring the purple box up from the basement to the loading dock 		
CF | ✓ 		
CF | 2. Bring the green box down from the attic to the loading dock 		
CF | ✓ 		
CF | 3. Find the red box and bring it to the loading dock 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, that's more likely to be fruitful."
		DavidW says, "Maybe the colors purple-green-red correspond to numbers.,"
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt and a freight elevator (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | That's new. Warm light comes from the open seance room door. 		
CF | 		
CF | Break Room 		
CF | The open seance room door leads south. The arm chair is still here, 		
CF | and you can go east. An open hatch in the ceiling leads to the attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Break Room 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | That's already open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Seance Room 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Seance Room 		
CF | Like much of this building, the room is filled with many boxes. A 		
CF | cabinet stands alone on an intricate hand-knotted rug in the center of 		
CF | the room. An open door leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Seance Room 		
CF | > 		
CF | > X BOXES 		
CF | 		
CF | Many boxes, all stacked around the edges of the room. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search boxes" 		
CF ] Seance Room 		
CF | > 		
CF | > SEARCH BOXES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x red box" 		
CF ] Seance Room 		
CF | > 		
CF | > X RED BOX 		
CF | 		
CF | I only understood you as far as wanting to examine Princess Ioana. 		
CF | 		
CF | > 		Knight_Otu says, "Er wat."
		DavidW asks, "oh, sure, let's examine WHOOOOOO?"
		DavidW says, "Princess Icana Find The Red Box"
		Knight_Otu asks, "Maybe it refers to the rug somehow?"
DavidW says (to ClubFloyd), "x rug" 		
CF ] Seance Room 		
CF | > 		
CF | > X RUG 		
CF | 		
CF | A geometric design in reds, blues, and browns, with just a hint of 		
CF | mustard. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under rug" 		
CF ] Seance Room 		
CF | > 		
CF | > LOOK UNDER RUG 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x cabinet" 		Knight_Otu says, "Huh."
CF ] Seance Room 		
CF | > 		
CF | > X CABINET 		
CF | 		
CF | Is this what "discount psychic readings" means? It's one of those old 		
CF | fortune teller machines, featuring the upper torso of a turbaned lady 		
CF | named "Princess Ioana" behind glass and a slot for quarters. 		
CF | 		
CF | > 		Knight_Otu says, "Oh."
		DavidW says, "We have quarters"
		Jacqueline says, "We do"
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Seance Room 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Knight_Otu says, "I think "A cabinet stands alone" sells what it is short."
DavidW says (to ClubFloyd), "put quarter in slot" 		
CF ] Seance Room 		
CF | > 		
CF | > PUT QUARTER IN SLOT 		
CF | 		
CF | (first taking the quarter) 		
CF | Cachunk. 		
CF | 		
CF | Princess Ioana opens her eyes and moves mechanically for a moment, as 		
CF | if she is focusing on something invisible. Then she closes them again, 		
CF | and the machine spits out a little card, which you take. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read card" 		
CF ] Seance Room 		
CF | > 		
CF | > READ CARD 		
CF | 		
CF | Ioana decrees: The time draws nigh. The storm is here. A restless 		
CF | spirit walks. Only you can... 		
CF | 		
CF | > 		DavidW says, "[continued on next card]"
		Knight_Otu says, "What a quarter bandit."
DavidW says (to ClubFloyd), "put quarter in slot" 		
CF ] Seance Room 		
CF | > 		
CF | > PUT QUARTER IN SLOT 		
CF | 		
CF | (first taking the quarter) 		
CF | Cachunk. 		
CF | 		
CF | Princess Ioana opens her eyes and moves mechanically for a moment 		
CF | before closing them again. The machine spits out another little card, 		
CF | which you take. 		
CF | 		
CF | > 		Jacqueline says, "I wonder if this would have read differently had we come here first, but yeah..."
DavidW says (to ClubFloyd), "read second card" 		
CF ] Seance Room 		
CF | > 		
CF | > READ SECOND CARD 		
CF | 		
CF | Ioana decrees: ...save the even side of the 4900 block of North 		
CF | Park Street in East Forestdale. Start in... 		
CF | 		
CF | > 		Jacqueline narrows her eyes.
		Knight_Otu says, "I suspect the door was locked until now."
		Jacqueline says, "Hm, y'think? Maybe."
DavidW says (to ClubFloyd), "put quarter in slot" 		
CF ] Seance Room 		
CF | > 		
CF | > PUT QUARTER IN SLOT 		
CF | 		
CF | (first taking the quarter) 		
CF | Cachunk. 		
CF | 		
CF | Princess Ioana opens her eyes and moves mechanically for a moment 		
CF | before closing them again. The machine spits out another little card, 		
CF | which you take. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read third card" 		
CF ] Seance Room 		
CF | > 		
CF | > READ THIRD CARD 		
CF | 		
CF | Ioana decrees: ...the basement. Your lucky numbers are: 5, 31, and 		
CF | 49. 		
CF | 		
CF | > 		Jacqueline says, "There we go"
DavidW says (to ClubFloyd), "read second card" 		
CF ] Seance Room 		
CF | > 		
CF | > READ SECOND CARD 		
CF | 		
CF | Ioana decrees: ...save the even side of the 4900 block of North 		
CF | Park Street in East Forestdale. Start in... 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x quarter" 		
CF ] Seance Room 		
CF | > 		
CF | > X QUARTER 		
CF | 		
CF | It's shiny and worth twenty-five cents. 		
CF | 		
CF | > 		DavidW says, "We have a fourth quarter."
		DavidW asks, "But the message appears over?"
		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "n" 		
CF ] Break Room 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Break Room 		
CF | The open seance room door leads south. The arm chair is still here, 		
CF | and you can go east. An open hatch in the ceiling leads to the attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt and a freight elevator (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Storage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and a vault door 		
CF | leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 5" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 5 		
CF | 		
CF | You dial 5 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 31" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 31 		
CF | 		
CF | You dial 31 on the vault door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn dial to 49" 		
CF ] Basement Storage 		
CF | > 		
CF | > TURN DIAL TO 49 		
CF | 		
CF | You dial 49, and the vault door swings open. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave 		
CF | Hmm. You expected something valuable (or embarrassing) to merit a door 		
CF | like that, but it's only an assortment of boxes in a small natural 		
CF | cave. The only light comes from the open vault door leading south. A 		
CF | tunnel slopes sharply down to the east. 		
CF | 		
CF | Another card, like the ones from Princess Ioana, lies on the ground 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take card" 		
CF ] Cave 		
CF | > 		
CF | > TAKE CARD 		
CF | 		
CF | (the fourth fortune card) 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read fourth" 		
CF ] Cave 		
CF | > 		
CF | > READ FOURTH 		
CF | 		
CF | Ioana decrees: This is the place. Go deeper and put things 		
CF | right. 		
CF | 		
CF | > 		Knight_Otu asks, "Maybe Al is... a boxer?"
DavidW says (to ClubFloyd), "x boxes" 		
CF ] Cave 		
CF | > 		
CF | > X BOXES 		
CF | 		
CF | You see nothing special about the assortment of boxes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search boxes" 		
CF ] Cave 		
CF | > 		
CF | > SEARCH BOXES 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Cave 		
CF | > 		
CF | > L 		
CF | 		
CF | Cave 		
CF | An assortment of boxes in a small natural cave. The only light comes 		
CF | from the open vault door leading south. A tunnel slopes sharply down 		
CF | to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Deeper Cave 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deeper Cave 		
CF | A larger cave, only dimly lit by the light that trickles in from the 		
CF | tunnel that slopes up to the west. There is a large opening just too 		
CF | high to reach to the north. The only other feature of note is a pile 		
CF | of rubble. 		
CF | 		
CF | > 		DavidW asks, "Get the ladder?"
DavidW says (to ClubFloyd), "x rubble" 		
CF ] Deeper Cave 		
CF | > 		
CF | > X RUBBLE 		
CF | 		
CF | Just a pile of stones, origin unknown. 		
CF | 		
CF | > 		Jacqueline asks, "Wait. So there's an entire freakin' cave here, and our character remarks that we 'expected something valuable or embarassing but it's *only* a small natural cave'??"
DavidW says (to ClubFloyd), "search rubble" 		
CF ] Deeper Cave 		
CF | > 		
CF | > SEARCH RUBBLE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x opening" 		
CF ] Deeper Cave 		
CF | > 		
CF | > X OPENING 		
CF | 		
CF | It's an opening just out of reach in the north wall. 		
CF | 		
CF | > 		Knight_Otu says, "That seems like an idea."
DavidW says (to ClubFloyd), "climb rubble" 		
CF ] Deeper Cave 		
CF | > 		
CF | > CLIMB RUBBLE 		
CF | 		
CF | Little is to be achieved by that. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Cave 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Cave 		
CF | An assortment of boxes in a small natural cave. The only light comes 		
CF | from the open vault door leading south. A tunnel slopes sharply down 		
CF | to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Basement Storage 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and an open vault 		
CF | door leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Hall 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Stairwell 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Vestibule 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt and a freight elevator (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Break Room 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Break Room 		
CF | The open seance room door leads south. The arm chair is still here, 		
CF | and you can go east. An open hatch in the ceiling leads to the attic. 		
CF | 		
CF | The aluminum step ladder leads up the the hatch. 		
CF | 		
CF | On the counter are a pile of rental forms, a bag of padlocks, and a 		
CF | box of keys. 		
CF | 		
CF | Thunder shakes the building. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fold ladder" 		
CF ] Break Room 		
CF | > 		
CF | > FOLD LADDER 		
CF | 		
CF | You fold the ladder. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take it" 		
CF ] Break Room 		
CF | > 		
CF | > TAKE IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Vestibule 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Vestibule 		
CF | This is the crossroads of the facility. You can go east or west, exit 		
CF | north to the loading dock, and Joe's office is through an open door 		
CF | south. There is a call button here. 		
CF | 		
CF | You can see a bag of salt and a freight elevator (empty) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Stairwell 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Stairwell 		
CF | You can go west and a staircase leads down. There is a dried up can of 		
CF | paint too. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basement Stairwell 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | Basement Stairwell 		
CF | The pile of laundry detergent boxes is even more collapsed, and you 		
CF | can head west freely. You can also go up the staircase. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Hall 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Hall 		
CF | You can go east or west. There are a small desk and a call button 		
CF | here. 		
CF | 		
CF | On the small desk are a rusty key and a stack of miscellaneous 		
CF | paperwork. 		
CF | 		
CF | You can also see a rusty padlock here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Basement Storage 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Basement Storage 		
CF | There are a lot of boxes here. You can go back east, and an open vault 		
CF | door leads north. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Cave 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Cave 		
CF | An assortment of boxes in a small natural cave. The only light comes 		
CF | from the open vault door leading south. A tunnel slopes sharply down 		
CF | to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Deeper Cave 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Deeper Cave 		
CF | A larger cave, only dimly lit by the light that trickles in from the 		
CF | tunnel that slopes up to the west. There is a large opening just too 		
CF | high to reach to the north. The only other feature of note is a pile 		
CF | of rubble. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unfold ladder" 		
CF ] Deeper Cave 		
CF | > 		
CF | > UNFOLD LADDER 		
CF | 		
CF | (first dropping the ladder) 		
CF | You unfold the ladder right under the opening. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Deepest Chamber 		
CF | > 		
CF | > N 		
CF | 		
CF | You climb up the ladder. 		
CF | 		
CF | Deepest Chamber 		
CF | This chamber is lit by some sort of cold blue bioluminescence. You can 		
CF | exit to the south. 		
CF | 		
CF | There is a stone cairn in the center of the room. 		
CF | 		
CF | The world around you fades away, and you have a vision... 		
CF | 		
CF | You see Joe enter this cave, carrying a flashlight. He sets it 		
CF | aside when he notices a stone cairn, and digs through it. He pulls out 		
CF | an amulet and puts it in his pocket. Then he crudely rebuilds the 		
CF | pile, picks up his flashlight, and leaves. 		
CF | 		
CF | You blink and return to the present. 		
CF | 		
CF | > 		Knight_Otu says, "Rubbletomb Raider"
DavidW says (to ClubFloyd), "x cairn" 		
CF ] Deepest Chamber 		
CF | > 		
CF | > X CAIRN 		
CF | 		
CF | This is the cairn from your visions. Something feels missing, and 		
CF | there is a restless spirit here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "put amulet on cairn" 		
CF ] Deepest Chamber 		
CF | > 		
CF | > PUT AMULET ON CAIRN 		
CF | 		
CF | You return the amulet to its rightful place. Without words, the spirit 		
CF | thanks you. He is grateful for your help. 		
CF | 		
CF | As you make your way upstairs, you find the final box amidst the junk 		
CF | in the basement. You set it out on the loading dock just as the sun 		
CF | rises in the clearing sky. 		
CF | 		
CF | [Picture number 3 here.] 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | *** You have set things right *** 		
CF | 		
CF | 		
CF | If you enjoyed Midnight at Al's Self Storage, Truck Rentals, and 		
CF | Discount Psychic Readings, our protagonist will return soon in a 		
CF | new story! 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the 		
CF | last command? 		
CF | > 		Knight_Otu exclaims, "Oh, hey, we did it!"
		DavidW says, "I didn't expect it to end right there."
		DavidW says, "And we kept our last quarter too."
		Knight_Otu Joe asks "Hey kid, what happened to my 4 grand amulet?"
		DavidW says, "I haven't a cairn in the world."
		Jacqueline says, "Hm."
		Jacqueline says, "This game was not what I was expecting, and it feels like maybe it is not the game that was originally planned by the author. Maybe."
		Knight_Otu says, ""An' while we're at it, I'm missin an expensive watch and a crystal turtle...""
		Jacqueline says, "Lord only knows where those came from."
		DavidW asks, "maybe the idea was to put those back as well?"
		DavidW says, "but yeah, Joe is gonna ask questions."
		Knight_Otu says, "I'm not sure I was expecting anything specific. It does feel that some questions are unanswered."
		Jacqueline says, "I guess the title had me thinking this was going to be something kinda like a Bitter Karella game, and it also felt like some of the initial stuff the author wrote had more character and depth, but then they ran thin on time."
		Jacqueline says, "(Sorry, author... just how it feels...)"
		DavidW says, "There should have been a beach where you put the crystal turtle in the water, and it invites you to ride on it to a fabulous crystal palace under the waves, but all you find is... .glub ... glub .... glub ..."
		Jacqueline says, "heh"
		DavidW asks, "The game does have an odd quality to it, doesn't it?"
		Jacqueline says, "It's definitely an interesting juxtaposition of things."
		Knight_Otu says, "Not quite horror, not quite magical reality."
		Knight_Otu says, "I am glad we played it, aside from that elevator."
		Jacqueline says, "The storm, the earthquakes, the sliding-block-puzzle-of-an-elevator, the visions, the cave in the vault, replacing the amulet... some stuff that's really mundane, some stuff that's full of possibility that's only brushed upon..."
		Knight_Otu asks, "As though it was building to something big, and then we stumble upon a molehill?"
		DavidW says, "I guess we didn't need the salt for anything, any more than we needed the paint can."



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ClubFloyd Transcript:
Alchemist's Gold by Garry Francis
As played on ifMUD on July 17, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Alchemist's Gold written by Garry Francis. Alchemist's Gold was released as part of the 2022 ParserComp. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

		Knight_Otu asks, "The plan was Alchemist's Gold, as I recall?"
		Jacqueline says (to KO), "It is, yeah."
Jacqueline says (to ClubFloyd), "load sleepmask alchemistsgold" 		
CF ] Forest 		
CF | 		
CF | Of all the forms of alchemy practised throughout the ages, the best 		
CF | known is the quest to turn base metals into gold. Of course, everyone 		
CF | knows this is impossible. Even so, there's a rumour that an alchemist 		
CF | in the forest has figured out how to do the impossible and has been 		
CF | building up quite a stash of the shiny yellow metal. 		
CF | 		
CF | After picking up a lead in the local tavern, you think you've worked 		
CF | out the location of the alchemist's house. It's time to pay him a 		
CF | visit and make a little, er, withdrawal. 		
CF | 		
CF | After trudging through the forest for a day, you stop to get your 		
CF | bearings and have a rest. You feel like you're getting close. 		
CF | 		
CF | [Warning: During this game, you will find a map that is drawn 		
CF | using ASCII letters and symbols. This may sound weird if you are using 		
CF | a screen reader. The map is on by default. You can turn it off using 		
CF | MAP OFF and the map will be replaced by a verbose description. You can 		
CF | turn it back on again using MAP ON.] 		
CF | 		
CF | 		
CF | Alchemist's Gold 		
CF | Copyright © 2022 Garry Francis 		
CF | Type ABOUT for further info and credits. 		
CF | 		
CF | Release 1 / Serial number 220701 / Inform v6.36 PunyInform v4.0 		
CF | 		
CF | Forest 		
CF | You're on a well-trodden trail surrounded by tall trees. You can 		
CF | follow the trail to the north or south. 		
CF | 		
CF | > 		Knight_Otu asks, "So, once we reach that map mentioned above, do we want both versions?"
		Jacqueline says (to KO), "I think if the map looks okay then we can roll with that, but if it comes up all garbled we switch? I think we have to pick and can't have both unless we do map on, map off, map on, map off (and now I am channeling Mr. Miyagi)."
		Jacqueline says, "I do not want to drive today, but..."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Forest 		
CF | 		
CF | > X ME 		
CF | 		
CF | As you look down at your clothing, you see that your clean clothes are 		
CF | now dirty and torn from trudging through the forest. It doesn't 		
CF | matter. When you return home with the alchemist's gold, you'll be able 		
CF | to buy clothing of the finest linen and silks and dress like a 		
CF | nobleman. 		
CF | 		
CF | > 		Knight_Otu says, "I was thinking that maybe transcript readers might appreciate both versions."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Forest 		
CF | 		
CF | > L 		
CF | 		
CF | Forest 		
CF | You're on a well-trodden trail surrounded by tall trees. You can 		
CF | follow the trail to the north or south. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are empty handed. 		
CF | 		
CF | A squirrel runs in from the north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x squirrel" 		
CF ] Forest 		
CF | 		
CF | > X SQUIRREL 		
CF | 		
CF | It's a fluffy squirrel with a bushy tail. It's quite cute. 		
CF | 		
CF | The squirrel scratches around in the leaf litter. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "move leaves" 		
CF ] Forest 		
CF | 		
CF | > MOVE LEAVES 		
CF | 		
CF | What a concept! 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "count leaves" 		
CF ] Forest 		
CF | 		
CF | > COUNT LEAVES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "squirrel, hello" 		
CF ] Forest 		
CF | 		
CF | > SQUIRREL, HELLO 		
CF | 		
CF | There is no reply. 		
CF | 		
CF | The squirrel scratches around in the leaf litter. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "count leaves" 		
CF ] Forest 		
CF | 		
CF | > COUNT LEAVES 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
		Jacqueline says (to KO), "Ha. I was going there next."
DavidW says (to ClubFloyd), "search leaves" 		
CF ] Forest 		
CF | 		
CF | > SEARCH LEAVES 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x squirrel" 		
CF ] Forest 		
CF | 		
CF | > X SQUIRREL 		
CF | 		
CF | It's a fluffy squirrel with a bushy tail. It's quite cute. 		
CF | 		
CF | The squirrel sniffs around as though it's looking for food. 		
CF | 		
CF | > 		Knight_Otu says, "David beat me to it."
DavidW says (to ClubFloyd), "i" 		
CF ] Forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are empty handed. 		
CF | 		
CF | The squirrel stands erect, looks at you briefly, then continues 		
CF | foraging. 		
CF | 		
CF | > 		Jacqueline says, "Oh, so he did."
		DavidW says, "Perhaps find an acorn for our new friend-to-be."
		Knight_Otu says, "But hey, we all had the same idea."
		Jacqueline asks, "So, north or south? The game helpfully does not tell us which way we came from, does it?"
Knight_Otu says (to ClubFloyd), "x leaves" 		
CF ] Forest 		
CF | 		
CF | > X LEAVES 		
CF | 		
CF | It's a well-travelled trail of mud and leaves. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		DavidW says, "I suppose it will tell us if we go the wrong way."
		Jacqueline nods.
		Knight_Otu says, "I'd say north, and hope it'll tell us if we backtrack."
		Jacqueline says, "I am fine with however this coin lands."
		DavidW says, "If I was an evil player, I'd try pulling the tail."
Jacqueline says (to ClubFloyd), "pull squirrel's tail" 		
CF ] Forest 		
CF | 		
CF | > PULL SQUIRREL'S TAIL 		
CF | 		
CF | I only understood you as far as "pull squirrel's" but then you lost 		
CF | me. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "pull tail" 		
CF ] Forest 		
CF | 		
CF | > PULL TAIL 		
CF | 		
CF | Sorry, I don't understand what "tail" means. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kill squirrel" 		
CF ] Forest 		
CF | 		
CF | > KILL SQUIRREL 		
CF | 		
CF | The squirrel avoids you and runs off to a safe distance. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		DavidW says, "tsk"
		Jacqueline says, "It is not here for scenery, I don't think."
		Jacqueline says (to DW), "Fine, fine."
Jacqueline says (to ClubFloyd), "pet squirrel" 		
CF ] Forest 		
CF | 		
CF | > PET SQUIRREL 		
CF | 		
CF | You'll have to catch it first. 		
CF | 		
CF | The squirrel stands erect, looks at you briefly, then continues 		
CF | foraging. 		
CF | 		
CF | > 		DavidW says, "The tree rat is gonna help us later, I can sense it."
Jacqueline says (to ClubFloyd), "hug squirrel" 		
CF ] Forest 		
CF | 		
CF | > HUG SQUIRREL 		
CF | 		
CF | You'll have to catch it first. 		
CF | 		
CF | The squirrel stands erect, looks at you briefly, then continues 		
CF | foraging. 		
CF | 		
CF | > 		Jacqueline says (to DW), "Yes."
Jacqueline says (to ClubFloyd), "catch squirrel" 		
CF ] Forest 		
CF | 		
CF | > CATCH SQUIRREL 		
CF | 		
CF | You try chasing the squirrel, but you can't catch it. It's much faster 		
CF | than you...and probably smarter, too. 		
CF | 		
CF | The squirrel runs away to the north. 		
CF | 		
CF | > 		Jacqueline says, "We'll be back here to catch him with something."
		Knight_Otu says, "Ouch."
		Jacqueline says, "Anyway."
		DavidW says, "oh, follow it!"
		Jacqueline says (to KO), "Yeah, that was low of the game."
		Jacqueline says, "But now we have a goal: to prove we are smarter than a squirrel."
		Jacqueline says, "I hope we achieve this."
		DavidW says, "Squirrels are pretty smart, though."
		Jacqueline says, "That is true."
		DavidW says, "Maybe we need to chase it for several locations until it leads us somewhere interesting."
		Jacqueline says, "They have created an entire industry for businesses to make devices to help people protect their bird feeders."
		Knight_Otu says, "I suppose squirrels wouldn't have left the world in the state we did."
		DavidW says, "anyway, someone take us north."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Trailt 		
CF | 		
CF | > N 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | You can see a squirrel here. 		
CF | 		
CF | The squirrel forages for seeds and nuts. 		
CF | 		
CF | > 		DavidW says, "I don't trust my connection enough to drive today."
Knight_Otu says (to ClubFloyd), "x mud" 		
CF ] Trailt 		
CF | 		
CF | > X MUD 		
CF | 		
CF | It's a well-travelled trail of mud and leaves. 		
CF | 		
CF | The squirrel runs away to the south. 		
CF | 		
CF | > 		MoyTravis says, "Hmm."
		DavidW says, "oh, okay, don't chase."
Knight_Otu says (to ClubFloyd), "x squirrel" 		
CF ] Trailt 		
CF | 		
CF | > X SQUIRREL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "Oops"
		Jacqueline says, "We are on the trailt."
		DavidW says, "If it merely goes back and forth, then we need a tool or acorn or something."
		Knight_Otu says, "Didn't notice it had skeedaddled."
		DavidW says, "We should go east."
		Knight_Otu says, "East? Further north? Doesn't seem like.... right."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Clearing 		
CF | 		
CF | > E 		
CF | 		
CF | Clearing 		
CF | You're in a small clearing surrounded by dense forest. You can only go 		
CF | back to the west. 		
CF | 		
CF | There's an axe embedded in a tree stump. A woodsman must have left it 		
CF | behind. 		
CF | 		
CF | > 		Jacqueline says, "Take it."
		Jacqueline says, "Because IF."
		Knight_Otu says, "An axe. We needed one of those last week as well."
Knight_Otu says (to ClubFloyd), "x axe" 		
CF ] Clearing 		
CF | 		
CF | > X AXE 		
CF | 		
CF | It looks weathered, but serviceable. 		
CF | 		
CF | > 		Knight_Otu says, "No, two weeks ago."
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] Clearing 		
CF | 		
CF | > GET IT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x stump" 		
CF ] Clearing 		
CF | 		
CF | > X STUMP 		
CF | 		
CF | It's the stump of a large tree. It must have been felled a long time 		
CF | ago, as there are no longer any signs of the fallen tree. There is 		
CF | nothing on the tree stump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "knock on stump" 		
CF ] Clearing 		
CF | 		
CF | > KNOCK ON STUMP 		
CF | 		
CF | My, my. We are feeling violent today, aren't we?. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x clearing" 		
CF ] Clearing 		
CF | 		
CF | > X CLEARING 		
CF | 		
CF | Long grass is growing in the clearing. This is probably the area that 		
CF | was previously shaded by a large tree, but that tree has now been 		
CF | felled and removed, leaving only a tree stump. 		
CF | 		
CF | > 		DavidW says, "Game, I was checking if the stump was hollow."
		Knight_Otu says, "I think it's you who is bloodthirsty, game."
		Jacqueline says, "A friend and I were playing one of those hidden object casual games together recently and we had this small tomahawk that we just kept using for all kinds of stuff. The game removes things from your inventory after you use them, but the tomahawk seemed eternal... it just stayed there, and we kept figuring out how violence WAS the answer to so many things. Then near the end the game took it from us and my friend is still talking about the betrayal."
		DavidW asks, "I guess, try south from the original forest location now?"
		Knight_Otu says, "I guess we're done here."
		MoyTravis asks, "Did it omit the 'on'?"
DavidW says (to ClubFloyd), "x grass" 		
CF ] Clearing 		
CF | 		
CF | > X GRASS 		
CF | 		
CF | Long grass is growing in the clearing. This is probably the area that 		
CF | was previously shaded by a large tree, but that tree has now been 		
CF | felled and removed, leaving only a tree stump. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search grass" 		
CF ] Clearing 		
CF | 		
CF | > SEARCH GRASS 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "count grass" 		
CF ] Clearing 		
CF | 		
CF | > COUNT GRASS 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jacqueline says, "Oh, right."
		Jacqueline was kidding, anyway.
		Knight_Otu says (to Moy), "I guess it's possible that the on was filtered out."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Trailing 		
CF | 		
CF | > W 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Forestng 		
CF | 		
CF | > S 		
CF | 		
CF | Forest 		
CF | You're on a well-trodden trail surrounded by tall trees. You can 		
CF | follow the trail to the north or south. 		
CF | 		
CF | You can see a squirrel here. 		
CF | 		
CF | The squirrel forages for seeds and nuts. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Forestng 		
CF | 		
CF | > S 		
CF | 		
CF | You didn't come all this way for nothing. You aren't leaving without 		
CF | the alchemist's gold. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		DavidW says, "Someone needs to write Counter Culture, where every puzzle is solved with COUNT."
		Knight_Otu says, "So we came from the south."
		DavidW asks, "So, any obvious tree to chop?"
Knight_Otu says (to ClubFloyd), "fell tree" 		
CF ] Forestng 		
CF | 		
CF | > FELL TREE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "chop treee" 		
CF ] Forestng 		
CF | 		
CF | > CHOP TREEE 		
CF | 		
CF | Sorry, I don't understand what "treee" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x tree" 		
CF ] Forestng 		
CF | 		
CF | > X TREE 		
CF | 		
CF | There are all sorts of trees that tower over your head. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "chop tree" 		
CF ] Forestng 		
CF | 		
CF | > CHOP TREE 		
CF | 		
CF | You're not Paul Bunyan. You can't just go around chopping down trees 		
CF | without a good reason. 		
CF | 		
CF | The squirrel runs around in a circle, like a dog chasing its tail. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search trees" 		
CF ] Forestng 		
CF | 		
CF | > SEARCH TREES 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | The squirrel forages for seeds and nuts. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb tree" 		
CF ] Forestng 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | You have no reason to climb any of these trees. You came here to find 		
CF | the alchemist's gold, not to play jungle boy. 		
CF | 		
CF | The squirrel sniffs around as though it's looking for food. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "smell" 		
CF ] Forestng 		
CF | 		
CF | > SMELL 		
CF | 		
CF | You smell nothing unexpected. 		
CF | 		
CF | The squirrel runs away to the north. 		
CF | 		
CF | > 		Knight_Otu asks, "But what if the gold is in the treetops, game?"
		DavidW asks, "I'm not gonna suggest killing the squirrel with the axe, but what are our other options?"
		DavidW asks, "Dig in the mud? In the clearing? Chop the stump?"
		Knight_Otu says, "Going further north, I guess."
		MoyTravis asks, "Wander randomly for a bit?"
		DavidW says, "I guess going off trail might be needed."
Roger has arrived. 		
Knight_Otu says (to ClubFloyd), "dig mud" 		
CF ] Forestng 		
CF | 		
CF | > DIG MUD 		
CF | 		
CF | You would need a spade or shovel. 		
CF | 		
CF | > 		Roger says, "there I am"
		Knight_Otu says, "Hey, Roger."
		DavidW says, "hi Roger"
		MoyTravis says, "'allo."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Trailtng 		
CF | 		
CF | > N 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		DavidW says, "We've met a squirrel and we have an axe."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] End of Trail 		
CF | 		
CF | > N 		
CF | 		
CF | End of Trail 		
CF | The trail ends at a gate to the north. The gate is in a fence that is 		
CF | roughly chest height and covered in barbed wire. Unless you can find a 		
CF | way to open the gate, it looks like you'll have to return to the 		
CF | south. 		
CF | 		
CF | You can see an oak tree and a sign here. 		
CF | 		
CF | > 		DavidW says, "aha"
Knight_Otu says (to ClubFloyd), "x sign" 		
CF ] End of Trail 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | It looks like a crudely-made warning sign. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read it" 		
CF ] End of Trail 		
CF | 		
CF | > READ IT 		
CF | 		
CF | It says, 'KEEP OUT'. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x oak" 		
CF ] End of Trail 		
CF | 		
CF | > X OAK 		
CF | 		
CF | It's a young oak tree stationed outside the gate as though it's 		
CF | guarding the entrance. At this time of year, it's full of acorns. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x gate" 		
CF ] End of Trail 		
CF | 		
CF | > X GATE 		
CF | 		
CF | It's a tall gate that is clearly intended to keep stock in and 		
CF | trespassers out. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x fence" 		
CF ] End of Trail 		
CF | 		
CF | > X FENCE 		
CF | 		
CF | The fence to the north is roughly chest height and covered in barbed 		
CF | wire. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "shake tree" 		
CF ] End of Trail 		
CF | 		
CF | > SHAKE TREE 		
CF | 		
CF | You shake the oak tree with all your might, but there's barely a 		
CF | ripple in the branches overhead. 		
CF | 		
CF | > 		DavidW says, "chop the treeeee"
Knight_Otu says (to ClubFloyd), "chop gate" 		
CF ] End of Trail 		
CF | 		
CF | > CHOP GATE 		
CF | 		
CF | (with the axe) 		
CF | Clang! Oh, it's made of metal. Did I forget to mention that? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "chop tree" 		
CF ] End of Trail 		
CF | 		
CF | > CHOP TREE 		
CF | 		
CF | (with the axe) 		
CF | You chop into the oak tree and hear the axe handle crack. Oh, oh. You 		
CF | continue chopping until the axe breaks, then throw it away. Just as 		
CF | you do, the weakened trunk splinters and comes crashing down onto the 		
CF | fence. Oops. This also flattens the gate, so you can now get through 		
CF | the opening where the gate used to stand. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Knight_Otu says, "Oh, we're getting scored."
		Roger says, "one of those frangible axes"
		MoyTravis asks, "So, when was barbed wire invented, anyways?"
		DavidW says, "get some of those acorns."
		Jacqueline says (to Roger), "heh"
		DavidW asks, "2nd World War, maybe?"
		Jacqueline asks, "Can I interest you in a NFA, Roger?"
		Knight_Otu asks, "I think we learned when it was invented in that wild west song game?"
		Roger says, "yes I have a keen interest"
Knight_Otu says (to ClubFloyd), "get acorns" 		
CF ] End of Trail 		
CF | 		
CF | > GET ACORNS 		
CF | 		
CF | According to the rules of this forest, you can only take one acorn at 		
CF | a time. 		
CF | 		
CF | > 		Jacqueline says (to Travis), "It's pretty old. 1800ish"
		Roger says, "WWI popularized it"
		MoyTravis says, "Huh, 1867 or 1873, in order to contain cattle."
		Roger says, "but yeah, as per that other game"
		Jacqueline says (to Travis), "yeah"
DavidW says (to ClubFloyd), "i" 		
CF ] End of Trail 		
CF | 		
CF | > I 		
CF | 		
CF | You are empty handed. 		
CF | 		
CF | > 		Jacqueline says, "I only know that because we've asked it here before. heh"
DavidW says (to ClubFloyd), "take acorn" 		
CF ] End of Trail 		
CF | 		
CF | > TAKE ACORN 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		MoyTravis asks, "Oh, right, did this come up during Mockingbird?"
		Roger says, "there's people who collect antique barbed wire! Which is a pretty niche sort of hobby."
		MoyTravis says, "Huh! That's nifty."
		Jacqueline says (to Travis), "Hm, maybe, yeah."
		Knight_Otu says, "I mean, there's a collector for everything."
		MoyTravis says, "So we're past the 1870s, then. Still alchemists kicking around in the modern era I guess."
		Jacqueline says, "Yeah, a bit weird."
		Knight_Otu says, "Or the game plays fast and loose with its contents."
		Jacqueline says (to KO), "True, could be taht."
		Jacqueline says, "That, even"
		Roger says, "I'd like to try climbing this chopped-down tree"
		DavidW says, "I vote giving the acorn to the squirrel so it loves us and follows us forever and can get the ruby from the scorpions."
		Jacqueline says (to DW), "Sure"
Knight_Otu says (to ClubFloyd), "climb tree" 		
CF ] End of Trail 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | You can't very well climb the tree now that it's lying on the ground. 		
CF | 		
CF | > 		Roger says, "entirely too reasonable"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Trailf Trail 		
CF | 		
CF | > S 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | You can see a squirrel here. 		
CF | 		
CF | The squirrel runs away to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Clearingrail 		
CF | 		
CF | > E 		
CF | 		
CF | Clearing 		
CF | You're in a small clearing surrounded by dense forest. You can only go 		
CF | back to the west. 		
CF | 		
CF | You can see a squirrel and a tree stump here. 		
CF | 		
CF | The squirrel sniffs around as though it's looking for food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give acorn to squirrel" 		
CF ] Clearingrail 		
CF | 		
CF | > GIVE ACORN TO SQUIRREL 		
CF | 		
CF | The squirrel approaches you, sniffs the acorn and grabs it from you in 		
CF | its little paws. Aw, how cute. 		
CF | 		
CF | > 		DavidW says, "At least there isn't a dead leprecaun under the tree."
		Roger says, "arrrr it's gnawing me nuts"
Knight_Otu says (to ClubFloyd), "pet squirrel" 		
CF ] Clearingrail 		
CF | 		
CF | > PET SQUIRREL 		
CF | 		
CF | You'll have to catch it first. 		
CF | 		
CF | > 		Jacqueline says (to DW), "That was a random thing to say? Or ... when did we smush a leprechaun"
		Knight_Otu says, "I don't really want to catch it, but I guess we have to."
		DavidW says, "We never did. I'm just being grimdark because of the axe."
		Jacqueline says, "ah"
DavidW says (to ClubFloyd), "catch squirrel" 		
CF ] Clearingrail 		
CF | 		
CF | > CATCH SQUIRREL 		
CF | 		
CF | The only thing you can catch is a cold. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "catch squirrel" 		
CF ] Clearingrail 		
CF | 		
CF | > CATCH SQUIRREL 		
CF | 		
CF | The only thing you can catch is a cold. 		
CF | 		
CF | > 		Jacqueline is going to ignore Roger's slightly off-color dad joke.
		DavidW says, "okay, maybe it will just follow us."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Trailingrail 		
CF | 		
CF | > W 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		DavidW says, "hm. or not."
		Knight_Otu says, "Doen't look like it does."
		DavidW says, "I guess there's more to it."
		DavidW says, "Let's see north of the gate."
		Knight_Otu says, "Maybe it'll come gnawing the ropes if we get caught."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] End of Trail 		
CF | 		
CF | > N 		
CF | 		
CF | End of Trail 		
CF | The trail ends at a gate to the north. The felled tree has flattened 		
CF | the fence and the gate, so you can now proceed to the north or return 		
CF | to the south. 		
CF | 		
CF | You can see an oak tree and a sign here. 		
CF | 		
CF | > 		DavidW says, "I want to see the alchemist's front lawn."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] PastureTrail 		
CF | 		
CF | > N 		
CF | 		
CF | Pasture 		
CF | This is a well-grazed pasture in the middle of the forest. An old man 		
CF | is sitting on a rock towards the north of the pasture. You assume he's 		
CF | a shepherd, as he appears to be tending the sheep. You can leave the 		
CF | pasture via the gate to the south, but there's also a path to the 		
CF | east. 		
CF | 		
CF | You can see an oak tree, a shepherd and some sheep here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shepherd" 		
CF ] PastureTrail 		
CF | 		
CF | > X SHEPHERD 		
CF | 		
CF | He's an old man with a long straggly white beard that makes him look 		
CF | very wise. You wonder if he can help you find the alchemist's house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x sheep" 		
CF ] PastureTrail 		
CF | 		
CF | > X SHEEP 		
CF | 		
CF | They are fleecy white sheep with black heads and legs and long black 		
CF | ears. They are well known in these parts for the superior flavour of 		
CF | their mutton. 		
CF | 		
CF | > 		Roger says, "tell shepherd about fence (that we destroyed)"
Knight_Otu says (to ClubFloyd), "x tree" 		
CF ] PastureTrail 		
CF | 		
CF | > X TREE 		
CF | 		
CF | The bulk of the tree is on the other side of the flattened fence. 		
CF | 		
CF | > 		Knight_Otu says, "I havee no idea what you're talking about."
		Knight_Otu whistles innocently.
Knight_Otu says (to ClubFloyd), "talk to shepherd" 		
CF ] PastureTrail 		
CF | 		
CF | > TALK TO SHEPHERD 		
CF | 		
CF | You ask him if he knows how to find the alchemist's house. He says, 		
CF | "Yes, I do, but I'll only help you if you bring me a squirrel for my 		
CF | supper." 		
CF | 		
CF | > 		Knight_Otu exclaims, "NO!"
		DavidW says, "Ax me no questions and I'll tell no lies."
		MoyTravis says, "Hahaha what is that request."
		MoyTravis says, "Man, people in IF games are so weird."
		DavidW says, "He's probably tired of mutton."
		Jacqueline says, "haha"
		Jacqueline says (to KO), "Sorry"
		MoyTravis says, "Well, time to catch a squirrel."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] PastureTrail 		
CF | 		
CF | > L 		
CF | 		
CF | Pasture 		
CF | This is a well-grazed pasture in the middle of the forest. An old man 		
CF | is sitting on a rock towards the north of the pasture. You assume he's 		
CF | a shepherd, as he appears to be tending the sheep. You can leave the 		
CF | pasture via the gate to the south, but there's also a path to the 		
CF | east. 		
CF | 		
CF | You can see an oak tree, a shepherd and some sheep here. 		
CF | 		
CF | > 		DavidW says, "See what's further east of here."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Path through Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Path through Forest 		
CF | You're on a path through the forest. It appears to stop at an 		
CF | abandoned cart. The only obvious way out of here is back to the west. 		
CF | 		
CF | You can see an abandoned cart (which contains some dirt, plants and 		
CF | weeds) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cart" 		
CF ] Path through Forest 		
CF | 		
CF | > X CART 		
CF | 		
CF | The cart is old and rusty and looks like it's got a broken axle. 		
CF | You're not surprised that it's been abandoned. The abandoned cart 		
CF | contains some dirt, plants and weeds. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x dirt" 		
CF ] Path through Forest 		
CF | 		
CF | > X DIRT 		
CF | 		
CF | It looks like a garden gone wrong. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search dirt" 		
CF ] Path through Forest 		
CF | 		
CF | > SEARCH DIRT 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search cart" 		
CF ] Path through Forest 		
CF | 		
CF | > SEARCH CART 		
CF | 		
CF | The abandoned cart contains some dirt, plants and weeds. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x plants" 		
CF ] Path through Forest 		
CF | 		
CF | > X PLANTS 		
CF | 		
CF | It looks like a garden gone wrong. 		
CF | 		
CF | > 		Jacqueline says, "hrm"
DavidW says (to ClubFloyd), "take dirt" 		
CF ] Path through Forest 		
CF | 		
CF | > TAKE DIRT 		
CF | 		
CF | You're dirty enough as it is without taking the dirt, plants and 		
CF | weeds. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under cart" 		
CF ] Path through Forest 		
CF | 		
CF | > LOOK UNDER CART 		
CF | 		
CF | You get down on your hands and knees to look under the cart. Yep, it's 		
CF | certainly got a broken axle. That cart won't be going anywhere any 		
CF | time soon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x axle" 		
CF ] Path through Forest 		
CF | 		
CF | > X AXLE 		
CF | 		
CF | You get down on your hands and knees to look under the cart. Yep, it's 		
CF | certainly got a broken axle. That cart won't be going anywhere any 		
CF | time soon. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take axle" 		
CF ] Path through Forest 		
CF | 		
CF | > TAKE AXLE 		
CF | 		
CF | Not likely. It's attached to the cart. 		
CF | 		
CF | > 		DavidW says, "hm."
		Jacqueline says, "Hm. Somehow I am impressed that 'look under cart' was implemented as examining the axel."
		Jacqueline says, "er, axle"
		Knight_Otu says, "Well, lettuce catch a sqrl."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Pasturerough Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Pasture 		
CF | This is a well-grazed pasture in the middle of the forest. An old man 		
CF | is sitting on a rock towards the north of the pasture. You assume he's 		
CF | a shepherd, as he appears to be tending the sheep. You can leave the 		
CF | pasture via the gate to the south, but there's also a path to the 		
CF | east. 		
CF | 		
CF | You can see an oak tree, a shepherd and some sheep here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] End of Trail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | End of Trail 		
CF | The trail ends at a gate to the north. The felled tree has flattened 		
CF | the fence and the gate, so you can now proceed to the north or return 		
CF | to the south. 		
CF | 		
CF | You can see an oak tree and a sign here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take acorn" 		
CF ] End of Trail Forest 		
CF | 		
CF | > TAKE ACORN 		
CF | 		
CF | You've already taken one. According to the rules of this forest, you 		
CF | can only take one acorn at a time. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get an acorn" 		
CF ] End of Trail Forest 		
CF | 		
CF | > GET AN ACORN 		
CF | 		
CF | You've already taken one. According to the rules of this forest, you 		
CF | can only take one acorn at a time. 		
CF | 		
CF | > 		MoyTravis says, "hahahahahahahahahahaha"
DavidW says (to ClubFloyd), "i" 		
CF ] End of Trail Forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are empty handed. 		
CF | 		
CF | > 		Jacqueline laughs at the acorn rule.
		DavidW says, "I hope we're not in an unwinnable situation."
		Jacqueline says (to DW), "I doubt it."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Trailf Trail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		DavidW asks, "So how to catch the squirrel now?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Clearing 		
CF | You're in a small clearing surrounded by dense forest. You can only go 		
CF | back to the west. 		
CF | 		
CF | You can see a squirrel and a tree stump here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > I 		
CF | 		
CF | You are empty handed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get squirrel" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > GET SQUIRREL 		
CF | 		
CF | The squirrel is preoccupied with its acorn and doesn't object when you 		
CF | pick it up. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Jacqueline says, "oh"
		Jacqueline says, "OH"
		Jacqueline says, "THERE"
		MoyTravis says, "Well that was easy."
		Jacqueline says, "That's how."
		Jacqueline says, "haha"
		DavidW says, "GET not CATCH, I guess."
		Knight_Otu says, "We only tried CATCH, not TAKE."
		DavidW says, "Now DoorDash it."
		Knight_Otu says, "Glad that worked."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Trailingrail Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		Jacqueline says, "hahaha oh god"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] End of Trail Forest 		
CF | 		
CF | > N 		
CF | 		
CF | End of Trail 		
CF | The trail ends at a gate to the north. The felled tree has flattened 		
CF | the fence and the gate, so you can now proceed to the north or return 		
CF | to the south. 		
CF | 		
CF | You can see an oak tree and a sign here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] PastureTrail Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Pasture 		
CF | This is a well-grazed pasture in the middle of the forest. An old man 		
CF | is sitting on a rock towards the north of the pasture. You assume he's 		
CF | a shepherd, as he appears to be tending the sheep. You can leave the 		
CF | pasture via the gate to the south, but there's also a path to the 		
CF | east. 		
CF | 		
CF | You can see an oak tree, a shepherd and some sheep here. 		
CF | 		
CF | > 		Jacqueline says, "I am still laughing that you all had noble hopes that this squirrel would get us a jewel or gnaw through ropes that bind us but instead it will be lunch in a fetch quest."
		Knight_Otu says, "I'm no squirrel expert, but I'd think it would have dashed off to protect its treasure."
		MoyTravis says, "It's not a simulation or story, it's a theme wrapped around a puzzle."
		Knight_Otu says, "We really should have known. It's been a while since we feed someone/something to beffriend them."
		DavidW says, "> give squirrel to shepherd"
		Knight_Otu says, "Of course, those instances were roadkill to dogs."
		Jacqueline says (to KO), "Yeah. Good times."
Knight_Otu says (to ClubFloyd), "give squirrel to shepherd" 		
CF ] PastureTrail Forest 		
CF | 		
CF | > GIVE SQUIRREL TO SHEPHERD 		
CF | 		
CF | You hand him the squirrel. "Ah, you found one. A promise is a 		
CF | promise." He digs into his rags and gives you a hand-drawn map. "This 		
CF | is a magic map. It will show you the way through the forest and also 		
CF | show you where you are if you get lost. Good luck, my friend." 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Jacqueline says, "Dang"
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] PastureTrail Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		Roger says, "This is feeling a bit like Adventure Time fanfic"
		Jacqueline says, "I would not give up my magic map for a squirrel."
		MoyTravis says, "Huh. Well okay. Nifty."
		MoyTravis says, "Yeah I feel like he got the bad end of that trade."
		Jacqueline says, "Dang this is a large map."
		Roger says, "auto-marking our location on it is a nice touch though"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Path through Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Path through Forest 		
CF | You're on a path through the forest. It appears to stop at an 		
CF | abandoned cart. The only obvious way out of here is back to the west, 		
CF | although the map indicates a path east of the cart. 		
CF | 		
CF | You can see an abandoned cart (which contains some dirt, plants and 		
CF | weeds) here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | You clear the weeds around the cart until you find a path to the east. 		
CF | You would never have found it without the map. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south, east and west. 		
CF | 		
CF | > 		DavidW asks, "Are those one-way connections on the map!?"
		Knight_Otu says, "I think they are."
		DavidW says, "It's a maze. Let me get a very long look at it."
		Jacqueline says, "oh my what the are you serious really no thanks"
		MoyTravis says, "Go all the way down, then all the way to the right, then up and right and up, up, up, up, left, left, up, up."
		MoyTravis says, "Also, wtf."
		MoyTravis says, "Why *does* this? I mean at least they gave us a map."
		MoyTravis says, "Why? I mean who, and by who I guess, obviously, the author."
		DavidW says, "I think it's e. s. e. s. e. e. n. n. e. s. e. n. n. w. n."
		DavidW says, "but go to the cart first"
Jacqueline clears the save counter. 		Jacqueline asks, "Save when you get to the cart?"
		DavidW says, "oh heck, you already entered, didn't you"
		Knight_Otu says, "We're just past the cart, yes."
		MoyTravis says, "Well you can probably just go back."
DavidW says (to ClubFloyd), "x nap" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X NAP 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Jacqueline says, "oh, yeah."
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--X->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "SAVE" 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Dense Forest Forest 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "There we are, east of the cart."
		DavidW asks, "I'll try to drive this, okay?"
DavidW says (to ClubFloyd), "s" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south and east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and east. 		
CF | 		
CF | > 		Knight_Otu says, "Sure."
DavidW says (to ClubFloyd), "s" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-X--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but an 		
CF | arrow carved into a tree indicates you can go west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | There's nothing but dense forest in that direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-X<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		Knight_Otu says, "One too early."
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-X<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-X<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > UNDO 		
CF | 		
CF | Previous turn undone. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-X->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-X->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		Jacqueline says, "I wonder how a really verbose map could have gotten us thought this..."
DavidW says (to ClubFloyd), "n" 		
CF ] Path through Forest 		
CF | 		
CF | > N 		
CF | 		
CF | Path through Forest 		
CF | The path winds through the trees. You can see something in a break in 		
CF | the trees to the north. Otherwise, you can return to the dense forest 		
CF | to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf2" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Path through Forest 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] South of Houseorest 		
CF | 		
CF | > N 		
CF | 		
CF | The path ends at a stone building. You're fairly sure that this is the 		
CF | alchemist's house. All is quiet. You just need to figure out how to 		
CF | break into his house and find that stash of gold. 		
CF | 		
CF | South of House 		
CF | You're standing outside the alchemist's house. The front door faces 		
CF | you to the north. The undergrowth is cleared around the outside of the 		
CF | house to the east and west. You can hear the sound of running water 		
CF | nearby. The main path, the one that brought you here, heads back to 		
CF | the south. 		
CF | 		
CF | You can see an iron door here. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, the ascii map was the better choice here."
		DavidW asks, "I bet we search for a key now. Under a rock or flowerpot, I suppose?"
DavidW says (to ClubFloyd), "x door" 		
CF ] South of Houseorest 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | It's a secure iron door set into the wall of the building to the 		
CF | north. This is probably a good sign, as it means the owner has 		
CF | something worth protecting. It has a large steel lock. The iron door 		
CF | is currently closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] South of Houseorest 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Jacqueline says, "I may use that first restore point after we're done to see the descriptive map text."
DavidW says (to ClubFloyd), "x house" 		
CF ] South of Houseorest 		
CF | 		
CF | > X HOUSE 		
CF | 		
CF | It's a small stone building with a large chimney, but no windows. 		
CF | That's strange. The alchemist must value his privacy. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Southwest of Houset 		
CF | 		
CF | > W 		
CF | 		
CF | Southwest of House 		
CF | The west side of the house ends abruptly at a river bank. The current 		
CF | is too swift to venture any further. You can only return to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x river" 		
CF ] Southwest of Houset 		
CF | 		
CF | > X RIVER 		
CF | 		
CF | The swiftly-flowing river prevents you travelling any further to the 		
CF | west. 		
CF | 		
CF | > 		Jacqueline says (to DW), "I know! I wonder if we can get our squirrel friend to fetch us the key----- oh wait."
		Knight_Otu says, "Grumble grumble."
DavidW says (to ClubFloyd), "search river" 		
CF ] Southwest of Houset 		
CF | 		
CF | > SEARCH RIVER 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		DavidW says, "You find nothing squirrel."
DavidW says (to ClubFloyd), "e" 		
CF ] South of Houseouset 		
CF | 		
CF | > E 		
CF | 		
CF | South of House 		
CF | You're standing outside the alchemist's house. The front door faces 		
CF | you to the north. The undergrowth is cleared around the outside of the 		
CF | house to the east and west. You can hear the sound of running water 		
CF | nearby. The main path, the one that brought you here, heads back to 		
CF | the south. 		
CF | 		
CF | You can see an iron door here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast of Houset 		
CF | 		
CF | > E 		
CF | 		
CF | Southeast of House 		
CF | You're at the southeast corner of the house. The clearing around the 		
CF | house continues to the north and west. There are a few large rocks 		
CF | scattered about, but nothing else of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rocks" 		
CF ] Southeast of Houset 		
CF | 		
CF | > X ROCKS 		
CF | 		
CF | The rocks appear to be the same type of stone that the building is 		
CF | made from. You wonder if there might be a key hidden underneath one of 		
CF | them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under rocks" 		
CF ] Southeast of Houset 		
CF | 		
CF | > LOOK UNDER ROCKS 		
CF | 		
CF | You start looking under the rocks when a snake scares the bejesus out 		
CF | of you. Fortunately for you, it slithers into the undergrowth. You 		
CF | decide to leave the rocks alone from now on. 		
CF | 		
CF | > 		Jacqueline exclaims, "!"
		Knight_Otu exclaims, "Snake!"
		Jacqueline says, "ha"
DavidW says (to ClubFloyd), "n" 		
CF ] East of HouseHouset 		
CF | 		
CF | > N 		
CF | 		
CF | East of House 		
CF | You're at the east side of the house. The trunk of a large tree juts 		
CF | into the faint clearing that continues to the north and south around 		
CF | the edge of the house. 		
CF | 		
CF | > 		Jacqueline says, "Quick. Take inventory to see if we have 'no bejesus'"
DavidW says (to ClubFloyd), "x tree" 		
CF ] East of HouseHouset 		
CF | 		
CF | > X TREE 		
CF | 		
CF | You're no expert, but it looks like a beech. You can tell by the 		
CF | smooth bark on the trunk. A few of the higher branches have grown over 		
CF | the roof of the alchemist's house. The lower branches are just outside 		
CF | your reach. 		
CF | 		
CF | > 		Knight_Otu asks, "Does the old man want some snke for his soup?"
		Jacqueline says (to KO), "hee"
		Jacqueline says, "Squirrel is good if it's living solidly on acorns, and snake is also tasty."
		DavidW says, "smooth bark will be tricky to climb. might need a rope to shimmy up."
DavidW says (to ClubFloyd), "climb tree" 		
CF ] East of HouseHouset 		
CF | 		
CF | > CLIMB TREE 		
CF | 		
CF | You try to scramble up the tree trunk, but just keep slipping back 		
CF | down again. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Northeast of Houset 		
CF | 		
CF | > N 		
CF | 		
CF | Northeast of House 		
CF | You're at the northeast corner of the house. There's nothing 		
CF | interesting around here, except for lots of forest. The faint clearing 		
CF | around the house continues to the south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x forest" 		
CF ] Northeast of Houset 		
CF | 		
CF | > X FOREST 		
CF | 		
CF | The dense forest surrounds the alchemist's house. There's a tangle of 		
CF | undergrowth at the base of the trees. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x undergrowth" 		
CF ] Northeast of Houset 		
CF | 		
CF | > X UNDERGROWTH 		
CF | 		
CF | The dense undergrowth at the edge of the forest prevents you from 		
CF | exploring it any further. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] North of Houseouset 		
CF | 		
CF | > W 		
CF | 		
CF | North of House 		
CF | You're now at the north side of the house. The faint clearing 		
CF | continues to the east and west, but it is barely perceptible, as 		
CF | though no one has any need to venture around the back of the house. 		
CF | 		
CF | You see an empty wooden crate resting against the side of the house. 		
CF | 		
CF | > 		Jacqueline says, "ooh crate"
DavidW says (to ClubFloyd), "x crate" 		
CF ] North of Houseouset 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | It's a weathered wooden crate, but it looks solid enough to hold a 		
CF | considerable amount of weight. The wooden crate is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Northwest of Houset 		
CF | 		
CF | > W 		
CF | 		
CF | Northwest of House 		
CF | The west side of the house ends abruptly at the river bank. The faint 		
CF | clearing around the house peters out here. The river current is too 		
CF | swift to venture any further, so you can only return to the east. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] North of Houseouset 		
CF | 		
CF | > E 		
CF | 		
CF | North of House 		
CF | You're now at the north side of the house. The faint clearing 		
CF | continues to the east and west, but it is barely perceptible, as 		
CF | though no one has any need to venture around the back of the house. 		
CF | 		
CF | You see an empty wooden crate resting against the side of the house. 		
CF | 		
CF | > 		Jacqueline asks (of Game), "Are you saying that we weigh a considerable amount??"
DavidW says (to ClubFloyd), "take crate" 		
CF ] North of Houseouset 		
CF | 		
CF | > TAKE CRATE 		
CF | 		
CF | When you pick up the crate, you find an old canvas sack underneath it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take sack" 		
CF ] North of Houseouset 		
CF | 		
CF | > TAKE SACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x sack" 		
CF ] North of Houseouset 		
CF | 		
CF | > X SACK 		
CF | 		
CF | It's an old canvas sack. The canvas sack is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] North of Houseouset 		
CF | 		
CF | > S 		
CF | 		
CF | You are blocked by the stone wall of the alchemist's house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Northeast of Houset 		
CF | 		
CF | > E 		
CF | 		
CF | Northeast of House 		
CF | You're at the northeast corner of the house. There's nothing 		
CF | interesting around here, except for lots of forest. The faint clearing 		
CF | around the house continues to the south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] East of HouseHouset 		
CF | 		
CF | > S 		
CF | 		
CF | East of House 		
CF | You're at the east side of the house. The trunk of a large tree juts 		
CF | into the faint clearing that continues to the north and south around 		
CF | the edge of the house. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "drop crate" 		
CF ] East of HouseHouset 		
CF | 		
CF | > DROP CRATE 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "climb crate" 		
CF ] East of HouseHouset 		
CF | 		
CF | > CLIMB CRATE 		
CF | 		
CF | You turn the crate upside down and climb onto it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] Top of TreeseHouset 		
CF | 		
CF | > U 		
CF | 		
CF | You reach up to the lower branches and pull yourself into the tree. 		
CF | 		
CF | Top of Tree 		
CF | You're in amongst the branches of a tall tree. One branch extends to 		
CF | the west over the roof of the alchemist's house, but it doesn't look 		
CF | very strong. Otherwise, you can climb back down and drop the last few 		
CF | feet to the ground below. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW asks, "so, a one-way trip?"
DavidW says (to ClubFloyd), "look in sack" 		
CF ] Top of TreeseHouset 		
CF | 		
CF | > LOOK IN SACK 		
CF | 		
CF | The canvas sack is empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf3" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Top of TreeseHouset 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Roof of HouseHouset 		
CF | 		
CF | > W 		
CF | 		
CF | You carefully manoeuvre your way along the branch and it starts to 		
CF | bend under your weight. Crack! Oh, oh. The branch snaps and you come 		
CF | crashing down onto the roof of the alchemist's house. 		
CF | 		
CF | Roof of House 		
CF | You're on the roof of the alchemist's house with a panoramic view of 		
CF | the surrounding forest. There's no way off the roof, unless you want 		
CF | to break your neck, so don't bother trying. The only escape is down 		
CF | the chimney. 		
CF | 		
CF | You can see a broken branch here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chimney" 		
CF ] Roof of HouseHouset 		
CF | 		
CF | > X CHIMNEY 		
CF | 		
CF | It's a stone chimney with a wide opening. It looks like a tight 		
CF | squeeze, but you could probably climb down. If you do, it might be an 		
CF | idea to save the game first, just in case. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take branch" 		
CF ] Roof of HouseHouset 		
CF | 		
CF | > TAKE BRANCH 		
CF | 		
CF | You can't lug a broken tree branch around with you. It's too heavy. 		
CF | 		
CF | > 		Knight_Otu says, "Santa's coming early, and he's coming to steal."
		Jacqueline says, "C'mon, let's Santa this thing."
		Jacqueline says, "Timing"
		DavidW says, "I think the save at top of tree is good enough."
DavidW says (to ClubFloyd), "d" 		
CF ] Roof of HouseHouset 		
CF | 		
CF | > D 		
CF | 		
CF | The broken branch is blocking access to the chimney. You'll have to 		
CF | move it out of the way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move branch" 		
CF ] Roof of HouseHouset 		
CF | 		
CF | > MOVE BRANCH 		
CF | 		
CF | Being careful not to slip, you try manoeuvering the broken branch away 		
CF | from the chimney, when gravity takes over and the branch slides down 		
CF | the steeply-sloping roof and over the edge. You hear it come crashing 		
CF | down on the north side of the house. 		
CF | 		
CF | > 		Jacqueline says, "I am still thinking about how this whole game never questions what we're doing."
DavidW says (to ClubFloyd), "d" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > D 		
CF | 		
CF | You squeeze through the opening and straddle the inside of the 		
CF | chimney. You slowly, carefully ease your way down until your feet lose 		
CF | their grip on the metal lining the lower part of the chimney. You slip 		
CF | and fall the last few feet into the fireplace. You won't be going back 		
CF | that way! 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. 		
CF | 		
CF | You can see an oak door, an iron door and a rug (on which is a log) 		
CF | here. 		
CF | 		
CF | In the fireplace you can see some ashes. 		
CF | 		
CF | > 		Jacqueline asks, "Like, where do we get off infiltrating this alchemist's house?"
DavidW says (to ClubFloyd), "x ashes" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X ASHES 		
CF | 		
CF | Fortunately for you, the ashes in the fireplace are cold. 		
CF | 		
CF | > 		Knight_Otu asks, "I guess the house remains inhabited, if the experiments are still running?"
DavidW says (to ClubFloyd), "search ashes" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > SEARCH ASHES 		
CF | 		
CF | You find nothing but more ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X LOG 		
CF | 		
CF | It's a large log that's probably used as a seat. Either that, or it's 		
CF | intended to be chopped up for fuel for the fireplace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rug" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X RUG 		
CF | 		
CF | It's a beautiful rug, but it's not straight. There appears to be a 		
CF | bump under it. On the rug is a log. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under rug" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > LOOK UNDER RUG 		
CF | 		
CF | You'll need to remove anything that's on the rug before you can look 		
CF | under it. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "move log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > MOVE LOG 		
CF | 		
CF | You roll the log off the rug. 		
CF | 		
CF | > 		Jacqueline asks (of DW), "Do you keep a list of games where there are one-way transits of a chimney?"
DavidW says (to ClubFloyd), "look under rug" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > LOOK UNDER RUG 		
CF | 		
CF | When you look under the rug, you find a trapdoor. In your excitement, 		
CF | you roll the rug up and push it into the corner so that you can get to 		
CF | the trapdoor. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		DavidW asks (of Jacqueline), "no?"
		Jacqueline says, "Oh. Well, my list would only have two games on it. I was just asking."
		Jacqueline exclaims, "You keep some lists!"
Jacqueline says (to ClubFloyd), "xyzzy" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > XYZZY 		
CF | 		
CF | Are you crazy? If you say any magic words, the alchemist may appear 		
CF | and turn you into a toad. 		
CF | 		
CF | > 		DavidW says, "I can make a list of chimneys soon enough."
		Jacqueline says, "heh. Nah."
		Knight_Otu says, "So the alchemist is definitely still around."
		Roger says, "I think he got trapped under the trap door by... somethign"
DavidW says (to ClubFloyd), "x workbench" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X WORKBENCH 		
CF | 		
CF | Judging by the many connected tubes and bottles and jars, there appear 		
CF | to be several experiments underway. A few of the jars have 		
CF | brightly-coloured liquids bubbling away, kept simmering by small 		
CF | flames in depressions in the workbench. You'd better not touch 		
CF | anything or you might do yourself a serious injury or turn into a 		
CF | toad. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x fireplace" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X FIREPLACE 		
CF | 		
CF | The chimney you came down is lined with metal and ends in a large 		
CF | fireplace. The fireplace contains some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x iron door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X IRON DOOR 		
CF | 		
CF | It's a secure iron door set into the south wall of the alchemist's 		
CF | laboratory. It has a large steel lock. The iron door is currently 		
CF | closed. 		
CF | 		
CF | > 		Roger says, "also maybe this is the guy that Persian poetry book is about"
DavidW says (to ClubFloyd), "unlock iron door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > UNLOCK IRON DOOR 		
CF | 		
CF | You don't have the key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x oak door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X OAK DOOR 		
CF | 		
CF | It's a strong oak door set into the west wall of the alchemist's 		
CF | laboratory. It has a medium steel lock. The oak door is currently 		
CF | closed. 		
CF | 		
CF | > 		Knight_Otu says, "The interior of the hut already feels more lively than the whole of the forest outside."
DavidW says (to ClubFloyd), "l" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > L 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | In the fireplace you can see some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x papers" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X PAPERS 		
CF | 		
CF | It looks like the alchemist's notes on his experiments. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "read papers" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > READ PAPERS 		
CF | 		
CF | You can't read the handwriting. It looks like an ancient script full 		
CF | of strange symbols. 		
CF | 		
CF | > 		Jacqueline says (to KO), "I don't know what you mean! The forst had wildlife... until we caught it and gave it to someone for lunch, I mean."
DavidW says (to ClubFloyd), "x paraphenalia" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X PARAPHENALIA 		
CF | 		
CF | Sorry, I don't understand what "paraphenalia" means. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x paraphernalia" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X PARAPHERNALIA 		
CF | 		
CF | Leave it alone. 		
CF | 		
CF | > 		Knight_Otu says (to Jacq), "I have a feeling you might know what I mean."
DavidW says (to ClubFloyd), "open trapdoor" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > OPEN TRAPDOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Jacqueline says, "I do."
DavidW says (to ClubFloyd), "x trapdoor" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X TRAPDOOR 		
CF | 		
CF | It's a large wooden trapdoor set into the floor of the alchemist's 		
CF | laboratory. It has a small steel lock. The trapdoor is currently 		
CF | closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open oak door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > OPEN OAK DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X LOG 		
CF | 		
CF | It's a large log that's probably used as a seat. Either that, or it's 		
CF | intended to be chopped up for fuel for the fireplace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > TAKE LOG 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit oak door with log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > HIT OAK DOOR WITH LOG 		
CF | 		
CF | You pound away at the oak door, but it withstands your blows. 		
CF | 		
CF | > 		Jacqueline says, "I am apparently in a punchy mood today, because my new amusement is how puzzley IF NPCs can't have matching doors in their house. Their interior decorators must be very distraught."
DavidW says (to ClubFloyd), "drop log" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > DROP LOG 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		DavidW asks, "any ideas?"
		DavidW says, "Three locked doors. No keys."
Jacqueline says (to ClubFloyd), "search ashes" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > SEARCH ASHES 		
CF | 		
CF | You find nothing but more ashes. 		
CF | 		
CF | > 		DavidW says, "tried that"
		Knight_Otu says, "Clearly the alchemist is out buying supplies and took the keys along."
		Jacqueline says (to DW), "Yeah, I figured you had but couldn't find it easily in the backscroll."
DavidW says (to ClubFloyd), "search fireplace" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > SEARCH FIREPLACE 		
CF | 		
CF | The fireplace contains some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under bench" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > LOOK UNDER BENCH 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x rug" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X RUG 		
CF | 		
CF | It's a beautiful rug, but it's now crumpled up in the corner. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > L 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a log, a trapdoor, an oak door, an iron door and a rug 		
CF | here. 		
CF | 		
CF | In the fireplace you can see some ashes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelves" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X SHELVES 		
CF | 		
CF | Unlike the workbench, the shelving is somewhat bare. On the shelving 		
CF | is a bottle of acid. 		
CF | 		
CF | > 		Jacqueline says, "f x sh-- yeah"
		DavidW says, "oh. forgot the shelves"
		Knight_Otu says, "That could be helpful. Or dangerous."
		DavidW says, "I guess pour acid on one of the locks."
		Jacqueline says, "Acid. Remember to wear your safety equipment, kids."
DavidW says (to ClubFloyd), "x oak door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X OAK DOOR 		
CF | 		
CF | It's a strong oak door set into the west wall of the alchemist's 		
CF | laboratory. It has a medium steel lock. The oak door is currently 		
CF | closed. 		
CF | 		
CF | > 		Roger says, "oh it's just lemon juice"
DavidW says (to ClubFloyd), "x acid" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > X ACID 		
CF | 		
CF | It's a small brown glass bottle. You can tell from the label that it 		
CF | contains a highly-corrosive acid, but there isn't much left. 		
CF | 		
CF | > 		Knight_Otu says, "Erst das Wasser, dann die Säure."
		Jacqueline says (to DW), "Sure sure"
		DavidW asks, "Shall I try to medium lock?"
		Knight_Otu says, "Sure, I guess."
		DavidW says, "er the medium lock"
DavidW says (to ClubFloyd), "pour acid on medium lock" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > POUR ACID ON MEDIUM LOCK 		
CF | 		
CF | You pour all the acid onto the oak door's lock and it dissolves the 		
CF | metal. The oak door is now unlocked, but the bottle is empty. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > W 		
CF | 		
CF | You can't, since the oak door is closed. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open oak" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > OPEN OAK 		
CF | 		
CF | You open the oak door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > W 		
CF | 		
CF | Den 		
CF | This is a small, sparsely-furnished area where the alchemist must rest 		
CF | after working on his experiments to turn base metals into gold. The 		
CF | room is brightly lit by a window in the west wall. The only exit is to 		
CF | the east. 		
CF | 		
CF | You can see an oak door, a lounge chair and a side table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x window" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > X WINDOW 		
CF | 		
CF | The window has a majestic view over the wild river below. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open window" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > OPEN WINDOW 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock window" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > UNLOCK WINDOW 		
CF | 		
CF | You don't have the key. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x chair" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | The lounge chair looks pretty comfortable, but you don't have time for 		
CF | lounging around. There is nothing on the lounge chair. 		
CF | 		
CF | > 		Jacqueline asks, "The room names seem like placeholders?"
DavidW says (to ClubFloyd), "look under chair" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > LOOK UNDER CHAIR 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search chair" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > SEARCH CHAIR 		
CF | 		
CF | There is nothing on the lounge chair. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x table" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > X TABLE 		
CF | 		
CF | It's a simple wooden side table, no doubt used for resting drinks and 		
CF | that sort of thing. On the side table are a key and a candle. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x key" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > X KEY 		
CF | 		
CF | It's a small key, but a key to what? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x candle" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > X CANDLE 		
CF | 		
CF | It's a beeswax candle. These are very popular in these parts because 		
CF | they emit the brightest light, burn slower, last longer and drip less 		
CF | wax. This one is not lit, though. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take key and candle" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > TAKE KEY AND CANDLE 		
CF | 		
CF | key: Taken. 		
CF | candle: Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > E 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unlock trapdoor with key" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > UNLOCK TRAPDOOR WITH KEY 		
CF | 		
CF | You unlock the trapdoor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open it" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the trapdoor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] DarknessryuseHouset 		
CF | 		
CF | > D 		
CF | 		
CF | Darkness 		
CF | It is pitch dark here! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "u" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > U 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "light candle" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > LIGHT CANDLE 		
CF | 		
CF | You light the candle on one of the small flames on the workbench. 		
CF | Within a moment or two, the candle is emitting a bright light. 		
CF | 		
CF | > 		Knight_Otu says, "So it sounds like the game is pre-electricity, post-barbed wire."
DavidW says (to ClubFloyd), "d" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > D 		
CF | 		
CF | Basement 		
CF | This is the basement below the alchemist's laboratory. The flickering 		
CF | light of your candle reveals small piles of gold heaped against the 		
CF | walls. There are no exits, apart from the one leading back up to the 		
CF | laboratory. 		
CF | 		
CF | You can see a trapdoor and a poker here. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x poker" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > X POKER 		
CF | 		
CF | It's a strong metal rod used to poke the fire. You wonder why it's 		
CF | down here in the basement, rather than upstairs by the fireplace. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take poker" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > TAKE POKER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x gold" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > X GOLD 		
CF | 		
CF | The gold consists of small pellets that look like they've been poured 		
CF | into a crucible when the gold was smelted, then allowed to cool. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill sack" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > FILL SACK 		
CF | 		
CF | You'll have to tell me what to fill it with. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill sack with gold" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > FILL SACK WITH GOLD 		
CF | 		
CF | You put the gold in the sack, but the weight of the gold is too heavy 		
CF | for the old weathered sack and it falls through the bottom. 		
CF | 		
CF | > 		DavidW says, "nooooooooo"
DavidW says (to ClubFloyd), "take gold" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > TAKE GOLD 		
CF | 		
CF | There's too much to carry. If you want to take the gold, you'll have 		
CF | to put it in a container. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search gold" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > SEARCH GOLD 		
CF | 		
CF | You find nothing special. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "wave poker" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > WAVE POKER 		
CF | 		
CF | You look ridiculous waving the poker. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "poke gold" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > POKE GOLD 		
CF | 		
CF | You would need a spade or shovel. 		
CF | 		
CF | > 		Jacqueline | By October 1879, Edison’s team had produced a light bulb with a carbonized filament of uncoated cotton thread that could last for 14.5 hours. They continued to experiment with the filament until settling on one made from bamboo that gave Edison’s lamps a lifetime of up to 1,200 hours -- this filament became the standard for the Edison bulb for the next 10 years.
		Knight_Otu says, "You know, protagonist, maybe if you set aside greed and took only a few pellets..."
		Jacqueline says, "So, the game is set between 1873 and 1879, or else this alchemist just doesn't have the money for light bulbs."
		DavidW says, "Squirrel alchemists turn gold into acorns."
		Jacqueline says, "Delicious acorns."
DavidW says (to ClubFloyd), "x floor" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > X FLOOR 		
CF | 		
CF | A look in that direction reveals nothing new. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x wall" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > X WALL 		
CF | 		
CF | The walls are made of stone. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] BasementryuseHouset 		
CF | 		
CF | > I 		
CF | 		
CF | You're carrying a poker, a candle (providing light), a key, a canvas 		
CF | sack and a map. 		
CF | 		
CF | > 		Jacqueline says, "What about that crate"
		DavidW asks, "So why is the poker down here?"
		DavidW says, "The crate is at east of house."
		Jacqueline asks, "The crate that could hold a 'considerable amount of weight'?"
		DavidW says, "yes, it could."
		DavidW says, "Might even float in the river."
		Jacqueline says, "I was offended that it might have been talking about us, but maybe it means the gold."
		Jacqueline says, "Oh, we cannot leave the hosue."
		Jacqueline says, "house, even"
		Jacqueline says, "Surely the game would not..."
		DavidW says, "To get the crate here, we'd need to open the iron door or maybe the window."
		Jacqueline says, "Also, how would the crate even go down the chimney..."
		Jacqueline says (to DW), "Hm, you make a good point."
		DavidW says, "We can try to smash the window with the poker or log."
DavidW says (to ClubFloyd), "u" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > U 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "poke ashes" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > POKE ASHES 		
CF | 		
CF | You find nothing but more ashes. 		
CF | 		
CF | > 		MoyTravis says, "Ha."
DavidW says (to ClubFloyd), "w" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > W 		
CF | 		
CF | Den 		
CF | This is a small, sparsely-furnished area where the alchemist must rest 		
CF | after working on his experiments to turn base metals into gold. The 		
CF | room is brightly lit by a window in the west wall. The only exit is to 		
CF | the east. 		
CF | 		
CF | You can see an oak door, a lounge chair and a side table here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break window with poker" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > BREAK WINDOW WITH POKER 		
CF | 		
CF | Crash! The glass shatters and falls into the river below. The 		
CF | alchemist isn't going to be happy when he comes home and finds that 		
CF | his window has been broken. 		
CF | 		
CF | > 		Jacqueline says, "dang"
		Jacqueline says, "We are horrible"
DavidW says (to ClubFloyd), "w" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter window" 		
CF ] DenoratoryuseHouset 		
CF | 		
CF | > ENTER WINDOW 		
CF | 		
CF | You take a look through the broken window and have second thoughts. 		
CF | You would surely be drowned in the fast flowing river directly beneath 		
CF | the window. 		
CF | 		
CF | > 		Knight_Otu says, "We're just piling up crimes here."
		Jacqueline says, "This is not, like, murder-of-security-guards horrible, but it's not nice."
		MoyTravis says, "I mean we're breaking into a guy's house to steal their money."
DavidW says (to ClubFloyd), "e" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > E 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		MoyTravis says, "The premise is not nitce."
DavidW says (to ClubFloyd), "e" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		MoyTravis says, "Nice."
		Jacqueline says (to Travis), "I know. I do not like any of it."
DavidW says (to ClubFloyd), "unlock iron door with poker" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > UNLOCK IRON DOOR WITH POKER 		
CF | 		
CF | The poker doesn't fit the lock. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "hit iron door with poker" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > HIT IRON DOOR WITH POKER 		
CF | 		
CF | You wedge the poker between the iron door and the stone wall. By 		
CF | levering it with all your might, you manage to break the lock. You 		
CF | should now be able to open the door. 		
CF | 		
CF | > 		Jacqueline says, "The squirrel murder, the burglary, the destruction of property..."
DavidW says (to ClubFloyd), "open iron door" 		
CF ] LaboratoryuseHouset 		
CF | 		
CF | > OPEN IRON DOOR 		
CF | 		
CF | You open the iron door. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] South of Houseouset 		
CF | 		
CF | > S 		
CF | 		
CF | South of House 		
CF | You're standing outside the alchemist's house. The front door faces 		
CF | you to the north. The undergrowth is cleared around the outside of the 		
CF | house to the east and west. You can hear the sound of running water 		
CF | nearby. The main path, the one that brought you here, heads back to 		
CF | the south. 		
CF | 		
CF | You can see an iron door here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "e" 		
CF ] Southeast of Houset 		
CF | 		
CF | > E 		
CF | 		
CF | Southeast of House 		
CF | You're at the southeast corner of the house. The clearing around the 		
CF | house continues to the north and west. There are a few large rocks 		
CF | scattered about, but nothing else of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] East of HouseHouset 		
CF | 		
CF | > N 		
CF | 		
CF | East of House 		
CF | You're at the east side of the house. The trunk of a large tree juts 		
CF | into the faint clearing that continues to the north and south around 		
CF | the edge of the house. 		
CF | 		
CF | You can see a wooden crate here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take crate" 		
CF ] East of HouseHouset 		
CF | 		
CF | > TAKE CRATE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Southeast of Houset 		
CF | 		
CF | > S 		
CF | 		
CF | Southeast of House 		
CF | You're at the southeast corner of the house. The clearing around the 		
CF | house continues to the north and west. There are a few large rocks 		
CF | scattered about, but nothing else of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] South of Houseouset 		
CF | 		
CF | > W 		
CF | 		
CF | South of House 		
CF | You're standing outside the alchemist's house. The front door faces 		
CF | you to the north. The undergrowth is cleared around the outside of the 		
CF | house to the east and west. You can hear the sound of running water 		
CF | nearby. The main path, the one that brought you here, heads back to 		
CF | the south. 		
CF | 		
CF | You can see an iron door here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "n" 		
CF ] Laboratoryouseouset 		
CF | 		
CF | > N 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "d" 		
CF ] Basementryouseouset 		
CF | 		
CF | > D 		
CF | 		
CF | Basement 		
CF | This is the basement below the alchemist's laboratory. The flickering 		
CF | light of your candle reveals small piles of gold heaped against the 		
CF | walls. There are no exits, apart from the one leading back up to the 		
CF | laboratory. 		
CF | 		
CF | You can see a trapdoor here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "fill crate with gold" 		
CF ] Basementryouseouset 		
CF | 		
CF | > FILL CRATE WITH GOLD 		
CF | 		
CF | You fill the crate with as much gold as you can carry. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | > 		Jacqueline shakes her head.
		MoyTravis says, "I mean I eat meat. So."
DavidW says (to ClubFloyd), "u" 		
CF ] Laboratoryouseouset 		
CF | 		
CF | > U 		
CF | 		
CF | Laboratory 		
CF | This must be the alchemist's laboratory. It's very gloomy due to the 		
CF | lack of windows. The only light comes from small flames that are 		
CF | heating experiments on the workbench in the middle of the room. All 		
CF | sorts of papers and paraphernalia are strewn about. The chimney you 		
CF | came down ends in a fireplace against the north wall. There's an oak 		
CF | door in the west wall and shelving on the east wall. The iron door to 		
CF | the south is no doubt the front door. There's also a trapdoor in the 		
CF | floor. 		
CF | 		
CF | You can see a trapdoor, an oak door, an iron door, a log and a rug 		
CF | here. 		
CF | 		
CF | On the shelving you can see an empty bottle. In the fireplace you can 		
CF | see some ashes. 		
CF | 		
CF | > 		Knight_Otu says, "Watch the gold turn into lead in the end."
DavidW says (to ClubFloyd), "s" 		
CF ] South of Houseouset 		Jacqueline says, "True. At least the squirrel was not part of the industrial ag complex."
CF | 		
CF | > S 		
CF | 		
CF | South of House 		
CF | You're standing outside the alchemist's house. The front door faces 		
CF | you to the north. The undergrowth is cleared around the outside of the 		
CF | house to the east and west. You can hear the sound of running water 		
CF | nearby. The main path, the one that brought you here, heads back to 		
CF | the south. 		
CF | 		
CF | You can see an iron door here. 		
CF | 		
CF | > 		MoyTravis says, "That'd be funny."
		Jacqueline says, "I hope that happens. ha."
DavidW says (to ClubFloyd), "x map" 		
CF ] South of Houseouset 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		DavidW says, "I assume we try to go back"
DavidW says (to ClubFloyd), "s" 		
CF ] Path through Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Path through Forest 		
CF | The path winds through the trees. You can see something in a break in 		
CF | the trees to the north. Otherwise, you can return to the dense forest 		
CF | to the south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south and west. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--X<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--o->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w. s. s. w. w. s." 		
CF ] Dense Forest Forest 		
CF | 		
CF | > W. S. S. W. W. S. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south, east and west. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south, east and west. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north and west. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, east and west. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go north, south and east. 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south, east and west. 		
CF | 		
CF | You feel something brush against your back, but when you turn around, 		
CF | it's only a tree. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | | 		
CF | o--o--o--o<-o->o--o 		
CF | | | | | ^ ^ | 		
CF | o--o--o--o<-o<-o--o 		
CF | ^ ^ | | v ^ | 		
CF | o--o--o<-o<-o<-o->o 		
CF | v ^ ^ ^ ^ ^ | 		
CF | C--X->o->o<-o--o<-o->o 		
CF | v ^ | ^ v ^ | 		
CF | o->o--o<-o<-o->o->o 		
CF | v v ^ ^ v v | 		
CF | o<-o->o->o->o->o--o 		
CF | | ^ v | v | | 		
CF | o--o--o--o--o--o<-o 		
CF | C = Cart, X = You 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Path through Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Path through Forest 		
CF | You're on a path through the forest. It appears to stop at an 		
CF | abandoned cart. The only obvious way out of here is back to the west, 		
CF | although the map indicates a path east of the cart. 		
CF | 		
CF | You can see an abandoned cart (which contains some dirt, plants and 		
CF | weeds) here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "w" 		
CF ] Pasturerough Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Pasture 		
CF | This is a well-grazed pasture in the middle of the forest. The 		
CF | shepherd is gone. He must have gone home to make his squirrel stew. 		
CF | You can leave the pasture via the gate to the south, but there's also 		
CF | a path to the east. 		
CF | 		
CF | You can see an oak tree, a rock and some sheep here. 		
CF | 		
CF | > 		Jacqueline asks, "So the cart is just a landmark?"
DavidW says (to ClubFloyd), "x rock" 		
CF ] Pasturerough Forest 		
CF | 		
CF | > X ROCK 		
CF | 		
CF | This is the rock that the shepherd was sitting on. 		
CF | 		
CF | > 		Knight_Otu says, "Probably."
DavidW says (to ClubFloyd), "s" 		
CF ] End of Trail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | End of Trail 		
CF | The trail ends at a gate to the north. The felled tree has flattened 		
CF | the fence and the gate, so you can now proceed to the north or return 		
CF | to the south. 		
CF | 		
CF | You can see an oak tree and a sign here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Trailf Trail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | You can hear someone to the south. It must be the alchemist. 		
CF | 		
CF | > 		Knight_Otu says, "Uh oh."
DavidW says (to ClubFloyd), "e" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > E 		
CF | 		
CF | Clearing 		
CF | You're in a small clearing surrounded by dense forest. You can only go 		
CF | back to the west. 		
CF | 		
CF | You can see a tree stump here. 		
CF | 		
CF | You can hear someone to the west. It must be the alchemist. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "listen" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You can't hear anything other than the rustling of the leaves in the 		
CF | forest and the occasional twitter of a bird. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "z" 		
CF ] Clearingrail Forest 		
CF | 		
CF | > Z 		
CF | 		
CF | Nothing happens. 		
CF | 		
CF | > 		Jacqueline asks, "Wow, so we destroyed that person's gate and that wasn't even the alchemist's house, so we went on to do more property damage elsewhere?"
DavidW says (to ClubFloyd), "w" 		
CF ] Trailingrail Forest 		
CF | 		
CF | > W 		
CF | 		
CF | Trail 		
CF | You're following a north-south trail that looks like mud mixed with 		
CF | leaves. A branch to the east continues further into the forest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Forestngrail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Forest 		
CF | You're on a well-trodden trail surrounded by tall trees. You can 		
CF | follow the trail to the north or south. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "s" 		
CF ] Forestngrail Forest 		
CF | 		
CF | > S 		
CF | 		
CF | Congratulations. You have stolen the alchemist's gold. You feel a bit 		
CF | guilty, but try to justify your actions by telling yourself that he 		
CF | can make plenty more. 		
CF | 		
CF | [The score has just gone up by 10 points.] 		
CF | 		
CF | 		
CF | *** You have won *** 		
CF | 		
CF | In that game you scored 100 out of a possible 100, in 256 turns. 		
CF | 		
CF | Would you like to RESTART, RESTORE, UNDO the last move, give the FULL 		
CF | score for that game or QUIT? 		MoyTravis asks, "lol that's it?"
		MoyTravis says, "well ok"
		Knight_Otu says, "A bit guilty. Right."
DavidW says (to ClubFloyd), "full" 		
CF ] Forestngrail Forest 		
CF | 		
CF | > FULL 		
CF | 		
CF | 		
CF | The score was made up as follows: 		
CF | 10 for crushing the gate 		
CF | 10 for catching the squirrel 		
CF | 10 for getting the map 		
CF | 10 for finding the alchemist's house 		
CF | 10 for climbing the tree 		
CF | 10 for dissolving the correct lock 		
CF | 10 for finding the trapdoor 		
CF | 10 for bringing light to the basement 		
CF | 10 for getting the gold 		
CF | 10 for escaping with the gold 		
CF | 		
CF | 100 total (out of 100) 		
CF | 		
CF | Would you like to RESTART, RESTORE, UNDO the last move, give the FULL 		
CF | score for that game or QUIT? 		MoyTravis says, "I don't think this guy feels guilty."
		Roger says, "feels worse about the squirrel"
		Jacqueline says, "Wait - 'You can hear someone to the west. It must be the alchemist.' ?? Sure. Must be."
		Jacqueline says, "This game, man."
		Jacqueline says, "This certainly was a game."
		MoyTravis says, "This is extremely a "I want to make a light puzzler" game."
		Jacqueline says, "Sorry, Garry Francis, I know I am sounding critical."
		Knight_Otu says, "Not quite what I was expecting."
		Jacqueline says (to Travis), "Yeah"
		DavidW says, "yeah, I was expecting something more alchemy."
		Jacqueline says, "I mean, it was solidly coded, intuitive, we got through it quickly but not too quickly. So all of that was well done."
		DavidW says, "yes"
		MoyTravis says, "The operative word in the title was Gold, not Alchemist."
		Knight_Otu says, "Feels a bit like an old game book, maybe."
		Jacqueline says (to KO), "Yes."
DavidW says (to ClubFloyd), "RESTORE" 		
DavidW says (to ClubFloyd), "cf3" 		
CF | score for that game or QUIT? 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Top of Treel Forest 		
CF | Ok. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "credits" 		
CF ] Top of Treel Forest 		
CF | 		
CF | > CREDITS 		
CF | 		
CF | Concept by Lucian Blebea and Mike Manard. 		
CF | Game design and coding by Garry Francis. 		
CF | Play testing by Christopher Merriner, Dee Cooke, Edo Rajh, Jade J 		
CF | Aincioa, Phil Riley, Rovarsson and Stu Dobbie. 		
CF | 		
CF | > 		DavidW says, "Looks like it is a remake."
		Jacqueline asks (of DW), "Can we see the descriptive maze text?"
		DavidW asks, "sure. how?"
Jacqueline says (to ClubFloyd), "restore" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
Jacqueline says (to ClubFloyd), "cf1" 		
CF ] Dense Forest Forest 		
CF | Ok. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "map off" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > MAP OFF 		
CF | 		
CF | The ASCII map is now off. 		
CF | 		
CF | > 		Knight_Otu says, "I think it's MAP OFF"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > L 		
CF | 		
CF | Dense Forest 		
CF | You're in a forest of tangled trees. There's no clear path, but arrows 		
CF | carved into a tree indicate you can go south, east and west. 		
CF | 		
CF | > 		Jacqueline says, "Oh gosh."
		MoyTravis exclaims, "I mean if the author set out saying "Hey I want to make a light puzzler" and came out on the other side with this then job well done!"
Knight_Otu says (to ClubFloyd), "x map" 		
CF ] Dense Forest Forest 		
CF | 		
CF | > X MAP 		
CF | 		
CF | It's a map of the forest arranged in a 7 by 7 grid. Each cell of the 		
CF | grid has one or more arrows pointing in the directions as follows: 		
CF | Row 1: Cell 1 east and south. Cell 2 south, east and west. Cell 3 		
CF | south, east and west. Cell 4 south and west. Cell 5 north out of the 		
CF | forest, east and west. Cell 6 east. Cell 7 south and west. 		
CF | Row 2: Cell 1 north and east. Cell 2 north, east and west. Cell 3 		
CF | north, south, east and west. Cell 4 north, south and west. Cell 5 		
CF | north, south and west. Cell 6 north, east and west. Cell 7 north, 		
CF | south and west. 		
CF | Row 3: Cell 1 north, south and east. Cell 2 north, east and west. Cell 		
CF | 3 north and west. Cell 4 north and west. Cell 5 west. Cell 6 north, 		
CF | east and west. Cell 7 north and south. 		
CF | Row 4: Cell 1 south, east and west to the cart. Cell 2 north and east. 		
CF | Cell 3 north and south. Cell 4 north, east and west. Cell 5 north, 		
CF | south and west. Cell 6 north, east and west. Cell 7 north and south. 		
CF | Row 5: Cell 1 south and east. Cell 2 north, south and east. Cell 3 		
CF | north and west. Cell 4 north and west. Cell 5 south, east and west. 		
CF | Cell 6 north, south and east. Cell 7 north and south. 		
CF | Row 6: Cell 1 south. Cell 2 east and west. Cell 3 north, south and 		
CF | east. Cell 4 north, south and east. Cell 5 south and east. Cell 6 		
CF | south and east. Cell 7 north, south and west. 		
CF | Row 7: Cell 1 north and east. Cell 2 north, east and west. Cell 3 east 		
CF | and west. Cell 4 north, east and west. Cell 5 east and west. Cell 6 		
CF | north and west. Cell 7 north and west. 		
CF | 		
CF | You are located at column 1, row 4. 		
CF | 		
CF | > 		Jacqueline says (to Travis), "Yeah."
		MoyTravis says, "Huh. Well. Uh."
		Knight_Otu says, "Oh god."
		Jacqueline says (to KO), "OH GOSH"
		MoyTravis says, "One could graph it, had they the inclination."
		Jacqueline says, "I mean, yeah."
		MoyTravis says, "I would not! But the information is present in the words."
		Jacqueline says, "One wonders why there is even a maze if the solution is handed to you..."
		Jacqueline asks, "I guess we could have gone through this without killing the squirrel?"
		MoyTravis says, "Well there are people in the world who do mazes recreationally."
		Jacqueline says (to Travis), "I suppose there are."
		MoyTravis says, "That's a good question, actually."
		Knight_Otu says, "Unfortunately, I think we can't even enter the maze without the map."
		DavidW says, "The cart did look like a dead end at first, yes."
		Jacqueline asks (of KO), "If that's the case, then... hrm. Why then?"
		Jacqueline says, "(That is a rhetorical question.)"
		Knight_Otu says, "That's good, because I have no answer."
		Jacqueline laughs.
		DavidW says, "belatedly, I remember that Frobozz Magic Support has a one-way chimney."
		Jacqueline says, "So does Zork I"



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ClubFloyd Transcript:
Anita's Goodbye by IlDiavoloVesteRosa
You Won't Get Her Back by Andrew Schultz
As played on ifMUD on July 24, 2022 July 24, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Anita's Goodbye written by IlDiavoloVesteRosa and You Won't Get Her Back written by Andrew Schultz. These games were released as part of the 2022 ParserComp. You can learn more about the games, including how to download them, by visiting the IFDB pages for Anita's Goodbye and You Won't Get Her Back.

WARNING! Below you will find a transcript of people playing these games, and it goes without saying that the transcript is full of spoilers. So, if you've never played these games, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.

To skip directly to a particular game, click on its title:

Anita's Goodbye by IlDiavoloVesteRosa
You Won't Get Her Back by Andrew Schultz
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask anitasgoodbye" 		
CF ] Garage 		
CF | 		
CF | 		
CF | 		
CF | In the darkness, you hear a robotic voice. "Hello... I am to believe 		
CF | that you are XXXX, are you not? You need not to answer. Unfortunately, 		
CF | as you know, most of the nerve endings of your body had to be severed, 		
CF | so I will guide you, instead. I will describe things for you, and you 		
CF | give me instructions on how to act. As you know, we are not in our 		
CF | original timeline, but in the alternate one where Anita is alive. You 		
CF | wanted to say goodbye to her, so I brought you here. Now hurry, as, 		
CF | ironically, we do not have much time. Start by grabbing your 		
CF | TT-Device." 		
CF | 		
CF | Anita's Goodbye 		
CF | An Interactive Fiction by IlDiavoloVesteRosa 		
CF | Release 1 / Serial number 220701 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | You also notice a strange device with two "T" letters on it, and 		
CF | various levers and buttons on both sides. It definetly doesn't belong 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take device" 		
CF ] Garage 		
CF | > 		
CF | > TAKE DEVICE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Knight_Otu says, "Well, that sounds like a bunch of inadvisable things to do."
DavidW says (to ClubFloyd), "x device" 		
CF ] Garage 		
CF | > 		
CF | > X DEVICE 		
CF | 		
CF | I recognize this. This is your Time Travelling Device. Try using 		
CF | "Travel back" and "Travel forward" to Time Travel. 		
CF | 		
CF | > 		DavidW asks, "so.. south?"
		Knight_Otu says, "Or try to break the time-space continuum."
DavidW says (to ClubFloyd), "s" 		
CF ] Garage 		
CF | > 		
CF | > S 		
CF | 		
CF | (first opening the Garage Door) 		
CF | It seems to be locked. 		
CF | 		
CF | > 		Jade says, "ok, I am back"
DavidW says (to ClubFloyd), "x phone" 		
CF ] Garage 		
CF | > 		
CF | > X PHONE 		
CF | 		
CF | An old cellphone, with which you could call a locksmith. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phone locksmith" 		
CF ] Garage 		
CF | > 		
CF | > PHONE LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "use phone" 		
CF ] Garage 		
CF | > 		
CF | > USE PHONE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take phone" 		
CF ] Garage 		
CF | > 		
CF | > TAKE PHONE 		
CF | 		
CF | You should not bring it with you, especially through time. Try stating 		
CF | that it "was here" or "will be here" to Time Warp it, instead. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		DavidW says, "well, I'm confused"
DavidW says (to ClubFloyd), "x me" 		
CF ] Garage 		
CF | > 		
CF | > X ME 		
CF | 		
CF | I.. really shouldn't tell you how you look. Time Travelling is 		
CF | complicated. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "i" 		
CF ] Garage 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | Time Travel Device 		
CF | 		
CF | > 		Jade says, "turn on phone"
DavidW says (to ClubFloyd), "turn on phone" 		
CF ] Garage 		
CF | > 		
CF | > TURN ON PHONE 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		Jade says, "switch on phone"
		Jade says, "lol"
		DavidW asks, "Maybe we do need to time travel?"
DavidW says (to ClubFloyd), "look" 		
CF ] Garage 		
CF | > 		
CF | > LOOK 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x calendar" 		
CF ] Garage 		
CF | > 		
CF | > X CALENDAR 		
CF | 		
CF | Wondering why people use calendars without writing any events on them. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x device" 		
CF ] Garage 		
CF | > 		
CF | > X DEVICE 		
CF | 		
CF | I recognize this. This is your Time Travelling Device. Try using 		
CF | "Travel back" and "Travel forward" to Time Travel. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel back" 		
CF ] Past Garage 		
CF | > 		
CF | > TRAVEL BACK 		
CF | 		
CF | You travelled back in time! 		
CF | 		
CF | Past Garage 		
CF | The garage looks quite the same, but an old-looking car is parked 		
CF | inside, but it looks like it's locked. According to this calendar, 		
CF | today is May, 21st. 		
CF | 		
CF | To the south, the garage door still towers between us and the outside. 		
CF | 		
CF | > 		Jade says, "x bulb"
		Knight_Otu says, "(I did check the IFBD pages of the two games, by the way. The Dev System is just stated as ADRIFT, but the IFIDs starting with ADRIFT-500 may have been a clue.)"
DavidW says (to ClubFloyd), "x car" 		
CF ] Past Garage 		
CF | > 		
CF | > X CAR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Past Garage 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x automobile" 		
CF ] Past Garage 		
CF | > 		
CF | > X AUTOMOBILE 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take all" 		
CF ] Past Garage 		
CF | > 		
CF | > TAKE ALL 		
CF | 		
CF | There are none at all available! 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel forward" 		
CF ] Garage 		
CF | > 		
CF | > TRAVEL FORWARD 		
CF | 		
CF | You travelled forward in time! 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel forward" 		
CF ] Future Garage 		
CF | > 		
CF | > TRAVEL FORWARD 		
CF | 		
CF | You travelled forward in time! 		
CF | 		
CF | Future Garage 		
CF | The silence of the garage is replaced by the noise of rain outside. 		
CF | According to this calendar, today is May, 23rd. Looks like the year is 		
CF | consistent between calendars. 		
CF | 		
CF | To the south, the garage door towers between us and the outside... 		
CF | maybe doing something in the past could open the door in this time. 		
CF | 		
CF | > 		
Jade x phone on tabe 		Knight_Otu says, "Well, we tried, game."
		Jade says, "table"
DavidW says (to ClubFloyd), "open door" 		
CF ] Future Garage 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel back" 		
CF ] Garage 		
CF | > 		
CF | > TRAVEL BACK 		
CF | 		
CF | You travelled back in time! 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x phone" 		
CF ] Garage 		
CF | > 		
CF | > X PHONE 		
CF | 		
CF | An old cellphone, with which you could call a locksmith. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x lightbulb" 		
CF ] Garage 		
CF | > 		
CF | > X LIGHTBULB 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bulb" 		
CF ] Garage 		
CF | > 		
CF | > X BULB 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take phone" 		
CF ] Garage 		
CF | > 		
CF | > TAKE PHONE 		
CF | 		
CF | You should not bring it with you, especially through time. Try stating 		
CF | that it "was here" or "will be here" to Time Warp it, instead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phone was here" 		
CF ] Garage 		
CF | > 		
CF | > PHONE WAS HERE 		
CF | 		
CF | Cellphone was here before. It vanishes from your sight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel back" 		
CF ] Past Garage 		
CF | > 		
CF | > TRAVEL BACK 		
CF | 		
CF | You travelled back in time! 		
CF | 		
CF | Past Garage 		
CF | The garage looks quite the same, but an old-looking car is parked 		
CF | inside, but it looks like it's locked. According to this calendar, 		
CF | today is May, 21st. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door still towers between us and the outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take phone" 		
CF ] Past Garage 		
CF | > 		
CF | > TAKE PHONE 		
CF | 		
CF | You should not bring it with you, especially through time. Try stating 		
CF | that it "was here" or "will be here" to Time Warp it, instead. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "turn on phone" 		
CF ] Past Garage 		
CF | > 		
CF | > TURN ON PHONE 		
CF | 		
CF | It isn't something you can switch. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open phone" 		
CF ] Past Garage 		
CF | > 		
CF | > OPEN PHONE 		
CF | 		
CF | It isn't something you can open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "call" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Jade surprising 		DavidW says, "I don't get this. Perhaps this is the broken version."
DavidW says (to ClubFloyd), "version" 		
CF ] Past Garage 		
CF | > 		
CF | > VERSION 		
CF | 		
CF | Anita's Goodbye 		
CF | An Interactive Fiction by IlDiavoloVesteRosa 		
CF | Release 1 / Serial number 220701 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | Identification number: //157D38AB-932A-49AA-9EA5-2705C29B6978// 		
CF | Interpreter version 1.3.1 / VM 3.1.2 / Library serial number 080126 		
CF | Standard Rules version 3/120430 by Graham Nelson 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "celebrate" 		
CF ] Past Garage 		
CF | > 		
CF | > CELEBRATE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		Knight_Otu says, "Version 1. That may well be the broken one, yes."
		Jade says, "call lockersmith"
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call lockersmith" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKERSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, "The game doesn't know CALL."
DavidW says (to ClubFloyd), "dial locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > DIAL LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phone locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > PHONE LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "telephone locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > TELEPHONE LOCKSMITH 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		Jade says, "it seems so"
DavidW says (to ClubFloyd), "use phone" 		
CF ] Past Garage 		
CF | > 		
CF | > USE PHONE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search phone" 		
CF ] Past Garage 		
CF | > 		
CF | > SEARCH PHONE 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "push phone" 		
CF ] Past Garage 		
CF | > 		
CF | > PUSH PHONE 		
CF | 		
CF | Nothing obvious happens. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "knock door" 		
CF ] Past Garage 		
CF | > 		
CF | > KNOCK DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x calendar" 		
CF ] Past Garage 		
CF | > 		
CF | > X CALENDAR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF ] Past Garage 		
CF | > 		
CF | > L 		
CF | 		
CF | Past Garage 		
CF | The garage looks quite the same, but an old-looking car is parked 		
CF | inside, but it looks like it's locked. According to this calendar, 		
CF | today is May, 21st. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door still towers between us and the outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "in" 		
CF ] Past Garage 		
CF | > 		
CF | > IN 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "enter car" 		
CF ] Past Garage 		
CF | > 		
CF | > ENTER CAR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x shelf" 		
CF ] Past Garage 		
CF | > 		
CF | > X SHELF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "I tried the other version, and CALL works there."
		DavidW says, "sigh."
		DavidW says, "so if I want this to work, I need to upload the new version."
		DavidW says, "And I can't reuse the old name."
		Knight_Otu says, "Yeah."
		Jade says, "uf, uf"
DavidW goes home. 		
DavidW has disconnected. 		
DavidW has arrived. 		DavidW says, "accidentally quit mud instead of game. Getting frustrated here."
DavidW says (to ClubFloyd), "q" 		
CF ] Past Garage 		
CF | > 		
CF | > Q 		
CF | 		
CF | Are you sure you want to quit? 		
DavidW says (to ClubFloyd), "y" 		
CF | Are you sure you want to quit? 		
CF | > Y 		
CF | cheapglulxe quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		
DavidW says (to ClubFloyd), "load sleepmask anitasv2" 		
CF ] Garage 		
CF | 		
CF | 		
CF | 		
CF | In the darkness, you hear a robotic voice. "Hello... I am to believe 		
CF | that you are XXXX, are you not? You need not to answer. Unfortunately, 		
CF | as you know, most of the nerve endings of your body had to be severed, 		
CF | so I will guide you, instead. I will describe things for you, and you 		
CF | give me instructions on how to act. As you know, we are not in our 		
CF | original timeline, but in the alternate one where Anita is alive. You 		
CF | wanted to say goodbye to her, so I brought you here. Now hurry, as, 		
CF | ironically, we do not have much time. Start by grabbing your 		
CF | TT-Device." 		
CF | 		
CF | Anita's Goodbye 		
CF | An Interactive Fiction by IlDiavoloVesteRosa 		
CF | Release 1 / Serial number 220703 / Inform 7 build 6M62 (I6/v6.33 lib 		
CF | 6/12N) 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | You also notice a strange device with two "T" letters on it, and 		
CF | various levers and buttons on both sides. It definetly doesn't belong 		
CF | here. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take device" 		
CF ] Garage 		
CF | > 		
CF | > TAKE DEVICE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | Calling the locksmith right now.. 		
CF | ... 		
CF | Nobody picked up. Probably because it's Sunday. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "phone was here" 		
CF ] Garage 		
CF | > 		
CF | > PHONE WAS HERE 		
CF | 		
CF | Cellphone was here before. It vanishes from your sight. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "travel back" 		
CF ] Past Garage 		
CF | > 		
CF | > TRAVEL BACK 		
CF | 		
CF | You travelled back in time! 		
CF | 		
CF | Past Garage 		
CF | The garage looks quite the same, but an old-looking car is parked 		
CF | inside, but it looks like it's locked. According to this calendar, 		
CF | today is May, 21st. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door still towers between us and the outside. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | Calling the locksmith right now.. 		
CF | ... 		
CF | "Heya mate, what is the problem?" 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "tell locksmith about door" 		
CF ] Past Garage 		
CF | > 		
CF | > TELL LOCKSMITH ABOUT DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu asks, "SAY GARAGE DOOR maybe?"
DavidW says (to ClubFloyd), "tell phone about door" 		
CF ] Past Garage 		
CF | > 		
CF | > TELL PHONE ABOUT DOOR 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "say garage door" 		
CF ] Past Garage 		
CF | > 		
CF | > SAY GARAGE DOOR 		
CF | 		
CF | (to yourself) 		
CF | There is no reply. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
DavidW says (to ClubFloyd), "say garage door to phone" 		
CF ] Past Garage 		
CF | > 		
CF | > SAY GARAGE DOOR TO PHONE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "say garage door to locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > SAY GARAGE DOOR TO LOCKSMITH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open door" 		
CF ] Past Garage 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x phone" 		
CF ] Past Garage 		
CF | > 		
CF | > X PHONE 		
CF | 		
CF | An old cellphone, with which you could call a locksmith. 		
CF | 		
CF | > 		Jade says, "ask locksmith about door"
DavidW says (to ClubFloyd), "call locksmith" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | Calling the locksmith right now.. 		
CF | ... 		
CF | "Heya mate, what is the problem?" 		
CF | 		
CF | > 		DavidW says, "The locksmith ISN'T HERE."
Knight_Otu says (to ClubFloyd), "garage door" 		
CF ] Past Garage 		
CF | > 		
CF | > GARAGE DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		DavidW says, "This is so badly coded."
		DavidW says, "Someone else drive."
Knight_Otu says (to ClubFloyd), "call locksmith about garage door" 		
CF ] Past Garage 		
CF | > 		
CF | > CALL LOCKSMITH ABOUT GARAGE DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "phone was here" 		
CF ] Past Garage 		
CF | > 		
CF | > PHONE WAS HERE 		
CF | 		
CF | Sending an object that back in time could destroy it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x device" 		
CF ] Past Garage 		
CF | > 		
CF | > X DEVICE 		
CF | 		
CF | I recognize this. This is your Time Travelling Device. Try using 		
CF | "Travel back" and "Travel forward" to Time Travel. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "travel forward" 		
CF ] Garage 		
CF | > 		
CF | > TRAVEL FORWARD 		
CF | 		
CF | You travelled forward in time! 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | > 		DavidW says, "yeah, maybe you have to call in the future."
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Garage 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "travel back" 		
CF ] Past Garage 		
CF | > 		
CF | > TRAVEL BACK 		
CF | 		
CF | You travelled back in time! 		
CF | 		
CF | Past Garage 		
CF | The garage looks quite the same, but an old-looking car is parked 		
CF | inside, but it looks like it's locked. According to this calendar, 		
CF | today is May, 21st. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door still towers between us and the outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "phone will be here" 		
CF ] Past Garage 		
CF | > 		
CF | > PHONE WILL BE HERE 		
CF | 		
CF | Cellphone will here in a future time. It vanishes from your sight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "travel forward" 		
CF ] Garage 		
CF | > 		
CF | > TRAVEL FORWARD 		
CF | 		
CF | You travelled forward in time! 		
CF | 		
CF | Garage 		
CF | The garage is quite spacious without any car in it. The lightbulb 		
CF | above flickers, illuminating a calendar from the start of 202X. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door towers between us and the outside. 		
CF | 		
CF | According to this calendar, today is May, 22nd. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "phone will be here" 		
CF ] Garage 		
CF | > 		
CF | > PHONE WILL BE HERE 		
CF | 		
CF | Cellphone will here in a future time. It vanishes from your sight. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "travel forward" 		
CF ] Future Garage 		
CF | > 		
CF | > TRAVEL FORWARD 		
CF | 		
CF | You travelled forward in time! 		
CF | 		
CF | Future Garage 		
CF | The silence of the garage is replaced by the noise of rain outside. 		
CF | According to this calendar, today is May, 23rd. Looks like the year is 		
CF | consistent between calendars. 		
CF | 		
CF | An old cellphone rests on a shelf. It must have been forgotten here. 		
CF | 		
CF | To the south, the garage door towers between us and the outside... 		
CF | maybe doing something in the past could open the door in this time. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "call locksmith" 		
CF ] Future Garage 		
CF | > 		
CF | > CALL LOCKSMITH 		
CF | 		
CF | Calling the locksmith right now.. 		
CF | ... 		
CF | "Heya mate, tell me the problem!" 		
CF | 		
CF | > 		DavidW asks, "I wanna send the door back in time. Why can't we do that, game?"
Knight_Otu says (to ClubFloyd), "say garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > SAY GARAGE DOOR 		
CF | 		
CF | (to yourself) 		
CF | There is no reply. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell locksmith about garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > TELL LOCKSMITH ABOUT GARAGE DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell phone about garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > TELL PHONE ABOUT GARAGE DOOR 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > GARAGE DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell locksmith" 		
CF ] Future Garage 		
CF | > 		
CF | > TELL LOCKSMITH 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell phone" 		
CF ] Future Garage 		
CF | > 		
CF | > TELL PHONE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
DavidW says (to ClubFloyd), "problem is door" 		
CF ] Future Garage 		
CF | > 		
CF | > PROBLEM IS DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		Jacqueline says, "Well, well. Looks like we're having a wonderful time."
		Jade says, "hard uestion"
DavidW says (to ClubFloyd), "answer door" 		
CF ] Future Garage 		
CF | > 		
CF | > ANSWER DOOR 		
CF | 		
CF | (to yourself) 		
CF | There is no reply. 		
CF | 		
CF | > 		DavidW says (to Jacqueline), "I made a mess of things."
		Jade says, "hi jacqueline"
		Knight_Otu says, "Short coding time leading to reading the author's mind problem."
		Knight_Otu says, "Also, hi."
		Jacqueline says, "I don't think you're culpable in this at all, David."
		Jacqueline says (to KO), "Yeah"
		Jacqueline says (to Jade), "Hi, Jade. Glad that you're feeling better."
Knight_Otu says (to ClubFloyd), "ask phone about garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > ASK PHONE ABOUT GARAGE DOOR 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask locksmith about garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > ASK LOCKSMITH ABOUT GARAGE DOOR 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "point phone at garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > POINT PHONE AT GARAGE DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "show door to phone" 		
CF ] Future Garage 		
CF | > 		
CF | > SHOW DOOR TO PHONE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		Knight_Otu says, "There is one specific phrasing that works that excludes all other possibilities, I suspect."
Knight_Otu says (to ClubFloyd), "phone, unlock door" 		
CF ] Future Garage 		
CF | > 		
CF | > PHONE, UNLOCK DOOR 		
CF | 		
CF | You can't talk to Cellphone. 		
CF | 		
CF | > 		Jade asks, "is there a phone in future?"
		DavidW says, "we moved it to future, yes"
		Knight_Otu says, "We did send the phone to... right."
DavidW says (to ClubFloyd), "door was never here" 		
CF ] Future Garage 		
CF | > 		
CF | > DOOR WAS NEVER HERE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "locksmith, unlock door" 		
CF ] Future Garage 		
CF | > 		
CF | > LOCKSMITH, UNLOCK DOOR 		
CF | 		
CF | You seem to want to talk to someone, but I can't see whom. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "door will be here" 		
CF ] Future Garage 		
CF | > 		
CF | > DOOR WILL BE HERE 		
CF | 		
CF | You can't Time Warp THAT. 		
CF | 		
CF | > 		Jacqueline says, "This is... yeah."
		Jade says, "it seemed to work in the past"
Knight_Otu says (to ClubFloyd), "break door" 		
CF ] Future Garage 		
CF | > 		
CF | > BREAK DOOR 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "locksmith is here" 		
CF ] Future Garage 		
CF | > 		
CF | > LOCKSMITH IS HERE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "locksmith was here" 		
CF ] Future Garage 		
CF | > 		
CF | > LOCKSMITH WAS HERE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "anita will be here" 		
CF ] Future Garage 		
CF | > 		
CF | > ANITA WILL BE HERE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "no key" 		
CF ] Future Garage 		
CF | > 		
CF | > NO KEY 		
CF | 		
CF | I only understood you as far as wanting to no. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "missing key" 		
CF ] Future Garage 		
CF | > 		
CF | > MISSING KEY 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "locked door" 		
CF ] Future Garage 		
CF | > 		
CF | > LOCKED DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "key was here" 		
CF ] Future Garage 		
CF | > 		
CF | > KEY WAS HERE 		
CF | 		
CF | That's not a verb I recognise. 		
CF | 		
CF | > 		Jade says, "help"
DavidW says (to ClubFloyd), "locked garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > LOCKED GARAGE DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "missing remote" 		
CF ] Future Garage 		
CF | > 		
CF | > MISSING REMOTE 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "no remote" 		
CF ] Future Garage 		
CF | > 		
CF | > NO REMOTE 		
CF | 		
CF | I only understood you as far as wanting to no. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "there is no key" 		
CF ] Future Garage 		
CF | > 		
CF | > THERE IS NO KEY 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "I can't open the garage door" 		
CF ] Future Garage 		
CF | > 		
CF | > I CAN'T OPEN THE GARAGE DOOR 		
CF | 		
CF | I only understood you as far as wanting to take inventory. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "can't open door" 		
CF ] Future Garage 		
CF | > 		
CF | > CAN'T OPEN DOOR 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break phone" 		
CF ] Future Garage 		
CF | > 		
CF | > BREAK PHONE 		
CF | 		
CF | Violence isn't the answer to this one. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "jump on phone with cleats" 		
CF ] Future Garage 		
CF | > 		
CF | > JUMP ON PHONE WITH CLEATS 		
CF | 		
CF | I only understood you as far as wanting to jump. 		
CF | 		
CF | > 		DavidW says, "I give up."
		DavidW says, "Perhaps pick another game."
		Jacqueline says, "I am impressed that you lasted this long, honestly."
		MoyTravis says, "Hahaha."
		MoyTravis says, "Good try though."
		DavidW says, "Everything's probably hard coded as full statements, and I'm missing a "the" or not phrasing something EXACTLY."
		Jacqueline says, "I saw that one of the games I uploaded did not work. I uploaded what one of you all thought would be the Floydable ones."
		Jacqueline asks, "But maybe Euripedes Enigma?"
		DavidW says, "ADRIFT 5 games aren't Floydable."
		Jacqueline nods.
		DavidW says, "So Enigma is also out."
		Jacqueline says, "Ah."
		Jade says, "hahaha"
		Jacqueline says, "You Won't Get Her Back sounds ominous..."
		DavidW says, "And Schultz's is (shudder) chess-based."
		Jade says, "it is a chess game"
		DavidW says, "Chess should not be in a text-only medium."
		Jade says, "it is funny"
		Jacqueline asks (of DW), "oh... You Won't Get Her Back is a chess thing? That was Andrew's, right?"
		DavidW says, "I think so, yes."
		Jade says, "I tested it. It is a chess game, yes. An easy one."
		Jacqueline says, "Let's do it."
Jacqueline says (to ClubFloyd), "quit" 		
CF ] Future Garage 		
CF | > 		
CF | > QUIT 		
CF | 		
CF | Are you sure you want to quit? 		
Jacqueline says (to ClubFloyd), "hell yes" 		
CF ] Future Garage 		
CF | Are you sure you want to quit? 		
CF | > HELL YES 		
CF | 		
CF | Please answer yes or no.> 		
Jacqueline says (to ClubFloyd), "yes" 		
CF | Please answer yes or no.> 		
CF | > YES 		
CF | cheapglulxe quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		
Jacqueline says (to ClubFloyd), "load sleepmask youwontgetherback" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | If you've played You Won't Get Her Back before, you may wish to jump 		
CF | ahead a bit. Would you like to see the full introduction (F or I), 		
CF | restore a previous game (R), or skip the introduction (S)? 		Knight_Otu says, "Belatedly, I take full responsibility for not realizng that the ADRIFT games were ADRIFT 5."
		Jacqueline says (to KO), "No worries - I likely would not have known, either."
Jacqueline says (to ClubFloyd), "f" 		
CF | restore a previous game (R), or skip the introduction (S)?The war was 		
CF | HIS fault, of course. And you would've won it quickly and easily if 		
CF | you hadn't tried so hard to keep your wife, the white queen, alive. 		
CF | Your counterpart, stupid though he is, knew this and kept forcing 		
CF | small advantages here and there, knowing you'd cede them so your wife 		
CF | and his wouldn't be killed. He didn't care about his own wife, of 		
CF | course. You can't blame him. 		
CF | [NOTE: when the prompt does not appear, it means 		
CF | you need to push any key to continue] 		Jade says, "dont worry"
		Roger says, "cool"
Jacqueline pushes the green 'space' button. 		
CF | you need to push any key to continue] 		
CF | 		
CF | You knew you were objectively losing, but at some point, your wife set 		
CF | you straight. It was time to let her go. After you did, your 		
CF | counterpart skulked off to a corner and barked out commands and 		
CF | laughed as you mixed things up in the center of the board, trying to 		
CF | do something, anything, to keep hope alive. 		
Jacqueline pushes the green 'space' button. 		
CF | do something, anything, to keep hope alive.Now everyone is almost 		
CF | gone. Your "friend" is still smirking in the corner, not getting his 		
CF | hands dirty. You have but a loyal pawn remaining. He has a rook. But 		
CF | your pawn is far advanced. Still, it's too much to expect ... or is 		
CF | it? 		
Jacqueline pushes the green 'space' button. 		
CF | it?From far away, your enemy calls out "You won't get her back!" But 		
CF | you think you can, because you know the magic of what happens when a 		
CF | pawn makes it all the way across the battlefield, and they can and 		
CF | must lay down their lives so someone, anyone on your side, comes back 		
CF | to life. It's usually a queen. Well, in some cases, a monarch tired of 		
CF | his wife asks for someone less, just to show off they could win 		
CF | anyway. 		Jacqueline says, "ha"
Jacqueline pushes the green 'space' button. 		
CF | anyway.But you could never show off that way. You are glad to admit 		
CF | your wife saw and understood things you don't. You just wish she could 		
CF | come back to help with the whole rebuilding process and all the other 		
CF | great plans you had. 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | You Won't Get Her Back renders a chessboard in text maps for 		
CF | room descriptions. This will play very poorly with screen readers. In 		
CF | addition, you may prefer a text description to a chessboard as a 		
CF | matter of taste. Do you wish to activate text/screenreader mode? 		Roger says, "hmmm technically I'm not sure a king and queen are sufficient materiel to actually win, but maybe we'll find out"
		Jacqueline says, "Let's use screen reader mode, I think."
Jacqueline says (to ClubFloyd), "y" 		
CF ] b6 1 - 5 		
CF | 		
CF | > Y 		
CF | 		
CF | 		
CF | Screen reading support will be on for this session. Toggle it with 		
CF | SCREEN or SCR. 		
CF | 		
CF | You Won't Get Her Back 		
CF | The end of a long, brutal war by Andrew Schultz 		
CF | Release 1 / Serial number 220713 / Inform 7 build 6G60 (I6/v6.36 lib 		
CF | 6/12N) 		
CF | 		
CF | b6 		
CF | You're currently at b6. Your ally, the white queen, is at nothing. 		
CF | 		
CF | The enemy king is still skulking at a1, watching the carnage from 		
CF | afar. The enemy rook is at d5. 		
CF | . 		
CF | 		
CF | [NOTE: if you haven't played chess, 		
CF | CH or CHESS will show you all possible 		
CF | moves. Alternatively, MOVES ON/OFF will toggle whether 		
CF | you see all legal moves along with the board. 		
CF | V/VERB/VERBS gives an overview of verbs, 		
CF | and ABOUT and CREDITS both give 		
CF | general information about You Won't Get Her Back.] 		
CF | 		
CF | > 		Knight_Otu says, "Quite the backstory for a chess game."
		Jade says, "it is enough a king and a king to win"
		Jacqueline says, "Yeah. I'd never thought of chess narratively before."
		Jade says, "queen"
		Jacqueline asks, "Should we toggle screen mode, just to see?"
		DavidW says, "I can't do this without a visual of the board layout."
		DavidW says, "I don't see how that can help."
		Jacqueline says, "Yeah. I feel that way too. Wonder how bad the rendering is..."
Jacqueline says (to ClubFloyd), "scr" 		
CF ] b6 1 - 5 		
CF | 		
CF | > SCR 		
CF | 		
CF | Screen reader support is now off. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] b6 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Okay, that is better."
		DavidW says, "oh. Used caps vs lowercase for colour."
		Jacqueline says, "Yeah. Clever."
Jacqueline says (to ClubFloyd), "verbs" 		
CF ] b6 1 - 5 		
CF | 		
CF | > VERBS 		
CF | 		
CF | You Won't Get Her Back accepts commands in standard chess 		
CF | algebraic notation, which seems intimidating, but don't worry, you 		
CF | don't have to know the details. Also, you can use upper or lower case 		
CF | for your commands. 		
CF | 		
CF | You are a king, which moves you can move to any squares vertically, 		
CF | horizontally, or diagonally adjacent. That means if you are on f6, the 		
CF | commands SE, e5 and Ke5 would give the same 		
CF | result, assuming no other piece can move to e5. 		
CF | 		
CF | Of course, you will have to do more than move your king. If you wish 		
CF | to move a pawn, you can say pc7 or even just c7. (Pawns take priority 		
CF | over other pieces if both can move to the same square.) To promote the 		
CF | pawn, c8. To underpromote it, c8=b or c8b will do so. 		
CF | 		
CF | To move a promoted piece, qa8 will do so for the queen. Note 		
CF | that N is used to refer to a knight, as K is taken by 		
CF | the king. 		
CF | 		
CF | You can also say N to set (or re-set) the default piece to 		
CF | promote to, say, the knight. In this case, although K is 		
CF | usually the king in algebraic notation, K is referred to as the 		
CF | knight, since you can't have two kings on the board. 		
CF | 		
CF | After typing meta-commands (META lists these) or toggling 		
CF | options (you can list them with OPT,) typing L or 		
CF | LOOK lets you see the board again. 		
CF | You can see options for board display with OPT. 		
CF | 		
CF | All command parsing is case-insensitive, though standard chess 		
CF | notation capitalizes the piece name. This is just so you have one less 		
CF | thing to worry about. 		
CF | 		
CF | Finally, there is no UNDO or takebacks, because we want to 		
CF | mirror an actual chess scenario here. But don't worry. A successful 		
CF | run shouldn't take too long, so you should be able to retrace your 		
CF | steps easily enough. 		
CF | 		
CF | > 		Jacqueline says, "I think Andrew meant 'You are a king, which *means* you can move'"
		MoyTravis asks, "So we're capitals. Aaaand, is it our turn?"
		Knight_Otu says, "I do guess it is."
		DavidW says, "It's always our turn in IF."
		Roger says, ">OFFER DRAW"
		MoyTravis asks, "Well I guess we just push our pawn to the end of the board?"
		Jacqueline says, "Also, this is giving me 7th Guest flashbacks, not for the first time this week."
		DavidW says, "The rook won't be idle, but I'm no chess player."
		Roger says, "if we move our pawn now, we'll lose it to the rook, yeah"
		Jacqueline says, "Earlier this week, the Wordle of the day was 'TRYST' which is a word I learned from The 7th Guest."
Jacqueline says (to ClubFloyd), "about" 		
CF ] b6 1 - 5 		
CF | 		
CF | > ABOUT 		
CF | 		
CF | You Won't Get Her Back is my third text adventure based on 		
CF | chess. The first is Fivebyfivia Delenda Est, for ParserComp 		
CF | 2021, and the second is Fourbyfourian Quarryin', for IFComp 		
CF | 2021. That seemed about all I could do, where you placed pieces 		
CF | instead of making moves. 		
CF | 		
CF | But then after some discussion on the intfiction boards about chess 		
CF | and text adventures, I was alerted to Magnus Olsson's 		
CF | Zugzwang. It was part of a text-adventure April Fools' joke, 		
CF | but it was well-constructed and explored different possible moves. 		
CF | 		
CF | I'd already done the canonical three pawns vs. three pawns puzzle a 		
CF | long time ago as a sort of experiment, but I remembered one puzzle 		
CF | that would fit well. I didn't want too many pieces. And, well, I 		
CF | remembered one. I hope it's fun for chessplayers and nonplayers alike. 		
CF | 		
CF | > 		Roger shows uncharacteristic restraint.
		Jade says, "nore or lesss"
		DavidW asks, "Can't the pawn take the rook?"
Jacqueline says (to ClubFloyd), "credits" 		
CF ] b6 1 - 5 		
CF | 		
CF | > CREDITS 		
CF | 		
CF | Thanks to Adam Sommerfield for bringing ParserComp back in 2021. 		
CF | Thanks to Christopher Merriner and fos for administrating it in 2022. 		
CF | 		
CF | Thanks to Jade, Mike Russo, and John Zeigler for testing. 		
CF | 		
CF | Thanks to eddieriofer for a ton of really nice bug reports on Github. 		
CF | A lot of work went into them, and they were the first Github bugs I'd 		
CF | received in-comp. While it's always humbling to see what I missed, 		
CF | both technically and with big-picture planning, the work and help and 		
CF | support is greatly appreciated. 		
CF | 		
CF | Thanks to Wade Clarke and Olaf Nowacki for super-quick bug reports 		
CF | (within 24 hours of ParserComp 2022 starting!) of things that 		
CF | should've been obvious in programmer testing, especially if I'd 		
CF | implemented some features at the start of the cycle. 		
CF | 		
CF | Thanks to everyone who showed me cool puzzles over the years 		
CF | (especially this one!) and those who listened to me as I showed a neat 		
CF | game or puzzle to them, as well as all the people who helped renew 		
CF | interest in chess during the pandemic. 		
CF | 		
CF | Thanks to you for playing. 		
CF | 		
CF | > 		Roger says, "no it can't capture en-passant now that it has moved from its starting position"
		Roger says, "but it might be fun to try, sure"
		Jacqueline exclaims, "Yay Jade tests a lot of stuff - that's great, Jade!"
Jacqueline says (to ClubFloyd), "l" 		
CF ] b6 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "and funny"
		DavidW says, "Remind me how a pawn captures again, then. Bulldozes ahead? I can't believe I don't remember this."
		Jacqueline says, "Okay. There. I've done the intro stuff, and here's our board again."
		Jacqueline says (to DW), "Pawns move straight ahead, but then capture by moving one space diagonally."
		DavidW asks, "So take the rook. It's diagonal, no?"
		Jacqueline says, "That seems to easy, but yes."
		Jade says, "always move forward"
		Roger says, "oh maybe we do. It's been a bit too long for me too"
Jacqueline says (to ClubFloyd), "Pd5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PD5 		
CF | 		
CF | You don't seem to be able to move anything to d5. 		
CF | 		
CF | > 		Jacqueline says, "Hrm. Let me look at the notation again, one sec.'"
		Knight_Otu says, "I feel that 7/8 are forward for us."
		Knight_Otu says, "And 1/2 our home rows, so to speak."
		DavidW says, "yeah, I wasn't sure of directions."
		Jade says, "give the name of two locations"
		Jacqueline says (to KO), "OH"
		Jacqueline says, "So, I can't move the pawn that way, then."
		DavidW asks, "So the black king is all the way in our home territory, then?"
		Jacqueline nods. "That makes sense."
		Jacqueline says (to DW), "Apparently."
		Knight_Otu says, "It's been a long game."
		DavidW says, "too long and not long enough"
		Jacqueline asks, "What about our K to c7, then d7, then e6?"
		Jacqueline asks, "I mean, the rook will move in the meantime, but we can take him head-on (just not diagonal). He is about to take our pawn, though, right?"
		Knight_Otu says, "I feel c7 is death for our pawn."
		Jacqueline says, "Yes."
		Jacqueline says, "That is true."
		Jade says, "I think we are not capital letters"
		Roger says, "KC7 is the move, in my opinion"
		Jacqueline says, "We should keep him."
		DavidW says, "We are the capitals"
		Jacqueline says (to Jade), "Aren't we the capital letters? He said that the other king was off skulking in the corner..."
		Jade says, "we have to prevent pawn crowns"
		DavidW says, "We have the pawn"
		Jade says, "last white move wa b6"
Jacqueline says (to ClubFloyd), "look" 		
CF ] b6 1 - 5 		
CF | 		
CF | > LOOK 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "(Sorry, I just like not having to scroll much for the board.)"
		Jade says, "last black move was b6"
		MoyTravis asks, "Pushing the pawn to c7 should be safe, right?"
		Knight_Otu says, "It shouldn't kill us, I'm sure."
		MoyTravis says, "Game says we're at b6, & therefore white."
		Jacqueline says, "Yes, it's safe. I guess we just want to advance him to resurrect the Queen..."
		Roger says (to Moy), "That is my understanding"
		Knight_Otu says, "Also, we're the side with the (P)awn."
		MoyTravis says, "Well, if we walk the pawn & king up we can promote & get a queen."
		DavidW says, "except we'll probably need a knight instead."
Jacqueline says (to ClubFloyd), "Pc" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC 		
CF | 		
CF | Sorry, I couldn't parse that. Commands never need to be more than 		
CF | three words long, and there are only limited squares per move. In this 		
CF | case, you can move your pawn with c7 or move your king with 		
CF | Ka6, Ka7, Kb7 and Kc7. 		
CF | Note most of the time you can drop a piece's first letter if only one 		
CF | piece can move to a square, and commands are case-insensitive. 		
CF | 		
CF | Also, a more comprehensive list of commands is at 		
CF | V/VERB/VERBS. 		
CF | 		
CF | Finally, the parser does not recognize descriptive notation. If you 		
CF | don't know what this means, don't worry. You're probably better off 		
CF | not knowing. But for chess players who wish to do so, sorry. I 		
CF | couldn't find any way to distinguish King to Bishop Seven from King to 		
CF | B7. Which was a convenient excuse to avoid an interesting coding 		
CF | puzzle. 		
CF | 		
CF | > 		Jade says, "go on"
Jacqueline says (to ClubFloyd), "Pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | (the p at the command's start is implicit, so you don't need it) 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Now the Pawn is in peril."
		Roger asks (of Jacq), "how?"
		MoyTravis asks, "Pawn's fine, we can move King b7, yeah?"
		Knight_Otu says, "The Kings is."
		Jade says, "we are checked"
		Jacqueline says (to Roger), "Never mind, I was confused."
		MoyTravis says, "b7 unchecks us, but keeps the pawn between us & rook, so rook can't check again in a single move, which then allows us to promote the pawn."
		Roger says, "That's okay; there's a lot of that going around"
		DavidW says, "I assume we move outself to a7 or b7"
		Jacqueline says (to Roger), "Won't be my last time today, I'm sure."
		Jacqueline asks, "So... Kb7?"
		Knight_Otu asks, "Can't the rook go b6 and check us there?"
		MoyTravis says, "Either are safe."
		DavidW says, "I don't know. This isn't looking good."
		MoyTravis says, "Yeah but we could capture him if he did."
		Knight_Otu says, "Right, kings can capture."
		Roger says, "I'm starting to see why ClubChess didn't catch on"
		Jade says, "kb7"
		Jacqueline says, "He can check us there, but then we can hide behind the -- well, now that I'm thinking a couple of turns ahead I realize that what I was about to say is silly."
		Jacqueline asks, "Oh, so *do* do Kb7?"
		Roger says, "yes"
		Knight_Otu says, "Yeah."
Jacqueline says (to ClubFloyd), "Kb7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB7 		
CF | 		
CF | The rook chuckles as it backpedals to d7. 		
CF | 		
CF | From a distance, the opposing king laughs. "What made you think you 		
CF | could win? The only bummer for me is, my rook will have to kill that 		
CF | worthless pawn next move. I won't get to make you watch your wife die 		
CF | twice in the same war." 		
CF | Congratulations! You just got the PINNED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Gosh"
		Roger says, "I'm not sure what happened"
		MoyTravis says, "RIP"
		Jacqueline says, "We lost and so it reset us, I think."
		Roger says, "yes but how"
		Jacqueline exclaims, "And hey, we got an achievement!"
		Roger says, "Oh, I see it now"
		Knight_Otu says, "Right. Rook goes to c6 and threatens the pawn."
		MoyTravis says, "Ah. Because he can pin & trade rook for pawn, drawing us."
		Roger says, "the pawn can't move to the 8th rank because then it exposes our king to check"
		MoyTravis asks, "King up first?"
		Knight_Otu asks, "Do we maybe have to move the king "southwards"?"
		Knight_Otu asks, "I mean, not now, but after the first pawn move?"
		Jacqueline asks (of KO), "Wouldn't that be checkmate?"
		MoyTravis says, "No, it wouldn't."
		Jacqueline exclaims, "There I am: confused again!"
		Roger says, "moving king to any of the 5 is currently illegal, yeah"
		MoyTravis says, "Yeah that'd work, I think; because Rook couldn't move left because King would capture."
		MoyTravis says, "And pawn threatens d8, so rook can't d8."
		MoyTravis asks, "Except that it doesn't really buy you anything because rook can just chase the king up and down, right?"
		MoyTravis asks, "The rook can trivially eat your turn by rechecking you?"
		Roger says, "There's only so many legal moves here; surely we can brute force it, which is pretty sure how we got a white wife in the first place"
		MoyTravis says, "I think you need to start with the King moving to b7, which swaps the turn order."
		Knight_Otu says, "Hm."
		Roger says, "I'm all for that"
		MoyTravis says, "Except that rook can move to c5, which, RIP."
		DavidW says, "This is the sort of puzzle I need to stare at the layout for half an hour."
		Jade says, "rook is a tower"
		Jacqueline says, "It's the little castle, yeah."
		MoyTravis asks, "How about c7 & then c5?"
		Knight_Otu asks, "Pawn C7, king c5?"
		Jade says, "so we have to move the king"
		Jade says, "first"
		MoyTravis says, "That threatens the rook & the rook has to move either up or down, but it can't go all the way to the last row because the pawn threatens d8."
		Jade says, "c7"
		Jacqueline asks (of KO), "Can you drive?"
		Knight_Otu says, "I can try..."
		Jade says, "king has to protect pawn"
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | Congratulations! You just got the SKEWERED TO A DRAW 		
CF | achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "Well, it wasn't a loss at least."
		Jade says, "k b7"
Knight_Otu says (to ClubFloyd), "kb7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB7 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | Congratulations! You just got the TRADED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] b6 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ka7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KA7 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free, even though you'll need 		
CF | to make a move to guard your pawn. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Jacqueline says, "RESET"
		Knight_Otu says, "Yeah."
		Jacqueline says, "We're going to have to start again."
		Jacqueline says, "(That is a reference.)"
Knight_Otu says (to ClubFloyd), "ka6" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KA6 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free, even though you'll need 		
CF | to make a move to guard your pawn. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Jacqueline says, "In The 7th Guest chess puzzles, the PC is constantly having to start over (at least when played by me... haha) and he alternates by saying, 'That's not right...' and 'I'm going to have to start again' each time."
		Jacqueline says, "Andrew - 'Fortuntaely' typo"
		Jacqueline says, "I suspect he'll review this transcript. I'll email him once it's posted."
		Jade says, "I plyed 7th guest long time ago."
		Knight_Otu says, "So, if there's a winning move it probably has to start with pc7."
		Jacqueline says (to Jade), "It's a game of its time, but I have weird fond memories, as many people do."
		Jacqueline asks (of KO), "Probably?"
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "I tested this game without these problems..."
		Jacqueline says (to Jade), "huh"
		Jacqueline says, "You are better at chess, then."
		Jade says, "but I am off becouse here are 22:00"
Knight_Otu says (to ClubFloyd), "kc5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says (to Jade), "Okay. G'night."
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		MoyTravis says, "Night, Jade."
Knight_Otu says (to ClubFloyd), "ka5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KA5 		
CF | 		
CF | The rook chuckles as it swoops behind the pawn to c6. And you're too 		
CF | far away to even guard it! You will lose the war now. 		
CF | Congratulations! You just got the CAPTURED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "no, I am expectating and confused"
		Knight_Otu says, "Out of curiosity..."
Knight_Otu says (to ClubFloyd), "kc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC7 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free, even though you'll need 		
CF | to get back out of your pawn's way. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Jacqueline says (to Jade), "Oh, okay."
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "achievements" 		
CF ] b6 1 - 5 		
CF | 		
CF | > ACHIEVEMENTS 		
CF | 		
CF | Here are the accomplishments so far from your various playthroughs. 		
CF | Note that they are listed roughly in the time it takes to find them, 		
CF | which will hopefully be a clue if you want to plow through everything. 		
CF | -- 		
CF | PINNED PAWN: letting the rook pin your pawn 		
CF | CAPTURED PAWN: letting the rook take your pawn for free 		
CF | TRADED PAWN: letting the rook sacrifice itself for your pawn 		
CF | -- 		
CF | SKEWERED TO A DRAW: letting the rook check you on c1 to 		
CF | sacrifice itself for the pawn 		
CF | -- 		
CF | Instead of writing lots of lines with dashes, I'll mention there are 		
CF | 16 achievements below the trickiest you've found. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "rc1" 		
CF ] b6 1 - 5 		
CF | 		
CF | > RC1 		
CF | 		
CF | You can't get the white rook to move. They're not on the board. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, didn't think I'd get away with that."
DavidW says (to ClubFloyd), "ask queen for help" 		
CF ] b6 1 - 5 		
CF | 		
CF | > ASK QUEEN FOR HELP 		
CF | 		
CF | Sorry, I couldn't parse that. Commands never need to be more than 		
CF | three words long, and there are only limited squares per move. In this 		
CF | case, you can move your king with Ka5, Ka7, Kb5, 		
CF | Kb7 and Kc5. 		
CF | Note most of the time you can drop a piece's first letter if only one 		
CF | piece can move to a square, and commands are case-insensitive. 		
CF | 		
CF | Also, a more comprehensive list of commands is at 		
CF | V/VERB/VERBS. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | You have to move. The opposing rook has you in check. 		
CF | 		
CF | > 		Knight_Otu says, "Guessed so."
Knight_Otu says (to ClubFloyd), "ka7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KA7 		
CF | 		
CF | The rook chuckles as it backpedals to d7. 		
CF | 		
CF | From a distance, the opposing king laughs. "What made you think you 		
CF | could win? The only bummer for me is, my rook will have to kill that 		
CF | worthless pawn next move. I won't get to make you watch your wife die 		
CF | twice in the same war." 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pb7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PB7 		
CF | 		
CF | You don't seem to be able to move anything to b7. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger asks, "kc5 ?"
Knight_Otu says (to ClubFloyd), "kc5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "I think we did try that one."
		Roger says, "oh that again. Hrm. well I'm out of bright ideas."
Knight_Otu says (to ClubFloyd), "kc5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC5 		
CF | 		
CF | But the enemy rook would see you there. 		
CF | 		
CF | > 		DavidW says, "I've quite lost track of what's been tried and what hasn't."
		Jacqueline says, "Now I am wishing I had a scratch sheet of paper where I could have written what we have done - right."
		Jade says, "it seemed to be fine"
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | You don't seem to be able to move anything to c8. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		DavidW says (to Jade), "This sort of puzzle isn't really suited to group play."
		Jacqueline says (to DW), "Oh, I wouldn't say that."
		Jacqueline says, "It's helpful to discuss it."
		Roger says, "I would"
Knight_Otu says (to ClubFloyd), "a7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > A7 		
CF | 		
CF | The rook chuckles as it backpedals to d7. 		
CF | 		
CF | From a distance, the opposing king laughs. "What made you think you 		
CF | could win? The only bummer for me is, my rook will have to kill that 		
CF | worthless pawn next move. I won't get to make you watch your wife die 		
CF | twice in the same war." 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "And no matter what, I would not have otherwised played this game (without the group) and I have enjoyed aspects of it even if we do not figure it out."
		DavidW says, "I really wish we could see the final layout BEFORE it resets."
		Jacqueline says, "So, speaking for myself, even if we stop now, I am glad we played it."
		Knight_Otu says (to David), "Yeah."
Knight_Otu says (to ClubFloyd), "b5" 		
CF ] b5 1 - 5 		
CF | 		
CF | > B5 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "c6" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C6 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "b5" 		
CF ] b5 1 - 5 		
CF | 		
CF | > B5 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger asks, "keep marching on his king, I guess?"
Knight_Otu says (to ClubFloyd), "b4" 		
CF ] b4 1 - 5 		
CF | 		
CF | > B4 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "b3" 		
CF ] b3 1 - 5 		
CF | 		
CF | > B3 		
CF | 		
CF | false false true b3. 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "b2" 		
CF ] b3 1 - 5 		
CF | 		
CF | > B2 		
CF | 		
CF | Unfortunately, if you got that near the enemy king, he would sock you. 		
CF | He's a sneaky coward. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "b3" 		
CF ] b3 1 - 5 		
CF | 		
CF | > B3 		
CF | 		
CF | You're already on b3. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c2" 		
CF ] c2 1 - 5 		
CF | 		
CF | > C2 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline asks, "d2?"
		Jacqueline says, "Timing"
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] c2 9 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. It's too good to be 		
CF | true! Your queen is back. Surely she will be able to outmaneuver a 		
CF | mere rook? 		
CF | 		
CF | The black rook seems unconcerned. It sneaks to c4! You and your queen 		
CF | are now both under attack, but she can just take it...right? 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | |Q| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | |r| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Promote the pawn - right"
		Roger says, "black has no legal move if we just take rook now"
		Jade says, "you cannot"
		Jacqueline asks, "Queen on the diagonal?"
		MoyTravis asks, "So, is it a draw if we take the rook?"
		Jacqueline asks, "Or yeah, wait - why can't we take the rook?"
		Jacqueline says, "Take the rook, then take the king."
		MoyTravis says, "Well you can't just take Kings, you need to checkmate them."
		Jacqueline asks, "You do?"
		MoyTravis says, "I don't actually know what happens if somebody has no moves though."
		Roger says, "I believe it's a draw"
		Jacqueline says, "I mean, we likely can between our King and Queen."
		Jacqueline says (to Roger), "Is it? Hrm."
		Knight_Otu says, "We have to move the king or take the rook in this constellation."
		Jacqueline says, "I guess that's me confused again."
		Roger says, "I might be mistaken"
		Knight_Otu asks, "I know we have no undo, bt do we have save?"
		MoyTravis says, "Try it and see."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] c2 9 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c4" 		
CF ] c2 9 - 5 		
CF | 		
CF | > C4 		
CF | 		
CF | You don't seem to be able to move anything to c4. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "qc4" 		
CF ] b6 1 - 5 		
CF | 		
CF | > QC4 		
CF | 		
CF | Your wife swoops in and gives the enemy rook a good what-for. But 		
CF | there's a problem! The enemy king can't move anywhere! By some really 		
CF | awful ancient rules of war, this is not on. Stalemate, it's called. 		
CF | All the fighting is for naught. You're forced to resign your royal 		
CF | title because, apparently, you didn't do things right. 		
CF | 		
CF | They claim you could've avoided it. But what is the right way, then? 		
CF | You did everything the best you could, you think. Maybe you're missing 		
CF | a hidden detail. 		
CF | Congratulations! You just got the STALEMATE, MATE achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "huh"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c2 9 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c2 9 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | |Q| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | |r| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kd3" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KD3 		
CF | 		
CF | You recognize it will be stalemate if your wife captures the enemy 		
CF | rook. "Thus, I perish," you cry, adding how life isn't worth living 		
CF | without her, but ... it's not exactly what she'd have chosen as her 		
CF | final memory. She never asked for that melodramatic nonsense. 		
CF | 		
CF | And of course, you realize this, too, as the enemy king and rook move 		
CF | in on you slowly. 		
CF | 		
CF | In the afterlife, a low-ranking angel informs you that you'd have 		
CF | gotten to see her even if you hadn't died together, but she hasn't 		
CF | quite forgiven you yet, and what's more, she'll be allowed to move up 		
CF | from Limbo even without forgiving you. Ouch! 		
CF | Congratulations! You just got the POINTLESS BATHOS AND LOSS 		
CF | achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline asks, "Do that, but then move the Queen to A?"
		Jacqueline asks, "Like, A6?"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf4" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c2 9 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c2 9 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | |Q| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | |r| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "qa6" 		
CF ] c2 9 - 5 		
CF | 		
CF | > QA6 		
CF | 		
CF | All your wife can do is capture the enemy rook. 		
CF | 		
CF | > 		Jacqueline says, "We're not allowed to just go toolin' around, I guess."
		Roger says, "I think we might have to avoid this position, possibly by moving the king elsewhere in the last move or some usch"
		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "restart" 		
CF ] c2 9 - 5 		
CF | 		
CF | > RESTART 		
CF | 		
CF | Are you sure you want to restart? 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | If you've played You Won't Get Her Back before, you may wish to jump 		
CF | ahead a bit. Would you like to see the full introduction (F or I), 		
CF | restore a previous game (R), or skip the introduction (S)? 		Jade says, "you can only capture the rook"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] 		
CF | 		
CF | You Won't Get Her Back renders a chessboard in text maps for 		
CF | room descriptions. This will play very poorly with screen readers. In 		
CF | addition, you may prefer a text description to a chessboard as a 		
CF | matter of taste. Do you wish to activate text/screenreader mode? 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] b6 1 - 5 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Screen reading support will be off for this session. Toggle it with 		
CF | SCREEN or SCR. 		
CF | 		
CF | You Won't Get Her Back 		
CF | The end of a long, brutal war by Andrew Schultz 		
CF | Release 1 / Serial number 220713 / Inform 7 build 6G60 (I6/v6.36 lib 		
CF | 6/12N) 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | [NOTE: if you haven't played chess, 		
CF | CH or CHESS will show you all possible 		
CF | moves. Alternatively, MOVES ON/OFF will toggle whether 		
CF | you see all legal moves along with the board. 		
CF | V/VERB/VERBS gives an overview of verbs, 		
CF | and ABOUT and CREDITS both give 		
CF | general information about You Won't Get Her Back.] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | (the p at the command's start is implicit, so you don't need it) 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kb5" 		
CF ] b5 1 - 5 		
CF | 		
CF | > KB5 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		DavidW says, "restarting lost all your achievements"
		Knight_Otu asks, "Did we want to keep those?"
		Jacqueline says, "enh"
Knight_Otu says (to ClubFloyd), "kb4" 		
CF ] b4 1 - 5 		
CF | 		
CF | > KB4 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "I mean, you could restore, I guess."
Knight_Otu says (to ClubFloyd), "kc3" 		
CF ] c3 1 - 5 		
CF | 		
CF | > KC3 		
CF | 		
CF | false true false c3. 		
CF | 		
CF | The black rook slides south to d1. 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "I dont think so"
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. It's too good to be 		
CF | true! Your queen is back. Surely she will be able to outmaneuver a 		
CF | mere rook? 		
CF | But, alas, the black rook is ready to slide in to c1 and skewer you. 		
CF | Once you move out of check, the white queen will fall. Then the king 		
CF | and rook will defeat you. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | Congratulations! You just got the SKEWERED TO DEATH (PAWN) 		
CF | achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Jacqueline says, "haha"
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b5 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b4 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] b4 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sw" 		
CF ] b6 1 - 5 		
CF | 		
CF | > SW 		
CF | 		
CF | false true false a3. 		
CF | The rook chuckles as it swoops behind the pawn to c4. And you're too 		
CF | far away to even guard it! You will lose the war now. 		
CF | Congratulations! You just got the CAPTURED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] b4 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] b4 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b3 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | false true true b3. 		
CF | Why, yes ... it seems like there are two different ways to c2. This 		
CF | may not be terribly useful, but it's good to know. 		
CF | Congratulations! You just got the ALTERNATE PATHS achievement! 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] b6 1 - 5 		
CF | 		
CF | > NE 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | That rook's going to c1, and you can barely stumble back to guard the 		
CF | pawn behind/ahead of you. Thankfully, the enemy king's too far away to 		
CF | gang up on your pawn, but it's a stalemate all the same. 		
CF | Congratulations! You just got the SKEWERED TO A DRAW 		
CF | achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf5" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] b4 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] b4 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b3 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | false true true b3. 		
CF | Why, yes ... it seems like there are two different ways to c2. This 		
CF | may not be terribly useful, but it's good to know. 		
CF | Congratulations! You just got the ALTERNATE PATHS achievement! 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] c2 1 - 5 		
CF | 		
CF | > SE 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] c2 1 - 5 		
CF | 		
CF | > NE 		
CF | 		
CF | But the enemy rook would see you there. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] c3 1 - 5 		
CF | 		
CF | > N 		
CF | 		
CF | The black rook slides south to d1. 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger says, "This is looking good"
		Knight_Otu asks, "Pawn now?"
		Roger says, "hmmm maybe just push on the rook with KC2; I'm not sure"
		Jade says, "try"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kc2" 		
CF ] c2 1 - 5 		
CF | 		
CF | > KC2 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | "We've been here before, haven't we? Just approached things from a 		
CF | different angle. Once more, and we can call this long, useless, 		
CF | worn-out war a draw. But we'll all make it out alive." 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] c2 9 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. It's too good to be 		
CF | true! Your queen is back. Surely she will be able to outmaneuver a 		
CF | mere rook? 		
CF | 		
CF | The black rook seems unconcerned. It sneaks to c4! You and your queen 		
CF | are now both under attack, but she can just take it...right? 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | |Q| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | |r| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "c3"
		Knight_Otu says, "Yeah, we've been here before."
		Jade says, "lol"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c3 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger says, "alas"
Knight_Otu says (to ClubFloyd), "pc8" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC8 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. It's too good to be 		
CF | true! Your queen is back. Surely she will be able to outmaneuver a 		
CF | mere rook? 		
CF | But, alas, the black rook is ready to slide in to c1 and skewer you. 		
CF | Once you move out of check, the white queen will fall. Then the king 		
CF | and rook will defeat you. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c3 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cb3" 		
CF ] c3 1 - 5 		
CF | 		
CF | > CB3 		
CF | 		
CF | Invalid piece specified. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kb3" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB3 		
CF | 		
CF | The enemy king begins laughing. "Of course! Bring your queen back for 		
CF | one final moment together! Except, of course, you aren't. Not even 		
CF | close." As he orders his rook to d1, you see what he means. You're too 		
CF | far away to guard your Queen, if you bring her back, as the rook will 		
CF | check on c1. 		
CF | Congratulations! You just got the CAPTURED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf6" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c3 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "capture root"
		Knight_Otu says, "I think I'm too rubbish at chess."
Knight_Otu says (to ClubFloyd), "kc4" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC4 		
CF | 		
CF | Ouch! You're running back to guard your pawn, but the black rook 		
CF | checks you at c1, and there's just no way you can defend it. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		MoyTravis says, "Hahahahaha."
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kb5" 		
CF ] b5 1 - 5 		
CF | 		
CF | > KB5 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger says, "maybe we should have taken the game's title at its word"
Knight_Otu says (to ClubFloyd), "kb6" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB6 		
CF | 		
CF | "Back and forth, eh? One more time here and we can call this dumb war 		
CF | off. No winners, no losers. Them's the rules." 		
CF | 		
CF | The black rook slides north to d6, putting you in check. 		
CF | 		
CF | "Well, if you repeat, I can repeat, too. Not much else to do, right?" 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says (to Roger), "Hm, dark. But you might well be right.'"
		Knight_Otu says, "It may well be the case."
Knight_Otu says (to ClubFloyd), "ka7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KA7 		
CF | 		
CF | The rook chuckles as it backpedals to d7. 		
CF | 		
CF | From a distance, the opposing king laughs. "What made you think you 		
CF | could win? The only bummer for me is, my rook will have to kill that 		
CF | worthless pawn next move. I won't get to make you watch your wife die 		
CF | twice in the same war." 		
CF | Congratulations! You just got the PINNED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "I do think I'm chessed out. Also, out-chessed."
		Jacqueline says, "I am find with calling it."
		Jacqueline says, "But I'm glad we checked it out."
		Roger asks, "could I drive and flail a bit?"
		Jacqueline says, "Sad we didn't checkmate it out, but what can you do."
		Jacqueline exclaims (at Roger), "Sure!"
Roger says (to f), "kc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC7 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free, even though you'll need 		
CF | to get back out of your pawn's way. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | Congratulations! You just got the TRADED PAWN achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		
Roger says (to f), "kb7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB7 		
CF | 		
CF | The black rook slides over to c5, keeping an eye on the pawn, which 		
CF | can easily be taken before it is promoted. Fortuntaely, the enemy king 		
CF | can't help the rook corral the pawn for free. 		
CF | 		
CF | Of course, that doesn't stop him taunting you. 		
CF | 		
CF | "Should I let that silly pawn promote, then kill your wife just as she 		
CF | comes back?" 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		
Roger says (to f), "l" 		
CF ] b6 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade asks, "have 4 generic hints Do you want to see?"
Roger says (to f), "c7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C7 		
CF | 		
CF | (moving the pawn, as is conventional with chess notation when no piece 		
CF | is given) 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Roger says (to f), "kb7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KB7 		
CF | 		
CF | The rook chuckles as it backpedals to d7. 		
CF | 		
CF | From a distance, the opposing king laughs. "What made you think you 		
CF | could win? The only bummer for me is, my rook will have to kill that 		
CF | worthless pawn next move. I won't get to make you watch your wife die 		
CF | twice in the same war." 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Roger says (to f), "c7." 		
CF ] b6 1 - 5 		
CF | 		
CF | > C7. 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Roger says (to f), "kc5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | Congratulations! You just got the SKEWERED TO A DRAW 		
CF | achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Roger says (to f), "c7. kb5." 		
CF ] b6 1 - 5 		
CF | 		
CF | > C7. KB5. 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | Sorry, I couldn't parse that. Commands never need to be more than 		
CF | three words long, and there are only limited squares per move. In this 		
CF | case, you can move your king with Ka5, Ka7, Kb5, 		
CF | Kb7 and Kc5. 		
CF | Note most of the time you can drop a piece's first letter if only one 		
CF | piece can move to a square, and commands are case-insensitive. 		
CF | 		
CF | Also, a more comprehensive list of commands is at 		
CF | V/VERB/VERBS. 		
CF | 		
CF | Finally, the parser does not recognize descriptive notation. If you 		
CF | don't know what this means, don't worry. You're probably better off 		
CF | not knowing. But for chess players who wish to do so, sorry. I 		
CF | couldn't find any way to distinguish King to Bishop Seven from King to 		
CF | B7. Which was a convenient excuse to avoid an interesting coding 		
CF | puzzle. 		
CF | 		
CF | > 		
Roger says (to f), "kb5" 		
CF ] b5 1 - 5 		
CF | 		
CF | > KB5 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Roger says (to f), "kc4" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC4 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | That rook's going to c1, and you can barely stumble back to guard the 		
CF | pawn behind/ahead of you. Thankfully, the enemy king's too far away to 		
CF | gang up on your pawn, but it's a stalemate all the same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "One other ending I guess I see as possible is promoting to a bishop or knight(?)."
		Roger says, "hmmm maybe"
		Knight_Otu says, "Neither of them would be forced to capture the rook."
Roger says, ".. c7." 		
Roger says (to f), "c7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Oh true - we don't necessarily need to promote to Q"
Roger says (to f), "kc5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > KC5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Roger says, "alright I'll let y'all tackle that"
		Jade says, "we dont need to capture rook"
		Knight_Otu says, "Of course, we still would't get her back. Unless the game board resets."
		Jade says, "perhaps push it towards h"
		Jade says, "and promoting a horse"
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b5 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b4 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b3 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] c2 1 - 5 		
CF | 		
CF | > SE 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "verbs" 		
CF ] c2 1 - 5 		
CF | 		
CF | > VERBS 		
CF | 		
CF | You Won't Get Her Back accepts commands in standard chess 		
CF | algebraic notation, which seems intimidating, but don't worry, you 		
CF | don't have to know the details. Also, you can use upper or lower case 		
CF | for your commands. 		
CF | 		
CF | You are a king, which moves you can move to any squares vertically, 		
CF | horizontally, or diagonally adjacent. That means if you are on f6, the 		
CF | commands SE, e5 and Ke5 would give the same 		
CF | result, assuming no other piece can move to e5. 		
CF | 		
CF | Of course, you will have to do more than move your king. If you wish 		
CF | to move a pawn, you can say pc7 or even just c7. (Pawns take priority 		
CF | over other pieces if both can move to the same square.) To promote the 		
CF | pawn, c8. To underpromote it, c8=b or c8b will do so. 		
CF | 		
CF | To move a promoted piece, qa8 will do so for the queen. Note 		
CF | that N is used to refer to a knight, as K is taken by 		
CF | the king. 		
CF | 		
CF | You can also say N to set (or re-set) the default piece to 		
CF | promote to, say, the knight. In this case, although K is 		
CF | usually the king in algebraic notation, K is referred to as the 		
CF | knight, since you can't have two kings on the board. 		
CF | 		
CF | After typing meta-commands (META lists these) or toggling 		
CF | options (you can list them with OPT,) typing L or 		
CF | LOOK lets you see the board again. 		
CF | You can see options for board display with OPT. 		
CF | 		
CF | All command parsing is case-insensitive, though standard chess 		
CF | notation capitalizes the piece name. This is just so you have one less 		
CF | thing to worry about. 		
CF | 		
CF | Finally, there is no UNDO or takebacks, because we want to 		
CF | mirror an actual chess scenario here. But don't worry. A successful 		
CF | run shouldn't take too long, so you should be able to retrace your 		
CF | steps easily enough. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c8b" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C8B 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. The black king laughs 		
CF | as the white bishop, and not your wife the white queen, pops up. 		
CF | The black rook snickers as it slides over to c4. Your newly returned 		
CF | ally, the white bishop, will be captured next move, and a very 		
CF | unpleasant but inevitably lost rook endgame awaits. 		
CF | Congratulations! You just got the FORKED TO DEATH achievement! 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b5 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b4 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b3 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] c2 1 - 5 		
CF | 		
CF | > SE 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c8n" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C8N 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. The black king laughs 		
CF | as the white knight, and not your wife the white queen, pops up. 		
CF | The black rook snickers as it slides over to c4. Your newly returned 		
CF | ally, the white knight, will be captured next move, and a very 		
CF | unpleasant but inevitably lost rook endgame awaits. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Knight_Otu says, "So not quite."
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b5 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b4 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b3 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "no"
		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "ne" 		
CF ] b6 1 - 5 		
CF | 		
CF | > NE 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | That rook's going to c1, and you can barely stumble back to guard the 		
CF | pawn behind/ahead of you. Thankfully, the enemy king's too far away to 		
CF | gang up on your pawn, but it's a stalemate all the same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pc7" 		
CF ] b6 1 - 5 		
CF | 		
CF | > PC7 		
CF | 		
CF | You order the pawn forward. The enemy rook checks you on d6. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b5 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d5, putting you in check. 		
CF | 		
CF | b5 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] b4 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides south to d4, putting you in check. 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "se" 		
CF ] c3 1 - 5 		
CF | 		
CF | > SE 		
CF | 		
CF | The black rook slides south to d1. 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c8b" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C8B 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. The black king laughs 		
CF | as the white bishop, and not your wife the white queen, pops up. 		
CF | But, alas, the black rook is ready to slide in to c1 and skewer you. 		
CF | Once you move out of check, the white bishop will fall. Then the king 		
CF | and rook will defeat you. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Jade says, "c2"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] c2 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pcb" 		
CF ] c2 1 - 5 		
CF | 		
CF | > PCB 		
CF | 		
CF | Sorry, I couldn't parse that. Commands never need to be more than 		
CF | three words long, and there are only limited squares per move. In this 		
CF | case, you can move your pawn with c8 or move your king with 		
CF | Kb3, Kc1 and Kc3. 		
CF | Note most of the time you can drop a piece's first letter if only one 		
CF | piece can move to a square, and commands are case-insensitive. 		
CF | 		
CF | Also, a more comprehensive list of commands is at 		
CF | V/VERB/VERBS. 		
CF | 		
CF | > 		Jade says, "c1"
Knight_Otu says (to ClubFloyd), "c1" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C1 		
CF | 		
CF | You freeze up. It's almost too good to be true, getting your wife 		
CF | back. And then, something too awful to be true: the black rook slides 		
CF | over to c4, forking you and your pawn on c7. The rook and king endgame 		
CF | ahead will be painful. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c3 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jacqueline says, "Fork you? You got forked."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] c2 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c8n" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C8N 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. The black king laughs 		
CF | as the white knight, and not your wife the white queen, pops up. 		
CF | The black rook snickers as it slides over to c4. Your newly returned 		
CF | ally, the white knight, will be captured next move, and a very 		
CF | unpleasant but inevitably lost rook endgame awaits. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "b3"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf7" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] c3 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] c3 1 - 5 		
CF | 		
CF | > L 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] c2 1 - 5 		
CF | 		
CF | > S 		
CF | 		
CF | The black rook slides north to d4. 		
CF | 		
CF | c2 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "b3 and dominate"
Knight_Otu says (to ClubFloyd), "b3" 		
CF ] b3 1 - 5 		
CF | 		
CF | > B3 		
CF | 		
CF | The black rook slides south to d3, putting you in check. 		
CF | 		
CF | b3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		Jade says, "b4..."
Knight_Otu says (to ClubFloyd), "b4" 		
CF ] b4 1 - 5 		
CF | 		
CF | > B4 		
CF | 		
CF | The black rook slides north to d4, putting you in check. 		
CF | 		
CF | "We've been here before, haven't we? Just approached things from a 		
CF | different angle. Once more, and we can call this long, useless, 		
CF | worn-out war a draw. But we'll all make it out alive." 		
CF | 		
CF | b4 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | |K| |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf8" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] b4 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c5" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C5 		
CF | 		
CF | The rook zips down to d1. So unfair! You have feet and legs and 		
CF | everything, and you're nowhere near that fast! But you see what's up. 		
CF | You'll be able to guard your pawn easily. Thankfully, the enemy king's 		
CF | too far away to gang up on your pawn, but it's a stalemate all the 		
CF | same. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf8" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] b4 1 - 5 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c3" 		
CF ] c3 1 - 5 		
CF | 		
CF | > C3 		
CF | 		
CF | "Back and forth, eh? One more time here and we can call this dumb war 		
CF | off. No winners, no losers. Them's the rules." 		
CF | 		
CF | The black rook slides south to d1. 		
CF | 		
CF | "Out of ideas, eh? That's okay. I would be, too, in your position. 		
CF | It's tough to admit you're not going to win." 		
CF | 		
CF | c3 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | |P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | |K| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "c8k" 		
CF ] b6 1 - 5 		
CF | 		
CF | > C8K 		
CF | 		
CF | Triumph! The pawn makes it to the eighth rank. The black king laughs 		
CF | as the white knight, and not your wife the white queen, pops up. 		
CF | But, alas, the black rook is ready to slide in to c1 and skewer you. 		
CF | Once you move out of check, the white knight will fall. Then the king 		
CF | and rook will defeat you. 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | b6 		
CF | a b c d e f g h 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 8 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 7 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 6 | |K|P| | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 5 | | | |r| | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 4 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 3 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 2 | | | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | 1 |k| | | | | | | | 		
CF | +-+-+-+-+-+-+-+-+ 		
CF | a b c d e f g h 		
CF | 		
CF | 		
CF | Okay, let's set things back where they were and try again. 		
CF | 		
CF | > 		Knight_Otu says, "Of course."
		MoyTravis says, "This sure is a Chess Game."
		Knight_Otu says, "I am even more chessed out now. And as ever out-chessed."
		Jacqueline says (to Travis), "Yes. Yes, it is."
		Jacqueline asks, "Callin' it?"
		Knight_Otu says, "At least on my end."
		Jacqueline says, "An interesting concept, and I like the narrative aspect, I'm just not a chessy person."
		MoyTravis says, "I ain't gonna object to calling it."
		Jade says, "there are some simple but very difficult chess problems."
		DavidW says, "thanks all"
		Jacqueline says (to Jade), "Yeah"
		Jacqueline says, "Thanks everyone. Have a safe and good week."



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ClubFloyd Transcript:
The Witness by Stu Galley
As played on ifMUD on August 14 - 21, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of The Witness written by Stu Galley. The Witness was released in 1983 by Infocom. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION ONE *** 		
		
DavidW says (to ClubFloyd), "load sleepmask witness" 		
CF ] driveway entrance20:00 		
CF | Somewhere near Los Angeles. A cold Friday evening in February 1938. In 		
CF | this climate, cold is anywhere below about fifty degrees. Storm clouds 		
CF | are swimming across the sky, their bottoms glowing faintly from the 		
CF | city lights in the distance. A search light pans slowly under the 		
CF | clouds, heralding another film premiere. The air seems expectant, 		
CF | waiting for the rain to begin, like a cat waiting for the ineffable 		
CF | moment to ambush. 		
CF | 		
CF | The taxi has just dropped you off at the entrance to the Linders' 		
CF | driveway. The driver didn't seem to like venturing into this maze of 		
CF | twisty streets any more than you did. But the house windows are full 		
CF | of light, and radio music drifts toward you. Your favorite pistol, a 		
CF | snub-nosed Colt .32, is snug in its holster. You just picked up a 		
CF | match book off the curb. It might come in handy. Good thing you looked 		
CF | up the police file on Mrs. Linder's death. Her suicide note and the 		
CF | newspaper story told you all you know about the family. The long week 		
CF | is finished, except for this appointment. But why does an ominous 		
CF | feeling grip you? 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | Copyright (c) 1983 Infocom, Inc. All rights reserved. 		
CF | WITNESS and INTERLOGIC are trademarks of Infocom, Inc. 		
CF | Revision number 22 / Serial number 840924 		
CF | 		
CF | You are now in the driveway entrance. 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "load sleepmask witness" 		
CF ] driveway entrance20:00 		
CF | > 		
CF | > LOAD SLEEPMASK WITNESS 		
CF | 		
CF | (Sorry, but the word "load" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		DavidW says, "oops sorry"
		Knight_Otu says, "NO problem."
		DavidW says, "You should drive. I think since this is a mystery, we need a driver."
		Knight_Otu says, "The start feels familiar, but maybe that's just the stereotypical detective game start."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] driveway entrance20:01 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | What next? 		
CF | > 		DavidW says, "This was one of Infocom's early games, but I think Deadline came before it."
		Knight_Otu says, "Hm, there could be a time limit it seems like."
Knight_Otu says (to ClubFloyd), "read telegram" 		
CF ] driveway entrance20:02 		
CF | > 		
CF | > READ TELEGRAM 		
CF | 		
CF | (You'll find the telegram in your game package.) 		
CF | 		
CF | What next? 		
CF | > 		DavidW says, "hm. There might be a special command for getting Sgt Duffy to analyze evidence."
		DavidW says, "oh, I hope there's no copy protection business. I don't remember if they had any for this game."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] driveway20:03 		
CF | > 		
CF | > N 		
CF | 		
CF | You are now on the driveway. 		
CF | The driveway, paved with peastone, runs from the entrance at the south 		
CF | end in a curve to a two-car garage at the east end. North of you is 		
CF | the front porch, the entrance to the house. 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] front porch20:04 		
CF | > 		
CF | > N 		
CF | 		
CF | You are now on the front porch. 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | closed front door to the east, giving you a dim view of the driveway 		
CF | to the south and the front yard behind a gate to the north. 		
CF | The gate is closed. A door bell glows at you, almost daring you to 		
CF | ring it. 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ring bell" 		
CF ] entry20:05 		
CF | > 		
CF | > RING BELL 		
CF | 		
CF | Someone turns off the radio. You hear footsteps inside the house. Then 		
CF | the door swings open. 		
CF | "Good evening," says a smiling face, "I am Phong. Please come in." He 		
CF | leads you into the house and closes the door behind you. 		
CF | 		
CF | You are now in the entry. 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is closed. 		
CF | Phong's straight black hair and folded eyelids make him obviously 		
CF | Asian, but no definite nationality. His open, almost gentle face holds 		
CF | a quick smile and eyes that seem to miss nothing. He carries his stout 		
CF | body lightly, but you can see great strength under his light shirt and 		
CF | dark trousers. You guess his age at about fifty, but who knows how 		
CF | many lifetimes of experience he carries? 		
CF | 		
CF | What next? 		
CF | > 		Knight_Otu says, "I was almost tempted to nock, just to be contrarian."
		Knight_Otu says, "*knock"
		DavidW says, "telegram image at [LINK]"
		Knight_Otu exclaims, "Thanks!"
		DavidW says, "also a note: [LINK]"
		DavidW says, "inside a matchbook: [LINK]"
		Knight_Otu says, "Hm."
		DavidW says, "and the matchbook cover: [LINK]"
		DavidW says, "I assume you find the matchbook and note in the game somewhere."
		MoyTravis asks, "Did they send a functioning matchbook?"
		DavidW says, "They might have. I don't remember."
		Knight_Otu says, "The matchbook we have, and from what I read, the suicide note was in our files."
		MoyTravis says, "I mean, like, in the feelies."
		Knight_Otu says, "Apparently we just picked up the matchbook as move -1, so to speak."
		DavidW says, "I don't even remember for sure if I had my own copy of Witness or played someone else's. So long ago."
		Knight_Otu says, "The game also made mention of a newspaper article in the police files."
Knight_Otu says (to ClubFloyd), "x me" 		
CF ] entry20:05 		
CF | > 		
CF | > X ME 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine me" 		
CF ] living room20:06 		
CF | > 		
CF | > EXAMINE ME 		
CF | 		
CF | There's nothing special about the detective. 		
CF | Phong says, "I believe the Linders are in the living room. Please 		
CF | follow me." He leads you into a hallway and turns left. This hallway 		
CF | seems to run the length of the house, from the garage at the south end 		
CF | to the living room at the north. There is enough warm yellow light 		
CF | flooding from the living room for you to see a few doors on each side 		
CF | of the hall. As you get near the living room, you hear voices talking, 		
CF | half-loud and fast. 		
CF | 		
CF | You are now in the living room. 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. A single door in the east wall is closed, and at 		
CF | the west end of the room is a double door. 		
CF | 		
CF | "Excuse me, sir," says Phong, "but the detective has arrived." 		
CF | 		
CF | Monica stops talking and looks at you sharply. She is a woman in her 		
CF | mid-twenties. Her grey eyes flash, emphasizing her dark waved hair and 		
CF | light but effective make-up. She wears a navy Rayon blouse, tan 		
CF | slacks, and tan pumps with Cuban heels. She acts as though you were a 		
CF | masher who just gave her a whistle. 		
CF | Linder stands at least six foot, with a powerful frame but quick 		
CF | actions, like a cat. His eyeglasses sit on top of his head, where thin 		
CF | strands of long black hair go here and there, mostly combed backward. 		
CF | His wide-set hazel eyes size you up quickly from within their pouches 		
CF | in his ruddy face. He wears a silk peach-colored Mandarin shirt and 		
CF | chocolate trousers, impeccably tailored and laundered, but sweat 		
CF | gleams on his high forehead, and he looks as though he hasn't slept 		
CF | much lately. 		
CF | 		
CF | Linder turns to you and says, "Detective, am I glad to see you! This 		
CF | is my daughter, Monica, and of course you've met Phong already." He 		
CF | looks at a wrist watch with a gleaming silver bracelet. "I see you're 		
CF | right on time. I'll be with you as soon as I finish my drink." 		
CF | Mr. Phong heads off to the south. 		
CF | Suddenly, a clap of thunder rolls across the hills outside. 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		MoyTravis asks, ""a masher who just gave her a whistle"?"
		MoyTravis asks, "Also these be old-timey weebs I guess?"
		MoyTravis asks, "What is a "mandarin shirt"?"
		DavidW says, "Not sure. A Chinese cut or style, I suppose."
		Knight_Otu asks, "From context, I would guess "masher giving a whistle" is someone giving a rude catcall?"
		DavidW says, "seems to be mostly about the collar, short and simple and flat."
		MoyTravis says, "I'm googling "mandarin shirt" and these pictures look nothing like what Mandarins looked like."
		MoyTravis says, "I guess!? gah. I'll just be salty over here in the corner then, carry on."
		DavidW says, "yes, a whistle would be a catcall in this context."
		MoyTravis says, "Ah, fair 'nuff, makes sense."
		DavidW says, "And 'masher' is an uncouth gentleman who wants to mash his lips against yours, more or less."
		MoyTravis says, "uh wtf"
		MoyTravis says, "Well okay then."
		DavidW says, "like, I think that's where the word came from."
		Knight_Otu says, "The so-called good old days."
Knight_Otu says (to ClubFloyd), "ask linder about stiles" 		
CF ] living room20:07 		
CF | > 		
CF | > ASK LINDER ABOUT STILES 		
CF | 		
CF | "I'll explain all that shortly, after I finish this drink." 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		DavidW says, "well, I think the term got watered down to any man giving unwanted attention to a lady."
		MoyTravis asks, "...do we wait? Or x everybody?"
Knight_Otu says (to ClubFloyd), "x linder" 		
CF ] living room20:07 		
CF | > 		
CF | > X LINDER 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		Knight_Otu says, "I know, I know."
Knight_Otu says (to ClubFloyd), "examine linder" 		
CF ] living room20:08 		
CF | > 		
CF | > EXAMINE LINDER 		
CF | 		
CF | Linder stands at least six foot, with a powerful frame but quick 		
CF | actions, like a cat. His eyeglasses sit on top of his head, where thin 		
CF | strands of long black hair go here and there, mostly combed backward. 		
CF | His wide-set hazel eyes size you up quickly from within their pouches 		
CF | in his ruddy face. He wears a silk peach-colored Mandarin shirt and 		
CF | chocolate trousers, impeccably tailored and laundered, but sweat 		
CF | gleams on his high forehead, and he looks as though he hasn't slept 		
CF | much lately. 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		DavidW says, "uh, I don't remember much about this game except that the [XXXXX] is important."
		MoyTravis says, "Oh it already gave us their descriptions huh."
		Knight_Otu says, "Apparently the game did."
Knight_Otu says (to ClubFloyd), "talk to linder" 		
CF ] living room20:08 		
CF | > 		
CF | > TALK TO LINDER 		
CF | 		
CF | Mr. Linder is listening. 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office20:15 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Without warning, lightning flashes outside, and a few seconds later 		
CF | thunder rattles the house. 		
CF | 		
CF | (Aren't you getting tired of seeing "(... is listening.)" and "What 		
CF | next?" and "You are now in the ...."? From here on, the prompt will be 		
CF | much shorter.) 		
CF | 		
CF | Rain begins to fall outside in a sprinkle. 		
CF | The rain outside is falling heavily now. 		
CF | Linder gulps down the rest of his drink. "Well, Detective," he says, 		
CF | "I'm anxious to get on with our business. Let's you and I go to my 		
CF | office so we can talk undisturbed." He takes you by the arm and leads 		
CF | you through the hallway. Just south of the entry, he opens a door to 		
CF | the east and leads you through it. 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | A cat is sleeping in the corner. 		
CF | Linder sits down in the carved chair. 		
CF | It's now 8:15 p.m. 		
CF | 		
CF | > 		DavidW says, "You need to find evidence that the suicide was murder, how it was done, who did it, and why."
		Knight_Otu says, "Yeah, that sounds about right for this genre."
		MoyTravis asks, "And on a timer, huh?"
		DavidW asks, "I think so?"
		Knight_Otu says, "We do at least have a running clock."
Knight_Otu says (to ClubFloyd), "talk to linder" 		
CF ] office20:15 		
CF | > 		
CF | > TALK TO LINDER 		
CF | 		
CF | Mr. Linder is listening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about stiles" 		
CF ] office20:16 		
CF | > 		
CF | > ASK LINDER ABOUT STILES 		
CF | 		
CF | Linder begins his story. "My late wife, may she rest in peace, got 		
CF | involved with a young man named Stiles. Naturally I tried to stop this 		
CF | affair, but without much success. Since my wife passed away, this 		
CF | Stiles fellow has gone off the deep end, I'm afraid, and blamed me for 		
CF | her death. I tried my best to ignore him, but he seems to have lost 		
CF | his senses. This morning I received this note and decided to ask your 		
CF | help." He hands the note to you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read note" 		
CF ] office20:17 		
CF | > 		
CF | > READ NOTE 		
CF | 		
CF | The note is written in a spidery hand on fine rag paper. It says: 		
CF | "Linder -- 		
CF | Since Virginia died, I've lost too much sleep because of you and your 		
CF | harrassments. The time has come to put this matter to rest once and 		
CF | for all. I'll be seeing you sooner than you imagine. 		
CF | -- Stiles" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about harrassments" 		
CF ] office20:17 		
CF | > 		
CF | > ASK LINDER ABOUT HARRASSMENTS 		
CF | 		
CF | (Sorry, but the word "harrassments" is not in the vocabulary that you 		
CF | can use.) 		
CF | 		
CF | > 		Knight_Otu says, "But, but.."
Knight_Otu says (to ClubFloyd), "ask linder about note" 		
CF ] office20:18 		
CF | > 		
CF | > ASK LINDER ABOUT NOTE 		
CF | 		
CF | "Yes, that's the note that Stiles sent to me." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about virginia" 		
CF ] office20:19 		
CF | > 		
CF | > ASK LINDER ABOUT VIRGINIA 		
CF | 		
CF | "It's still too painful for me to talk about, I'm afraid." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about stiles" 		
CF ] office20:20 		
CF | > 		
CF | > ASK LINDER ABOUT STILES 		
CF | 		
CF | "All I know about Stiles is that he's a writer of some kind, and 		
CF | sometimes he plays bit parts in films. I've never really met the man." 		
CF | 		
CF | > 		DavidW asks, "ask him about alibi?"
Knight_Otu says (to ClubFloyd), "ask linder about alibi" 		
CF ] office20:20 		
CF | > 		
CF | > ASK LINDER ABOUT ALIBI 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "alibi".) 		
CF | 		
CF | > 		DavidW asks, "or monica?"
Knight_Otu says (to ClubFloyd), "ask linder about monica" 		
CF ] office20:21 		
CF | > 		
CF | > ASK LINDER ABOUT MONICA 		
CF | 		
CF | "She's a loyal and intelligent girl. I'm very proud of her." 		
CF | 		
CF | > 		DavidW asks, "phong?"
Knight_Otu says (to ClubFloyd), "ask linder about phong" 		
CF ] office20:22 		
CF | > 		
CF | > ASK LINDER ABOUT PHONG 		
CF | 		
CF | "He and I go back a long time. Met in Asia, you know. And since I 		
CF | spend as much time there as here, he takes care of the house for me. A 		
CF | fine fellow, and I trust him implicitly." 		
CF | 		
CF | > 		DavidW asks, "revolver?"
		MoyTravis says, ""in Asia" lol this guy"
Knight_Otu says (to ClubFloyd), "ask linder about revolver" 		
CF ] office20:22 		
CF | > 		
CF | > ASK LINDER ABOUT REVOLVER 		
CF | 		
CF | (I don't know the word "revolver".) 		
CF | 		
CF | > 		MoyTravis asks, "Gun?"
Knight_Otu says (to ClubFloyd), "ask linder about gun" 		
CF ] office20:23 		
CF | > 		
CF | > ASK LINDER ABOUT GUN 		
CF | 		
CF | "I can't help you there." 		
CF | The rain outside begins to taper off. 		
CF | 		
CF | > 		DavidW asks, "Perhaps examine things?"
Knight_Otu says (to ClubFloyd), "examine clock" 		
CF ] office20:24 		
CF | > 		
CF | > EXAMINE CLOCK 		
CF | 		
CF | This is a full-blown "grandfather" clock, seven feet tall, run by 		
CF | weights and regulated by a pendulum, whose dial shows day, date, and 		
CF | phase of the moon besides the time. According to the dial, today is 		
CF | Friday the 18th, the moon is just past full, and the time is now 8:23 		
CF | p.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine desk" 		
CF ] office20:25 		
CF | > 		
CF | > EXAMINE DESK 		
CF | 		
CF | At the west end of the office, a massive desk of teak and mahogany 		
CF | faces toward the window. It has no drawers, but the top is covered 		
CF | with piles of letters, some newspapers, a telephone, and various 		
CF | souvenirs from the Far East. 		
CF | 		
CF | > 		DavidW says, "Grandfather clocks are always suspect in these things. Stuff hidden inside or behind it."
Knight_Otu says (to ClubFloyd), "examine newspapers" 		
CF ] office20:26 		
CF | > 		
CF | > EXAMINE NEWSPAPERS 		
CF | 		
CF | Today's L.A. Times has the usual sort of stories: secret records of 		
CF | the police intelligence squad were seized in connection with an 		
CF | attempt to assassinate private detective Harry Raymond; "Two Officers 		
CF | Die in Battle With Maniac"; "Slayer of Tijuana Girl Executed under 		
CF | Fugitive Law"; and "Austria Near Hitler Yoke." 		
CF | 		
CF | > 		DavidW says, "Those might even be real headlines."
		Knight_Otu says, "Maybe. Can't quite check for 1938 newspapers right now."
		DavidW says, "yeah, no rush."
Knight_Otu says (to ClubFloyd), "x souvenirs" 		
CF ] office20:26 		
CF | > 		
CF | > X SOUVENIRS 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		DavidW asks, "Is there a carpet?"
		Knight_Otu says, "I keep forgetting."
Knight_Otu says (to ClubFloyd), "examine souvenirs" 		
CF ] office20:27 		
CF | > 		
CF | > EXAMINE SOUVENIRS 		
CF | 		
CF | You go through the stuff on the desk and find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine ornate chair" 		
CF ] office20:28 		
CF | > 		
CF | > EXAMINE ORNATE CHAIR 		
CF | 		
CF | The chair looks like teak, covered with carvings of vines and slithery 		
CF | creatures that you wouldn't like to meet in a jungle. 		
CF | The rain storm outside has passed now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine lounge" 		
CF ] office20:29 		
CF | > 		
CF | > EXAMINE LOUNGE 		
CF | 		
CF | There's nothing on the lounge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cabinet" 		
CF ] office20:30 		
CF | > 		
CF | > EXAMINE CABINET 		
CF | 		
CF | Too bad, but the file cabinet is closed. 		
CF | The clock chimes once to mark the half hour. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine carpet" 		
CF ] office20:30 		
CF | > 		
CF | > EXAMINE CARPET 		
CF | 		
CF | (I don't know the word "carpet".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine chair" 		
CF ] office20:30 		
CF | > 		
CF | > EXAMINE CHAIR 		
CF | 		
CF | (Which chair do you mean, the wooden chair or the carved chair?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wooden" 		
CF ] office20:31 		
CF | > 		
CF | > WOODEN 		
CF | 		
CF | There's nothing on the wooden chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] office20:32 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about telegram" 		
CF ] office20:33 		
CF | > 		
CF | > ASK LINDER ABOUT TELEGRAM 		
CF | 		
CF | "Yes, that's the telegram I sent this morning." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about match" 		
CF ] office20:34 		
CF | > 		
CF | > ASK LINDER ABOUT MATCH 		
CF | 		
CF | "I think Phong goes there sometimes. I've never been there myself." He 		
CF | almost flinched before answering, but now he's as smooth as ever. 		
CF | 		
CF | > 		MoyTravis asks, "What?"
		Knight_Otu says, "The match book."
		Knight_Otu says, "It's from a place called the Brass Lantern."
		MoyTravis says, "Oh, missed that."
Knight_Otu says (to ClubFloyd), "ask linder about chandler" 		
CF ] office20:34 		
CF | > 		
CF | > ASK LINDER ABOUT CHANDLER 		
CF | 		
CF | (I couldn't find enough nouns in that sentence!) 		
CF | 		
CF | > 		Knight_Otu says, "I'm not sure what to tell you, game."
		DavidW says, "Maybe if you found a phone you could call the number."
Knight_Otu says (to ClubFloyd), "ask linder about telephone" 		
CF ] office20:35 		
CF | > 		
CF | > ASK LINDER ABOUT TELEPHONE 		
CF | 		
CF | "I can't help you there." 		
CF | 		
CF | > 		DavidW says, "You could also find Monica and ask her questions. Or ask Phong."
Knight_Otu says (to ClubFloyd), "examine telephone" 		
CF ] office20:36 		
CF | > 		
CF | > EXAMINE TELEPHONE 		
CF | 		
CF | There's nothing special about the telephone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "phone 1729" 		
CF ] office20:37 		
CF | > 		
CF | > PHONE 1729 		
CF | 		
CF | You dial the number. It rings several times with no answer. 		
CF | Monica bursts into the office, wearing a felt hat and wool coat, and 		
CF | struggling to get her driving gloves on. She glances icily in your 		
CF | direction and then back to her father. "I'm off to the pictures with 		
CF | Terry, Dad. Good-bye." She hugs him briefly but firmly, burying her 		
CF | head in his shoulder. He pushes her away and says, "You're leaving 		
CF | now?! I thought you'd be talking to the detective here. What about the 		
CF | threat on my life?" He has the hurt look of an orphan pup. She 		
CF | answers, "You don't need me here. I need to get away now and then. I'm 		
CF | not like Mother, you know." Tears well up in her eyes but she brushes 		
CF | them away before they drop. She turns to leave. 		
CF | 		
CF | > 		Knight_Otu says, "Well, gee, that sure was totally not suspicious."
Knight_Otu says (to ClubFloyd), "talk to monica" 		
CF ] office20:37 		
CF | > 		
CF | > TALK TO MONICA 		
CF | 		
CF | Monica is listening. 		
CF | 		
CF | > 		MoyTravis says, "How dramatic."
		DavidW says, "I'm not sure if 1729 counts as the same as Chandler 1729"
		Knight_Otu says, "Hm."
		MoyTravis asks, "Also 1729 isn't a phone number?"
		DavidW says, "Well, Chandler would be the exchange."
		DavidW says, "CHA-1729."
Knight_Otu says (to ClubFloyd), "ask monica about stiles" 		
CF ] office20:38 		
CF | > 		
CF | > ASK MONICA ABOUT STILES 		
CF | 		
CF | "Oh, that lover boy thinks he's a smooth apple, all right. If you ask 		
CF | me, he's just a harmless grifter." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about veronica" 		
CF ] office20:38 		
CF | > 		
CF | > ASK MONICA ABOUT VERONICA 		
CF | 		
CF | (Sorry, but the word "veronica" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		Knight_Otu says, "Dang, wrong name."
		DavidW says, "virginia"
		Knight_Otu says, "Thanks."
Knight_Otu says (to ClubFloyd), "ask monica about virginia" 		
CF ] office20:39 		
CF | > 		
CF | > ASK MONICA ABOUT VIRGINIA 		
CF | 		
CF | Monica looks briefly toward Mr. Linder and then speaks in a whisper. 		
CF | "She was the most noble woman I've ever known. Did her best to be a 		
CF | 'good wife' even though she was alone so much. No one understood her 		
CF | as I did, certainly not Father. Sometimes I feel I could just ..." She 		
CF | slams a clenched fist into her palm. She seems to remember who you 		
CF | are, then clams up. 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about freeman" 		
CF ] office20:40 		
CF | > 		
CF | > ASK MONICA ABOUT FREEMAN 		
CF | 		
CF | "What can I say? He's my father, a hard-working, clever man." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about phong" 		
CF ] office20:41 		
CF | > 		
CF | > ASK MONICA ABOUT PHONG 		
CF | 		
CF | "He's a right gee, no matter what some people say about his race." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about match book" 		
CF ] office20:42 		
CF | > 		
CF | > ASK MONICA ABOUT MATCH BOOK 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | Monica looks more nervous. "I really must go now, or I'll be late for 		
CF | the film." She hugs her father again and dashes out the door. 		
CF | Monica heads off to the west. 		
CF | 		
CF | > 		DavidW asks, "er, I guess 'gee' is short for 'gentleman'? Maybe?"
		Knight_Otu asks, "I suspect... hope...?"
		MoyTravis says, "I am very unsure if the random mishmash of "Asian" theming is meant to be digetic and to communicate something about Mr. Linder or if it's just the author at the time."
		DavidW says, "well, also part of the time period."
		MoyTravis asks, "I guess!?"
		MoyTravis says, "Monica is definitely pretty slang-y."
		MoyTravis asks, "Anyways, talk to Phong?"
Knight_Otu says (to ClubFloyd), "call CHA-1729" 		
CF ] office20:42 		
CF | > 		
CF | > CALL CHA-1729 		
CF | 		
CF | (Sorry, but the word "cha-1729" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "call chandler 1729" 		
CF ] office20:43 		
CF | > 		
CF | > CALL CHANDLER 1729 		
CF | 		
CF | You dial the number. It rings several times with no answer. 		
CF | Outside somewhere, a car roars to life and speeds away. 		
CF | 		
CF | > 		DavidW says, "hm."
		Knight_Otu says, "A moment."
		MoyTravis says, "FWIW CHA-1729 is 252-1729."
		DavidW says, "I suspect we missed something with Monica, but I'm not sure what."
		MoyTravis says, "Though that seems more like an address than a phone number."
		MoyTravis says, "I suspect that this game requires multiple playthroughs."
		DavidW says, "We have to find something more critical before she leaves, I bet."
		DavidW asks, "Can we open or search the clock?"
		DavidW says, "and did we open the cabinet? I forget."
		DavidW says, "looks like we only examined the cabinet"
		Knight_Otu says, "Back."
Knight_Otu says (to ClubFloyd), "call ch 1729" 		
CF ] office20:44 		
CF | > 		
CF | > CALL CH 1729 		
CF | 		
CF | You dial the number. It rings several times with no answer. 		
CF | 		
CF | > 		DavidW says, "I remember as a kid having a Nelson phone number. It was just a way of remembering the first three numbers of a phone number."
		MoyTravis exclaims, "Call 911!"
		Knight_Otu says, "The matchbook capitalized the first two letters. "Call ADeline 1308""
Knight_Otu says (to ClubFloyd), "ask linder about terry" 		
CF ] office20:45 		
CF | > 		
CF | > ASK LINDER ABOUT TERRY 		
CF | 		
CF | "That has nothing to do with why I asked you here." 		
CF | 		
CF | > 		Knight_Otu says, "Fair point."
Knight_Otu says (to ClubFloyd), "open clock" 		
CF ] office20:46 		
CF | > 		
CF | > OPEN CLOCK 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about clock" 		
CF ] office20:47 		
CF | > 		
CF | > ASK LINDER ABOUT CLOCK 		
CF | 		
CF | "I've always admired elaborate machines, and that's the finest example 		
CF | I could hope to own." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about cabinet" 		
CF ] office20:48 		
CF | > 		
CF | > ASK LINDER ABOUT CABINET 		
CF | 		
CF | "I wish you wouldn't meddle in my files while we're trying to talk." 		
CF | 		
CF | > 		DavidW asks, "ask about key?"
Knight_Otu says (to ClubFloyd), "ask linder about key" 		
CF ] office20:49 		
CF | > 		
CF | > ASK LINDER ABOUT KEY 		
CF | 		
CF | "I can't help you there." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] office20:50 		
CF | > 		
CF | > L 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship, where Linder sits imperiously. A simple wooden chair, 		
CF | polished smooth by visitors, flanks the desk on the other side. On the 		
CF | north wall is a lounge, upholstered in green velvet and a bit lumpy, 		
CF | with a framed wood-block picture hanging over it. On the outside wall, 		
CF | next to a door and window, stands a grandfather clock, ticking 		
CF | relentlessly. A file cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | A cat is sleeping in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x letters" 		
CF ] office20:50 		
CF | > 		
CF | > X LETTERS 		
CF | 		
CF | (You don't need to use the word "x" to solve this mystery.) 		
CF | 		
CF | > 		MoyTravis says, "It does seem kinda rude to come into the guy's house at his request and then rummage through all of his stuff while he's still right there."
Knight_Otu says (to ClubFloyd), "examine letters" 		
CF ] office20:51 		
CF | > 		
CF | > EXAMINE LETTERS 		
CF | 		
CF | You go through the stuff on the desk and find nothing of interest. 		
CF | 		
CF | > 		Knight_Otu says, "Kind of, yes, but if we want evidence..."
Knight_Otu says (to ClubFloyd), "x picture" 		
CF ] office20:51 		
CF | > 		
CF | > X PICTURE 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		MoyTravis says, "I mean we're gonna do it that's how these games work."
		Knight_Otu says, "Arg."
Knight_Otu says (to ClubFloyd), "examine picture" 		
CF ] office20:52 		
CF | > 		
CF | > EXAMINE PICTURE 		
CF | 		
CF | There's nothing special about the picture. 		
CF | 		
CF | > 		MoyTravis exclaims, "Hahaha!"
Knight_Otu says (to ClubFloyd), "examine window" 		
CF ] office20:53 		
CF | > 		
CF | > EXAMINE WINDOW 		
CF | 		
CF | The window is a simple wooden sash, locked tight against the cold. 		
CF | There's some sort of electric relay on one edge, with white wires 		
CF | attached. 		
CF | There's also a piece of green wire running from the frame to the 		
CF | putty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine putty" 		
CF ] office20:54 		
CF | > 		
CF | > EXAMINE PUTTY 		
CF | 		
CF | There's nothing special about the chunk of putty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about putty" 		
CF ] office20:55 		
CF | > 		
CF | > ASK LINDER ABOUT PUTTY 		
CF | 		
CF | "Oh, uh, that's part of the burglar alarm." 		
CF | 		
CF | > 		MoyTravis asks, "???"
Knight_Otu says (to ClubFloyd), "ask linder about alarm" 		
CF ] office20:55 		
CF | > 		
CF | > ASK LINDER ABOUT ALARM 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "alarm".) 		
CF | 		
CF | > 		DavidW says, "like, if someone opens the window."
		DavidW says, "That's plausible, I guess."
Knight_Otu says (to ClubFloyd), "ask linder about ralph" 		
CF ] office20:56 		
CF | > 		
CF | > ASK LINDER ABOUT RALPH 		
CF | 		
CF | "All I know about Stiles is that he's a writer of some kind, and 		
CF | sometimes he plays bit parts in films. I've never really met the man." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about linder" 		
CF ] office20:57 		
CF | > 		
CF | > ASK LINDER ABOUT LINDER 		
CF | 		
CF | "You've probably read about me in the papers. In fact they just 		
CF | published something about me when I won that award. And I've heard 		
CF | lots about you. That's why I asked you here." 		
CF | 		
CF | > 		Knight_Otu says, "Maybe we should explore a bit."
Knight_Otu says (to ClubFloyd), "x cat" 		
CF ] office20:57 		
CF | > 		
CF | > X CAT 		
CF | 		
CF | (You don't need to use the word "x" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cat" 		
CF ] office20:58 		
CF | > 		
CF | > EXAMINE CAT 		
CF | 		
CF | The cat is a brown tabby, more bulgy than sleek. 		
CF | 		
CF | > 		Knight_Otu says, "Old habits etcetera."
Knight_Otu says (to ClubFloyd), "ask linder about cat" 		
CF ] office20:59 		
CF | > 		
CF | > ASK LINDER ABOUT CAT 		
CF | 		
CF | "She's Monica's cat. You'd do better to ask her." 		
CF | 		
CF | > 		Knight_Otu says, "Too late for that."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] office21:00 		
CF | > 		
CF | > W 		
CF | 		
CF | Linder says with frustration, "I wish you wouldn't try to go off while 		
CF | we're trying to talk." 		
CF | The clock chimes 9 times to mark the hour. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about murder" 		
CF ] office21:01 		
CF | > 		
CF | > ASK LINDER ABOUT MURDER 		
CF | 		
CF | "I can't help you there." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about suicide" 		
CF ] office21:02 		
CF | > 		
CF | > ASK LINDER ABOUT SUICIDE 		
CF | 		
CF | "It's still too painful for me to talk about, I'm afraid." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "topics" 		
CF ] office21:02 		
CF | > 		
CF | > TOPICS 		
CF | 		
CF | (Sorry, but the word "topics" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		Knight_Otu says, "I figured, but I had to try."
Knight_Otu says (to ClubFloyd), "call ad 1308" 		
CF | > 		
CF | > CALL AD 1308 		
CF | 		
CF | You dial the number. A voice with a thick Oriental accent answers and 		
CF | says, "Sorry, Brass Lantern off tonight. Private party. Thank you." 		
CF | Then the line goes dead. 		
CF | You hear the door bell ring. 		
CF | 		
CF | Linder looks toward the window and says, "I don't think Phong has 		
CF | answered the door bell yet." He reaches toward the butler's button and 		
CF | at the same instant shouts "Stiles!" You turn around and dimly see a 		
CF | figure outside. Suddenly there is a flash of light and an explosion, 		
CF | and mortal pain radiates from your heart. As blood fills your lungs 		
CF | and a scream fills your brain, you feel sure of only one thing: you 		
CF | should have taken a chair when Linder asked you to. 		
CF | debugcheapnitfol quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		Knight_Otu says, "Wow. Just boots us out of the game."
		Knight_Otu says, "(And yes, I do realize.)"
DavidW has disconnected. 		
DavidW has connected. 		DavidW says, "sorry, my connection disappeared under me"
		Roger says, "That was a lot going on"
		Knight_Otu says, "We kind of got murdered."
		DavidW asks, "oh dear. How? By whom?"
		Knight_Otu asks, "Stiles was at the door, and then, I guess he had abomb or something?"
		Knight_Otu says, "The game also admonished us for not taking a seat."
		DavidW says, "heh"
Knight_Otu says (to ClubFloyd), "load sleepmask witness" 		
CF ] driveway entrance20:00 		
CF | Somewhere near Los Angeles. A cold Friday evening in February 1938. In 		
CF | this climate, cold is anywhere below about fifty degrees. Storm clouds 		
CF | are swimming across the sky, their bottoms glowing faintly from the 		
CF | city lights in the distance. A search light pans slowly under the 		
CF | clouds, heralding another film premiere. The air seems expectant, 		
CF | waiting for the rain to begin, like a cat waiting for the ineffable 		
CF | moment to ambush. 		
CF | 		
CF | The taxi has just dropped you off at the entrance to the Linders' 		
CF | driveway. The driver didn't seem to like venturing into this maze of 		
CF | twisty streets any more than you did. But the house windows are full 		
CF | of light, and radio music drifts toward you. Your favorite pistol, a 		
CF | snub-nosed Colt .32, is snug in its holster. You just picked up a 		
CF | match book off the curb. It might come in handy. Good thing you looked 		
CF | up the police file on Mrs. Linder's death. Her suicide note and the 		
CF | newspaper story told you all you know about the family. The long week 		
CF | is finished, except for this appointment. But why does an ominous 		
CF | feeling grip you? 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | Copyright (c) 1983 Infocom, Inc. All rights reserved. 		
CF | WITNESS and INTERLOGIC are trademarks of Infocom, Inc. 		
CF | Revision number 22 / Serial number 840924 		
CF | 		
CF | You are now in the driveway entrance. 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] driveway20:01 		
CF | > 		
CF | > N 		
CF | 		
CF | You are now on the driveway. 		
CF | The driveway, paved with peastone, runs from the entrance at the south 		
CF | end in a curve to a two-car garage at the east end. North of you is 		
CF | the front porch, the entrance to the house. 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] front porch20:02 		
CF | > 		
CF | > N 		
CF | 		
CF | You are now on the front porch. 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | closed front door to the east, giving you a dim view of the driveway 		
CF | to the south and the front yard behind a gate to the north. 		
CF | The gate is closed. A door bell glows at you, almost daring you to 		
CF | ring it. 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ring bell" 		
CF ] entry20:03 		
CF | > 		
CF | > RING BELL 		
CF | 		
CF | Someone turns off the radio. You hear footsteps inside the house. Then 		
CF | the door swings open. 		
CF | "Good evening," says a smiling face, "I am Phong. Please come in." He 		
CF | leads you into the house and closes the door behind you. 		
CF | 		
CF | You are now in the entry. 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is closed. 		
CF | Phong's straight black hair and folded eyelids make him obviously 		
CF | Asian, but no definite nationality. His open, almost gentle face holds 		
CF | a quick smile and eyes that seem to miss nothing. He carries his stout 		
CF | body lightly, but you can see great strength under his light shirt and 		
CF | dark trousers. You guess his age at about fifty, but who knows how 		
CF | many lifetimes of experience he carries? 		
CF | 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] living room20:04 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Phong says, "I believe the Linders are in the living room. Please 		
CF | follow me." He leads you into a hallway and turns left. This hallway 		
CF | seems to run the length of the house, from the garage at the south end 		
CF | to the living room at the north. There is enough warm yellow light 		
CF | flooding from the living room for you to see a few doors on each side 		
CF | of the hall. As you get near the living room, you hear voices talking, 		
CF | half-loud and fast. 		
CF | 		
CF | You are now in the living room. 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. A single door in the east wall is closed, and at 		
CF | the west end of the room is a double door. 		
CF | 		
CF | "Excuse me, sir," says Phong, "but the detective has arrived." 		
CF | 		
CF | Monica stops talking and looks at you sharply. She is a woman in her 		
CF | mid-twenties. Her grey eyes flash, emphasizing her dark waved hair and 		
CF | light but effective make-up. She wears a navy Rayon blouse, tan 		
CF | slacks, and tan pumps with Cuban heels. She acts as though you were a 		
CF | masher who just gave her a whistle. 		
CF | Linder stands at least six foot, with a powerful frame but quick 		
CF | actions, like a cat. His eyeglasses sit on top of his head, where thin 		
CF | strands of long black hair go here and there, mostly combed backward. 		
CF | His wide-set hazel eyes size you up quickly from within their pouches 		
CF | in his ruddy face. He wears a silk peach-colored Mandarin shirt and 		
CF | chocolate trousers, impeccably tailored and laundered, but sweat 		
CF | gleams on his high forehead, and he looks as though he hasn't slept 		
CF | much lately. 		
CF | 		
CF | Linder turns to you and says, "Detective, am I glad to see you! This 		
CF | is my daughter, Monica, and of course you've met Phong already." He 		
CF | looks at a wrist watch with a gleaming silver bracelet. "I see you're 		
CF | right on time. I'll be with you as soon as I finish my drink." 		
CF | Mr. Phong heads off to the south. 		
CF | It's now 8:04 p.m. 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to linder" 		
CF ] living room20:04 		
CF | > 		
CF | > TALK TO LINDER 		
CF | 		
CF | Mr. Linder is listening. 		
CF | 		
CF | (Mr. Linder is listening.) 		
CF | What next? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office20:13 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Suddenly, a clap of thunder rolls across the hills outside. 		
CF | Without warning, lightning flashes outside, and a few seconds later 		
CF | thunder rattles the house. 		
CF | 		
CF | (Aren't you getting tired of seeing "(... is listening.)" and "What 		
CF | next?" and "You are now in the ...."? From here on, the prompt will be 		
CF | much shorter.) 		
CF | 		
CF | Rain begins to fall outside in a sprinkle. 		
CF | Linder gulps down the rest of his drink. "Well, Detective," he says, 		
CF | "I'm anxious to get on with our business. Let's you and I go to my 		
CF | office so we can talk undisturbed." He takes you by the arm and leads 		
CF | you through the hallway. Just south of the entry, he opens a door to 		
CF | the east and leads you through it. 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | A cat is sleeping in the corner. 		
CF | Linder sits down in the carved chair. 		
CF | It's now 8:13 p.m. 		
CF | 		
CF | > 		DavidW says, "oh, a cat"
		Knight_Otu says, "Yeah, that's Monica's."
		Knight_Otu says, "We found out shortly before Stiles."
Knight_Otu says (to ClubFloyd), "talk to linder" 		
CF ] office20:13 		
CF | > 		
CF | > TALK TO LINDER 		
CF | 		
CF | Mr. Linder is listening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about stiles" 		
CF ] office20:14 		
CF | > 		
CF | > ASK LINDER ABOUT STILES 		
CF | 		
CF | Linder begins his story. "My late wife, may she rest in peace, got 		
CF | involved with a young man named Stiles. Naturally I tried to stop this 		
CF | affair, but without much success. Since my wife passed away, this 		
CF | Stiles fellow has gone off the deep end, I'm afraid, and blamed me for 		
CF | her death. I tried my best to ignore him, but he seems to have lost 		
CF | his senses. This morning I received this note and decided to ask your 		
CF | help." He hands the note to you. 		
CF | The rain outside is falling heavily now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sit on chair" 		
CF ] office20:14 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | (Which chair do you mean, the wooden chair or the carved chair?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wooden" 		
CF ] office20:15 		
CF | > 		
CF | > WOODEN 		
CF | 		
CF | You are now sitting on the wooden chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "read note" 		
CF ] office20:16 		
CF | > 		
CF | > READ NOTE 		
CF | 		
CF | The note is written in a spidery hand on fine rag paper. It says: 		
CF | "Linder -- 		
CF | Since Virginia died, I've lost too much sleep because of you and your 		
CF | harrassments. The time has come to put this matter to rest once and 		
CF | for all. I'll be seeing you sooner than you imagine. 		
CF | -- Stiles" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about cat" 		
CF ] office20:17 		
CF | > 		
CF | > ASK LINDER ABOUT CAT 		
CF | 		
CF | "She's Monica's cat. You'd do better to ask her." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about clock" 		
CF ] office20:18 		
CF | > 		
CF | > ASK LINDER ABOUT CLOCK 		
CF | 		
CF | "I've always admired elaborate machines, and that's the finest example 		
CF | I could hope to own." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "call ad 1308" 		
CF ] office20:19 		
CF | > 		
CF | > CALL AD 1308 		
CF | 		
CF | You'd do a much better job if you stood up. 		
CF | 		
CF | > 		Knight_Otu says, "Oh dear."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
Knight_Otu says (to ClubFloyd), "cfwitnessphone" 		
CF ] office20:19 		
CF | > SAVEO.K. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] office20:20 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You are on your own feet again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "call ad 1308" 		
CF ] office20:21 		
CF | > 		
CF | > CALL AD 1308 		
CF | 		
CF | You dial the number. A voice with a thick Oriental accent answers and 		
CF | says, "Sorry, Brass Lantern off tonight. Private party. Thank you." 		
CF | Then the line goes dead. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sit on chair" 		
CF ] office20:21 		
CF | > 		
CF | > SIT ON CHAIR 		
CF | 		
CF | (Which chair do you mean, the wooden chair or the carved chair?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wooden" 		
CF ] office20:22 		
CF | > 		
CF | > WOODEN 		
CF | 		
CF | You are now sitting on the wooden chair. 		
CF | 		
CF | > 		MoyTravis asks, "Talk to Phong at some point?"
		Knight_Otu says, "Stiles' visit occured at 9."
		MoyTravis exclaims, "Barricade the door and prepare for a shootout!"
		Knight_Otu says, "I'm not sure we can leave until the murder occurs. Linder got kind of cross when I tried to leave."
		Knight_Otu says, "Maybe there's a way to end conversation mode, but I think it's basically a scene."
Knight_Otu says (to ClubFloyd), "bye" 		
CF ] office20:22 		
CF | > 		
CF | > BYE 		
CF | 		
CF | (Sorry, but the word "bye" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		MoyTravis asks, "Call Phong?"
Knight_Otu says (to ClubFloyd), "call phong" 		
CF ] office20:23 		
CF | > 		
CF | > CALL PHONG 		
CF | 		
CF | You'd do a much better job if you stood up. 		
CF | The rain outside begins to taper off. 		
CF | 		
CF | > 		MoyTravis says, "I don't get the standing up thing."
		Knight_Otu says, "The game thinks I want to use the phone."
Knight_Otu says (to ClubFloyd), "x button" 		
CF ] office20:23 		
CF | > 		
CF | > X BUTTON 		
CF | 		
CF | (You don't need to use the word "x" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine button" 		
CF ] office20:24 		
CF | > 		
CF | > EXAMINE BUTTON 		
CF | 		
CF | You'd do a much better job if you stood up, but let's see... 		
CF | There's nothing special about the butler's button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand up" 		
CF ] office20:25 		
CF | > 		
CF | > STAND UP 		
CF | 		
CF | You are on your own feet again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] office20:26 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | Linder grabs your wrist and looks you hard in the eye. Then a wide 		
CF | smile breaks out on his face as he lets go. "Sorry if I'm rough, but I 		
CF | don't want any interruptions right now." 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "sit on lounge" 		
CF ] office20:27 		
CF | > 		
CF | > SIT ON LOUNGE 		
CF | 		
CF | You are now sitting on the lounge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about button" 		
CF ] office20:28 		
CF | > 		
CF | > ASK LINDER ABOUT BUTTON 		
CF | 		
CF | "That's the butler's button, of course." 		
CF | The rain storm outside has passed now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "linder, push it" 		
CF ] office20:29 		
CF | > 		
CF | > LINDER, PUSH IT 		
CF | 		
CF | "Don't tell me what to do!" 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "ask linder about brass lantern" 		
CF ] office20:30 		
CF | > 		
CF | > ASK LINDER ABOUT BRASS LANTERN 		
CF | 		
CF | "I think Phong goes there sometimes. I've never been there myself." He 		
CF | almost flinched before answering, but now he's as smooth as ever. 		
CF | The clock chimes once to mark the half hour. 		
CF | 		
CF | > 		DavidW asks, "oh, you found a button somewhere?"
		Knight_Otu says, "The game mentioned it during Stiles' attack."
		DavidW says, "I'm missing so much."
Knight_Otu says (to ClubFloyd), "ask linder about suicide note" 		
CF ] office20:30 		
CF | > 		
CF | > ASK LINDER ABOUT SUICIDE NOTE 		
CF | 		
CF | (I found more than two nouns in that sentence!) 		
CF | 		
CF | > 		DavidW says, "I'm wondering if, at the beginning, we can nose around the outside of the house. Footprints outside a window or something."
Knight_Otu says (to ClubFloyd), "ask linder about garage" 		
CF ] office20:31 		
CF | > 		
CF | > ASK LINDER ABOUT GARAGE 		
CF | 		
CF | "I can't help you there." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about monica" 		
CF ] office20:32 		
CF | > 		
CF | > ASK LINDER ABOUT MONICA 		
CF | 		
CF | "She's a loyal and intelligent girl. I'm very proud of her." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about phong" 		
CF ] office20:33 		
CF | > 		
CF | > ASK LINDER ABOUT PHONG 		
CF | 		
CF | "He and I go back a long time. Met in Asia, you know. And since I 		
CF | spend as much time there as here, he takes care of the house for me. A 		
CF | fine fellow, and I trust him implicitly." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about asia" 		
CF ] office20:33 		
CF | > 		
CF | > ASK LINDER ABOUT ASIA 		
CF | 		
CF | (You don't need to use the word "asia" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about company" 		
CF ] office20:34 		
CF | > 		
CF | > ASK LINDER ABOUT COMPANY 		
CF | 		
CF | "That has nothing to do with why I asked you here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about truth" 		
CF ] office20:34 		
CF | > 		
CF | > ASK LINDER ABOUT TRUTH 		
CF | 		
CF | (You don't need to use the word "truth" to solve this mystery.) 		
CF | 		
CF | > 		Knight_Otu says, "I mean..."
Knight_Otu says (to ClubFloyd), "ask linder about linder" 		
CF ] office20:35 		
CF | > 		
CF | > ASK LINDER ABOUT LINDER 		
CF | 		
CF | "You've probably read about me in the papers. In fact they just 		
CF | published something about me when I won that award. And I've heard 		
CF | lots about you. That's why I asked you here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask linder about newspaperss" 		
CF ] office20:36 		
CF | > 		
CF | > ASK LINDER ABOUT NEWSPAPERSS 		
CF | 		
CF | "That has nothing to do with why I asked you here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office20:37 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Monica bursts into the office, wearing a felt hat and wool coat, and 		
CF | struggling to get her driving gloves on. She glances icily in your 		
CF | direction and then back to her father. "I'm off to the pictures with 		
CF | Terry, Dad. Good-bye." She hugs him briefly but firmly, burying her 		
CF | head in his shoulder. He pushes her away and says, "You're leaving 		
CF | now?! I thought you'd be talking to the detective here. What about the 		
CF | threat on my life?" He has the hurt look of an orphan pup. She 		
CF | answers, "You don't need me here. I need to get away now and then. I'm 		
CF | not like Mother, you know." Tears well up in her eyes but she brushes 		
CF | them away before they drop. She turns to leave. 		
CF | (8:37 p.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] office20:37 		
CF | (8:37 p.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
CF | > NO 		
CF | 		
CF | It's now 8:37 p.m. 		
CF | 		
CF | > 		Knight_Otu asks, "I guess WAIT goes for more than a turn?"
Knight_Otu says (to ClubFloyd), "ask monica about stiles" 		
CF ] office20:38 		
CF | > 		
CF | > ASK MONICA ABOUT STILES 		
CF | 		
CF | "Oh, that lover boy thinks he's a smooth apple, all right. If you ask 		
CF | me, he's just a harmless grifter." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about suicide" 		
CF ] office20:39 		
CF | > 		
CF | > ASK MONICA ABOUT SUICIDE 		
CF | 		
CF | "I don't want to talk about it." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about mother" 		
CF ] office20:40 		
CF | > 		
CF | > ASK MONICA ABOUT MOTHER 		
CF | 		
CF | Monica looks briefly toward Mr. Linder and then speaks in a whisper. 		
CF | "She was the most noble woman I've ever known. Did her best to be a 		
CF | 'good wife' even though she was alone so much. No one understood her 		
CF | as I did, certainly not Father. Sometimes I feel I could just ..." She 		
CF | slams a clenched fist into her palm. She seems to remember who you 		
CF | are, then clams up. 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about match book" 		
CF ] office20:41 		
CF | > 		
CF | > ASK MONICA ABOUT MATCH BOOK 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | Monica is acting impatient. 		
CF | 		
CF | > 		MoyTravis asks, "Brass Lantern?"
Knight_Otu says (to ClubFloyd), "ask monica about brass lantern" 		
CF ] office20:42 		
CF | > 		
CF | > ASK MONICA ABOUT BRASS LANTERN 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | Monica looks more nervous. "I really must go now, or I'll be late for 		
CF | the film." She hugs her father again and dashes out the door. 		
CF | Monica heads off to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office20:52 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Outside somewhere, a car roars to life and speeds away. 		
CF | It's now 8:52 p.m. 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		Knight_Otu says, "WAIT is 10 minutes."
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office21:02 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | The clock chimes 9 times to mark the hour. 		
CF | It's now 9:02 p.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office21:04 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | You hear the door bell ring. 		
CF | 		
CF | Linder looks toward the window and says, "I don't think Phong has 		
CF | answered the door bell yet." He reaches toward the butler's button and 		
CF | at the same instant shouts "Stiles!" You turn around and dimly see a 		
CF | figure outside. Suddenly there is a flash of light and an explosion, 		
CF | and the window falls into dozens of shiny shards. The cat bolts and 		
CF | disappears somewhere. The figure outside turns and runs before you can 		
CF | see the face. When you turn back around, you see Linder slumping down 		
CF | in his chair, with a bloody stain spreading across his silk shirt. He 		
CF | teeters on the edge of the seat, then falls onto the floor, quite 		
CF | dead. 		
CF | It's now 9:04 p.m. 		
CF | 		
CF | > 		Knight_Otu says, "Oopsie."
		MoyTravis says, "RIP that guy. Again."
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] office21:05 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You'd do a much better job if you stood up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] office21:06 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You are on your own feet again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] office21:07 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You hear a clicking sound from the direction of the clock. 		
CF | Suddenly Phong enters the office. When he sees that Linder has cashed 		
CF | in his chips, he turns away for a minute and bows his head. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to phong" 		
CF ] office21:07 		
CF | > 		
CF | > TALK TO PHONG 		
CF | 		
CF | Mr. Phong is listening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about stiles" 		
CF ] office21:08 		
CF | > 		
CF | > ASK HIM ABOUT STILES 		
CF | 		
CF | "He used to come around here now and then, when Mr. Linder was away. I 		
CF | never thought much about it until the fighting between Mr. and Mrs. 		
CF | got bad, just before Mrs. Linder passed on." He pauses. "I think Mr. 		
CF | Linder has been calling him on the telephone a lot lately." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about linder" 		
CF ] office21:09 		
CF | > 		
CF | > ASK HIM ABOUT LINDER 		
CF | 		
CF | "Frankly, Detective, I can't say I'm sorry he's dead. He always 		
CF | promised me wealth here in America, but I've never seen it. I could 		
CF | have managed the Asian branch of his business if he'd let me. If I had 		
CF | any money, I'd quit on the spot and return home." 		
CF | You hear the door bell ring. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask him about bell" 		
CF ] office21:10 		
CF | > 		
CF | > ASK HIM ABOUT BELL 		
CF | 		
CF | He seems surprised. "Uh, that was just some door-to-door salesman." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway21:11 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway21:12 		
CF | > 		
CF | > S 		
CF | 		
CF | Too bad, but the garage door is closed. 		
CF | Mr. Phong walks past you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway21:13 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the storage door is closed. 		
CF | Mr. Phong heads off to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway21:14 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | Mr. Phong heads off to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] entry21:15 		
CF | > 		
CF | > W 		
CF | 		
CF | (entry) 		
CF | Sgt. Duffy is leading Stiles by the handcuffs. 		
CF | Your assistant, Sgt. Duffy, sees you. "Detective, I'm glad you're 		
CF | safe! I thought I should come here on the streetcar, in case you 		
CF | needed help. I'm familiar with the house, since I was here to help 		
CF | investigate Mrs. Linder's death. Just as I walked up tonight, I heard 		
CF | a shot! The next thing I knew, this man, who calls himself Stiles, 		
CF | burst out of the woods behind the house. Naturally, I put the nippers 		
CF | on him and brought him along. I'll just stow him in the living room 		
CF | and stand by to help you." 		
CF | Mr. Phong heads off to the east. 		
CF | Sgt. Duffy leads Stiles off to the east. 		
CF | 		
CF | > 		Knight_Otu asks, "Could anyone not act suspicious for a second, here, please?"
Knight_Otu says (to ClubFloyd), "l" 		
CF ] entry21:16 		
CF | > 		
CF | > L 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x scroll" 		
CF ] entry21:16 		
CF | > 		
CF | > X SCROLL 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "x".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine scroll" 		
CF ] entry21:17 		
CF | > 		
CF | > EXAMINE SCROLL 		
CF | 		
CF | The scroll is written with a fine brush. Freely translated, it reads: 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | from Infocom, Inc. 		
CF | by Stu Galley 		
CF | based on an idea by 		
CF | Marc Blank and Dave Lebling 		
CF | Copyright (c) 1983 Infocom, Inc. 		
CF | All rights reserved. 		
CF | WITNESS and INTERLOGIC 		
CF | are trademarks of Infocom, Inc. 		
CF | 		
CF | 		
CF | > 		Knight_Otu says, "Well."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway21:18 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | Mr. Phong, off to the north, ducks into a room to the north. 		
CF | Sgt. Duffy, off to the north, leads Stiles to the north. 		
CF | Duffy goes quickly to work, disappearing down the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway21:19 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | To the north Mr. Phong enters the hallway from the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway21:20 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | Mr. Phong heads off to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] kitchen21:21 		
CF | > 		
CF | > W 		
CF | 		
CF | (kitchen) 		
CF | The Linder kitchen is full of electric appliances: range and hood, 		
CF | refrigerator, mixer, toaster, clock, and so on. Several white steel 		
CF | cabinets make for plenty of storage space. To the north is the dining 		
CF | room, to the east the hall. 		
CF | Phong is here, opening a can of worms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x can" 		
CF ] kitchen21:21 		
CF | > 		
CF | > X CAN 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "x".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine can" 		
CF ] kitchen21:22 		
CF | > 		
CF | > EXAMINE CAN 		
CF | 		
CF | This case is tangled enough already. 		
CF | 		
CF | > 		MoyTravis says, "hahaha"
		MoyTravis says, "Okay, that one's good."
Knight_Otu says (to ClubFloyd), "ask phong about brass lantern" 		
CF ] kitchen21:23 		
CF | > 		
CF | > ASK PHONG ABOUT BRASS LANTERN 		
CF | 		
CF | "I've heard Mr. Linder mention that restaurant." 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "ask phong about match book" 		
CF ] kitchen21:24 		
CF | > 		
CF | > ASK PHONG ABOUT MATCH BOOK 		
CF | 		
CF | "I've heard Mr. Linder mention that restaurant. But I don't recognize 		
CF | the phone number." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] kitchen21:25 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway21:26 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "verbose" 		
CF ] hallway21:26 		
CF | > 		
CF | > VERBOSE 		
CF | 		
CF | (O.K., you will get verbose descriptions.) 		
CF | 		
CF | > 		DavidW says, "I keep disconnecting. If I disappear again, I don't think I'll try to reconnect."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway21:27 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room21:28 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. A single door in the east wall is closed, and at 		
CF | the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about murder" 		
CF ] living room21:29 		
CF | > 		
CF | > ASK STILES ABOUT MURDER 		
CF | 		
CF | "I couldn't help you if I wanted to." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about gun" 		
CF ] living room21:30 		
CF | > 		
CF | > ASK STILES ABOUT GUN 		
CF | 		
CF | "I couldn't help you if I wanted to." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "exammine stiles" 		
CF ] living room21:30 		
CF | > 		
CF | > EXAMMINE STILES 		
CF | 		
CF | (Sorry, but the word "exammine" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine stiles" 		
CF ] living room21:31 		
CF | > 		
CF | > EXAMINE STILES 		
CF | 		
CF | The young man looks you straight in the eye but says nothing. He looks 		
CF | like a gigolo trying to imitate a university professor. His blond wavy 		
CF | hair almost sparkles, like Pacific surf at night, but his recent panic 		
CF | has left it dangling to one side. His hot blue eyes reveal his 		
CF | curiosity and uncertainty about you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about linder" 		
CF ] living room21:31 		
CF | > 		
CF | > ASK STILES ABOUT LINDER 		
CF | 		
CF | (Which Linder do you mean, the late Mrs. Linder or Mr. Linder?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about mr linder" 		
CF ] living room21:32 		
CF | > 		
CF | > ASK STILES ABOUT MR LINDER 		
CF | 		
CF | "He's a smooth operator. I can think of many people who'd like to plug 		
CF | him. Not me, of course. I still don't understand why he sounded so 		
CF | urgent when he called me today and asked me to come here tonight." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about mrs linder" 		
CF ] living room21:33 		
CF | > 		
CF | > ASK STILES ABOUT MRS LINDER 		
CF | 		
CF | "Virginia was a special woman. Repressed for years. I think that, if 		
CF | only ... Say, I don't have to answer your questions!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about note" 		
CF ] living room21:34 		
CF | > 		
CF | > ASK STILES ABOUT NOTE 		
CF | 		
CF | "Holy smoke! That sort of looks like my writing, but I didn't write 		
CF | it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about match" 		
CF ] living room21:35 		
CF | > 		
CF | > ASK STILES ABOUT MATCH 		
CF | 		
CF | "That's my phone number! Linder must have jotted it down the day we 		
CF | had lunch at that restaurant, when he first offered me money to leave 		
CF | town." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about money" 		
CF ] living room21:36 		
CF | > 		
CF | > ASK STILES ABOUT MONEY 		
CF | 		
CF | "Yeah, Linder said he wanted to pay me a bundle to leave town." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about monica" 		
CF ] living room21:37 		
CF | > 		
CF | > ASK STILES ABOUT MONICA 		
CF | 		
CF | "She's probably just another dizzy dame, but I don't really know her 		
CF | well enough to say." 		
CF | 		
CF | > 		Knight_Otu says, "Well, then maybe don't say it."
Knight_Otu says (to ClubFloyd), "tell stiles about freeman" 		
CF ] living room21:38 		
CF | > 		
CF | > TELL STILES ABOUT FREEMAN 		
CF | 		
CF | Mr. Stiles seems to be getting impatient. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about telegram" 		
CF ] living room21:39 		
CF | > 		
CF | > ASK STILES ABOUT TELEGRAM 		
CF | 		
CF | "I don't get it. I think he's more dangerous than I am!" 		
CF | 		
CF | > 		Knight_Otu says, "Not anymore, he isn't."
		DavidW says, "Seems like Mr L was trying to frame Stiles."
		Knight_Otu asks, "At the cost of his own life? I mean, yes, framing him is what probably happened, but getting actually killed in the process?"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] living room21:40 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] living room21:41 		
CF | > 		
CF | > L 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. A single door in the east wall is closed, and at 		
CF | the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		DavidW says, "I didn't see what happened, exactly."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway21:42 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway21:43 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway21:44 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway21:45 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office21:46 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The body of Mr. Linder is still crumpled in a heap on the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x linder" 		
CF ] office21:46 		
CF | > 		
CF | > X LINDER 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		MoyTravis says, "Somebody rang the bell and then Linder got shot through the window."
Knight_Otu says (to ClubFloyd), "examine linder" 		
CF ] office21:47 		
CF | > 		
CF | > EXAMINE LINDER 		
CF | 		
CF | The blood on Linder's shirt has clotted and turned dark. 		
CF | 		
CF | > 		DavidW asks, "did you search him? Did he have the clock key?"
		Knight_Otu says, "We didn't search him yet."
Knight_Otu says (to ClubFloyd), "search body" 		
CF ] office21:48 		
CF | > 		
CF | > SEARCH BODY 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		MoyTravis says, "We didn't do anything with the body."
		DavidW says, "try pushing the button"
		DavidW says, "Let's verify that it really does summon Phong."
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] office21:49 		
CF | > 		
CF | > PUSH BUTTON 		
CF | 		
CF | You hear a clicking sound from the direction of the clock. 		
CF | 		
CF | > 		DavidW says, "Well, that is suspicious."
		DavidW says, "Now I really want that clock open."
		Knight_Otu says, "It did the first time we tried. I guess you were disconnected at that time."
Knight_Otu says (to ClubFloyd), "open cabinet" 		
CF ] office21:50 		
CF | > 		
CF | > OPEN CABINET 		
CF | 		
CF | You open the file cabinet. 		
CF | The cabinet is filled with a lot of business papers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine business" 		
CF ] office21:50 		
CF | > 		
CF | > EXAMINE BUSINESS 		
CF | 		
CF | (You can't see the Pacific Trade Associates here.) 		
CF | 		
CF | > 		DavidW says, "yeah, sorry, I've missed tons. I don't even know the house layout."
Knight_Otu says (to ClubFloyd), "examine business papers" 		
CF ] office21:51 		
CF | > 		
CF | > EXAMINE BUSINESS PAPERS 		
CF | 		
CF | You look quickly through the files but find nothing suspicious, so you 		
CF | decide to leave them alone. 		
CF | 		
CF | > 		Knight_Otu says, "Honestly, neither do I at this point."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] office21:52 		
CF | > 		
CF | > L 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The body of Mr. Linder is still crumpled in a heap on the floor. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind picture" 		
CF ] office21:53 		
CF | > 		
CF | > LOOK BEHIND PICTURE 		
CF | 		
CF | There's nothing behind the picture. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind clock" 		
CF ] office21:54 		
CF | > 		
CF | > LOOK BEHIND CLOCK 		
CF | 		
CF | There's nothing behind the grandfather clock. 		
CF | 		
CF | > 		DavidW says, "just about to suggest that"
		DavidW says, "the picture, I mean"
Knight_Otu says (to ClubFloyd), "look under desk" 		
CF ] office21:55 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | You can see dirt and grime, old chewing gum in various colors, and a 		
CF | pair of black wires going from a button into the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine wires" 		
CF ] office21:56 		
CF | > 		
CF | > EXAMINE WIRES 		
CF | 		
CF | There's nothing special about the pair of green wires. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine black wires" 		
CF ] office21:57 		
CF | > 		
CF | > EXAMINE BLACK WIRES 		
CF | 		
CF | A pair of black wires goes from the butler's button into the floor. 		
CF | 		
CF | > 		Knight_Otu says, "There we find the button."
Knight_Otu says (to ClubFloyd), "look under ornate chair" 		
CF ] office21:58 		
CF | > 		
CF | > LOOK UNDER ORNATE CHAIR 		
CF | 		
CF | You twist your head to look under the carved chair but find nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under wooden chair" 		
CF ] office21:59 		
CF | > 		
CF | > LOOK UNDER WOODEN CHAIR 		
CF | 		
CF | You twist your head to look under the wooden chair but find nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under lounge" 		
CF ] office22:00 		
CF | > 		
CF | > LOOK UNDER LOUNGE 		
CF | 		
CF | You twist your head to look under the lounge but find nothing. 		
CF | The clock chimes 10 times to mark the hour. 		
CF | 		
CF | > 		Knight_Otu says, "Where did that sergeant run off to, anyways? I expected him here."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway22:01 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway22:02 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the storage door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open storage" 		
CF ] hallway22:03 		
CF | > 		
CF | > OPEN STORAGE 		
CF | 		
CF | Okeh, the storage door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] storage closet22:04 		
CF | > 		
CF | > W 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | A broom is standing in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:05 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open garage" 		
CF ] hallway22:05 		
CF | > 		
CF | > OPEN GARAGE 		
CF | 		
CF | (You can't see any garage here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway22:06 		
CF | > 		
CF | > S 		
CF | 		
CF | Too bad, but the garage door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open garage door" 		
CF ] hallway22:07 		
CF | > 		
CF | > OPEN GARAGE DOOR 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway22:08 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:09 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] entry22:10 		
CF | > 		
CF | > W 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:11 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway22:12 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom22:13 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x phonograph" 		
CF ] Monica's bedroom22:13 		
CF | > 		
CF | > X PHONOGRAPH 		
CF | 		
CF | (I don't know the word "x".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine phonograph" 		
CF ] Monica's bedroom22:13 		
CF | > 		
CF | > EXAMINE PHONOGRAPH 		
CF | 		
CF | (You don't need to use the word "phonograph" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine small table" 		
CF ] Monica's bedroom22:13 		
CF | > 		
CF | > EXAMINE SMALL TABLE 		
CF | 		
CF | (You don't need to use the word "small" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine stories" 		
CF ] Monica's bedroom22:13 		
CF | > 		
CF | > EXAMINE STORIES 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "stories".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine table" 		
CF ] Monica's bedroom22:14 		
CF | > 		
CF | > EXAMINE TABLE 		
CF | 		
CF | This table is pretty messy. Anyone but Monica would have a tough time 		
CF | finding anything on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine case" 		
CF ] Monica's bedroom22:15 		
CF | > 		
CF | > EXAMINE CASE 		
CF | 		
CF | Good idea! But one important book isn't in the book case. 		
CF | 		
CF | > 		Knight_Otu says, "I.. Uh.."
		MoyTravis says, "hahahahahaha"
		MoyTravis asks, "Does this game have hints?"
		DavidW says, "The Case of the Missing IMPORTANT Book"
		MoyTravis asks, "Wait this is one of the Old games right, with the paid hintlines?"
		DavidW says, "yeah"
		MoyTravis asks, "How dickish is that?"
Knight_Otu says (to ClubFloyd), "search case" 		
CF ] Monica's bedroom22:16 		
CF | > 		
CF | > SEARCH CASE 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Monica's bedroom22:17 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | If you wanted to find the bogey man, you're out of luck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under table" 		
CF ] Monica's bedroom22:18 		
CF | > 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | There's nothing there but dust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine dressing table" 		
CF ] Monica's bedroom22:19 		
CF | > 		
CF | > EXAMINE DRESSING TABLE 		
CF | 		
CF | This table is pretty messy. Anyone but Monica would have a tough time 		
CF | finding anything on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] Monica's bedroom22:20 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | This table is pretty messy. Anyone but Monica would have a tough time 		
CF | finding anything on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine window" 		
CF ] Monica's bedroom22:21 		
CF | > 		
CF | > EXAMINE WINDOW 		
CF | 		
CF | The window is a simple wooden sash, locked tight against the cold. 		
CF | There's some sort of electric relay on one edge, with white wires 		
CF | attached. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine door" 		
CF ] Monica's bedroom22:21 		
CF | > 		
CF | > EXAMINE DOOR 		
CF | 		
CF | (Which door do you mean, the bedroom door, the back door, or the cedar 		
CF | door?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "back" 		
CF ] Monica's bedroom22:22 		
CF | > 		
CF | > BACK 		
CF | 		
CF | There's nothing special about the back door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open back door" 		
CF ] Monica's bedroom22:23 		
CF | > 		
CF | > OPEN BACK DOOR 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cedar" 		
CF ] Monica's bedroom22:24 		
CF | > 		
CF | > OPEN CEDAR 		
CF | 		
CF | It's already open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] bathroom22:25 		
CF | > 		
CF | > N 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open redwood" 		
CF ] bathroom22:26 		
CF | > 		
CF | > OPEN REDWOOD 		
CF | 		
CF | Okeh, the redwood door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Linder's bedroom22:27 		
CF | > 		
CF | > N 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		DavidW asks, "look under bed?"
Knight_Otu says (to ClubFloyd), "examine window" 		
CF ] Linder's bedroom22:28 		
CF | > 		
CF | > EXAMINE WINDOW 		
CF | 		
CF | The window is a simple wooden sash, locked tight against the cold. 		
CF | There's some sort of electric relay on one edge, with white wires 		
CF | attached. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Linder's bedroom22:29 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You twist your head to look under the four-poster bed but find 		
CF | nothing. 		
CF | 		
CF | > 		Knight_Otu says, "There are a ton of back doors in this house."
		DavidW asks, "So all the windows use white wires except in the office?"
		Knight_Otu says, "Hm. Maybe."
		MoyTravis exclaims, "Huh!"
Knight_Otu says (to ClubFloyd), "examine newspapers" 		
CF ] Linder's bedroom22:30 		
CF | > 		
CF | > EXAMINE NEWSPAPERS 		
CF | 		
CF | You go through the stuff in the room and find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine clothes" 		
CF ] Linder's bedroom22:31 		
CF | > 		
CF | > EXAMINE CLOTHES 		
CF | 		
CF | You go through the stuff in the room and find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine dresser" 		
CF ] Linder's bedroom22:32 		
CF | > 		
CF | > EXAMINE DRESSER 		
CF | 		
CF | The dresser is a beautiful piece of cabinetry. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Linder's bedroom22:33 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open all the drawers and find only shirts, socks, underwear, 		
CF | hankies, and so on. What a disappointment. 		
CF | 		
CF | > 		Knight_Otu says, "Game."
		Knight_Otu says, "Game, what are you..."
		Knight_Otu says, "How does this game keep shoving me off-balance."
Knight_Otu says (to ClubFloyd), "examine chair" 		
CF ] Linder's bedroom22:34 		
CF | > 		
CF | > EXAMINE CHAIR 		
CF | 		
CF | There's nothing special about the chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Linder's bedroom22:35 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the bedroom door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bedroom door" 		
CF ] Linder's bedroom22:36 		
CF | > 		
CF | > OPEN BEDROOM DOOR 		
CF | 		
CF | Okeh, the bedroom door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] living room22:37 		
CF | > 		
CF | > W 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. A single door in the east wall is open, and at the 		
CF | west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cabinet" 		
CF ] living room22:38 		
CF | > 		
CF | > EXAMINE CABINET 		
CF | 		
CF | Too bad, but the liquor cabinet is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine radio" 		
CF ] living room22:39 		
CF | > 		
CF | > EXAMINE RADIO 		
CF | 		
CF | It's a Stromberg-Carlson triple-range console. The exit in the bottom 		
CF | is evidence of the Acoustical Labyrinth inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "turn it on" 		
CF ] living room22:40 		
CF | > 		
CF | > TURN IT ON 		
CF | 		
CF | You turn on the radio, spin the dial and find the Montoya Orchestra. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine davenport" 		
CF ] living room22:41 		
CF | > 		
CF | > EXAMINE DAVENPORT 		
CF | 		
CF | There's nothing on the davenport. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room22:42 		
CF | > 		
CF | > W 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] kitchen22:43 		
CF | > 		
CF | > S 		
CF | 		
CF | (kitchen) 		
CF | The Linder kitchen is full of electric appliances: range and hood, 		
CF | refrigerator, mixer, toaster, clock, and so on. Several white steel 		
CF | cabinets make for plenty of storage space. To the north is the dining 		
CF | room, to the east the hall. 		
CF | Phong is here, smoking a cigarette. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] kitchen22:44 		
CF | > 		
CF | > S 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] kitchen22:45 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:46 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:47 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway22:48 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway22:49 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the butler's door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway22:50 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] entry22:51 		
CF | > 		
CF | > W 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open front" 		
CF ] entry22:52 		
CF | > 		
CF | > OPEN FRONT 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway22:53 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway22:54 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway22:55 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room22:56 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine fire" 		
CF ] living room22:57 		
CF | > 		
CF | > EXAMINE FIRE 		
CF | 		
CF | There's nothing special about the fire. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room22:58 		
CF | > 		
CF | > W 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room22:59 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the French door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open french door" 		
CF ] dining room23:00 		
CF | > 		
CF | > OPEN FRENCH DOOR 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] kitchen23:01 		
CF | > 		
CF | > S 		
CF | 		
CF | (kitchen) 		
CF | The Linder kitchen is full of electric appliances: range and hood, 		
CF | refrigerator, mixer, toaster, clock, and so on. Several white steel 		
CF | cabinets make for plenty of storage space. To the north is the dining 		
CF | room, to the east the hall. 		
CF | Phong is here, making pickles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about keys" 		
CF ] kitchen23:02 		
CF | > 		
CF | > ASK PHONG ABOUT KEYS 		
CF | 		
CF | "I have the keys for all the doors in the house." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong for keys" 		
CF ] kitchen23:03 		
CF | > 		
CF | > ASK PHONG FOR KEYS 		
CF | 		
CF | "I have the keys for all the doors in the house." 		
CF | 		
CF | > 		Knight_Otu says, "Yes...."
Knight_Otu says (to ClubFloyd), "ask phong for garage key" 		
CF ] kitchen23:04 		
CF | > 		
CF | > ASK PHONG FOR GARAGE KEY 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any garage 		
CF | key!" 		
CF | 		
CF | > 		DavidW asks, "about clock key?"
Knight_Otu says (to ClubFloyd), "ask phong for clock key" 		
CF ] kitchen23:05 		
CF | > 		
CF | > ASK PHONG FOR CLOCK KEY 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any clock key!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong for french door key" 		
CF ] kitchen23:06 		
CF | > 		
CF | > ASK PHONG FOR FRENCH DOOR KEY 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any french door 		
CF | key!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong for front door key" 		
CF ] kitchen23:07 		
CF | > 		
CF | > ASK PHONG FOR FRONT DOOR KEY 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any front door 		
CF | key!" 		
CF | 		
CF | > 		MoyTravis asks, "...ask him for all the keys?"
		DavidW says, "obviously the game doesn't have those topics"
		MoyTravis asks, "Ask him for "key" and see what happens?"
Knight_Otu says (to ClubFloyd), "ask phong for key" 		
CF ] kitchen23:08 		
CF | > 		
CF | > ASK PHONG FOR KEY 		
CF | 		
CF | "I have the keys for all the doors in the house." 		
CF | Suddenly you hear a car drive into the garage and stop. Its door 		
CF | slams. 		
CF | 		
CF | > 		MoyTravis asks, "Phong, give me key?"
		DavidW asks, "uh oh. Did Monica get stood up?"
Knight_Otu says (to ClubFloyd), "phong, give me key" 		
CF ] kitchen23:09 		
CF | > 		
CF | > PHONG, GIVE ME KEY 		
CF | 		
CF | "Here, you may as well take them. I don't see how Mr. Linder can 		
CF | object now." 		
CF | 		
CF | > 		Knight_Otu says, "Thanks."
		MoyTravis exclaims, "Hooray!"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] kitchen23:10 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway23:11 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway23:12 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway23:13 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway23:14 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | Monica walks past you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to monica" 		
CF ] hallway23:14 		
CF | > 		
CF | > TALK TO MONICA 		
CF | 		
CF | Monica is listening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "tell monica about freeman" 		
CF ] hallway23:15 		
CF | > 		
CF | > TELL MONICA ABOUT FREEMAN 		
CF | 		
CF | Monica doesn't appear interested. 		
CF | Monica heads off to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office23:16 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The body of Mr. Linder is still crumpled in a heap on the floor. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | Monica heads off to the west. 		
CF | 		
CF | > 		MoyTravis says, "Maybe give her a heads up about her dad."
		MoyTravis says, "Or, uh."
		MoyTravis says, "I guess she can just walk right by his dead body."
		Knight_Otu says, "Well, I tried to."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway23:17 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | Monica heads off to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway23:18 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | Monica heads off to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway23:19 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the east is open. 		
CF | Monica heads off to the east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom23:20 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica heads off to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] bathroom23:21 		
CF | > 		
CF | > N 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | Monica heads off to the west. 		
CF | The door to the toilet room slams shut. You hear sounds of dry heaving 		
CF | inside. 		
CF | 		
CF | > 		Knight_Otu says, "Well, I don't blame her."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] bathroom23:22 		
CF | > 		
CF | > E 		
CF | 		
CF | Too bad, but the tub door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Linder's bedroom23:23 		
CF | > 		
CF | > N 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] living room23:24 		
CF | > 		
CF | > W 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room23:25 		
CF | > 		
CF | > W 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock french door" 		
CF ] dining room23:26 		
CF | > 		
CF | > UNLOCK FRENCH DOOR 		
CF | 		
CF | Okeh, the French door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room23:27 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the French door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] dining room23:28 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the French door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] front yard23:29 		
CF | > 		
CF | > W 		
CF | 		
CF | (front yard) 		
CF | You are in the front yard of the Linder property. Most of the space is 		
CF | occupied by a kitchen garden full of vegetables and herbs. A wooden 		
CF | fence surrounds the yard on the west and north sides. To the east is 		
CF | the house, with a French door and two windows. To the south is a gate 		
CF | that leads to the front porch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open gate" 		
CF ] front yard23:30 		
CF | > 		
CF | > OPEN GATE 		
CF | 		
CF | Okeh, the front gate is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] front porch23:31 		
CF | > 		
CF | > S 		
CF | 		
CF | (front porch) 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | closed front door to the east, giving you a dim view of the driveway 		
CF | to the south and the front yard behind a gate to the north. 		
CF | The gate is open. A door bell glows at you, almost daring you to ring 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] driveway23:32 		
CF | > 		
CF | > S 		
CF | 		
CF | (driveway) 		
CF | The driveway, paved with peastone, runs from the entrance at the south 		
CF | end in a curve to a two-car garage at the east end. North of you is 		
CF | the front porch, the entrance to the house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] driveway entrance23:33 		
CF | > 		
CF | > S 		
CF | 		
CF | (driveway entrance) 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] driveway entrance23:34 		
CF | > 		
CF | > W 		
CF | 		
CF | A wooden fence blocks your way. 		
CF | Out of the blue, one of the coroner's men runs up to you and says, "We 		
CF | just removed the body. Haven't time to chat. Busy night at the morgue! 		
CF | Carry on, Detective." Then Duffy appears, saying, "I'm glad they 		
CF | finally showed up! When I called, they seemed very busy. I think I 		
CF | should go along and make sure they give this autopsy top priority. See 		
CF | you later!" They head for the street. 		
CF | 		
CF | > 		MoyTravis says, "Welp if there was anything on the body I guess we missed it."
		Knight_Otu says, "I did search it."
		MoyTravis says, "Oh, I missed it then."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] side yard23:35 		
CF | > 		
CF | > E 		
CF | 		
CF | (side yard) 		
CF | This is a little-used side yard, hidden from the street by the fence. 		
CF | The back yard lies to the east and the driveway to the west. 		
CF | You notice a fresh row of foot prints going from the back yard to the 		
CF | driveway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x prints" 		
CF ] side yard23:35 		
CF | > 		
CF | > X PRINTS 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine prints" 		
CF ] side yard23:36 		
CF | > 		
CF | > EXAMINE PRINTS 		
CF | 		
CF | The prints are lined up in an even row, as if made by a careful 		
CF | walker. 		
CF | 		
CF | > 		DavidW) Alice says, "People come and go so quickly here!"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office path23:37 		
CF | > 		
CF | > E 		
CF | 		
CF | (office path) 		
CF | You are on a path made of stepping stones, which leads from the back 		
CF | gate at the south to Linder's office at the north. In the east you can 		
CF | see a thick woods. To the west is the side yard. 		
CF | There's a muddy handgun here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine handgun" 		
CF ] office path23:38 		
CF | > 		
CF | > EXAMINE HANDGUN 		
CF | 		
CF | The gun is muddy from the ground, but you can see it's just a cheap 		
CF | low-quality handgun. 		
CF | 		
CF | > 		Knight_Otu says, "I think we're all out of evidence bags."
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] office path23:39 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You are now carrying the muddy handgun. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office path23:40 		
CF | > 		
CF | > E 		
CF | 		
CF | You would probably get lost in the woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] office porch23:41 		
CF | > 		
CF | > N 		
CF | 		
CF | (office porch) 		
CF | You are standing on a small concrete slab outside Linder's office. A 		
CF | sign between the door and the window reads "PACIFIC TRADE ASSOCIATES". 		
CF | To the north is a tidy lawn, extending east to the edge of the woods. 		
CF | A path of stepping stones leads south to the back gate. 		
CF | You notice some fresh foot prints heading east. 		
CF | 		
CF | > 		DavidW asks, "analyze it?"
Knight_Otu says (to ClubFloyd), "analyze handgun" 		
CF ] office porch23:42 		
CF | > 		
CF | > ANALYZE HANDGUN 		
CF | 		
CF | Don't you remember? Duffy went in the ambulance to the Coroner's 		
CF | office. You'll have to wait for him to return. 		
CF | 		
CF | > 		DavidW says, "ah"
Knight_Otu says (to ClubFloyd), "examine prints" 		
CF ] office porch23:43 		
CF | > 		
CF | > EXAMINE PRINTS 		
CF | 		
CF | The prints are uneven and widely spaced, as if made by someone 		
CF | running. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office porch23:44 		
CF | > 		
CF | > E 		
CF | 		
CF | You would probably get lost in the woods. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] back yard23:45 		
CF | > 		
CF | > N 		
CF | 		
CF | (back yard) 		
CF | You are on a neatly manicured lawn, east of Monica's bedroom. The lawn 		
CF | extends east to the edge of the woods. From here you can go to a rock 		
CF | garden in the north or the entrance to Linder's office in the south. 		
CF | There's a door into the house, and a window. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] rock garden23:46 		
CF | > 		
CF | > N 		
CF | 		
CF | (rock garden) 		
CF | This is a rock garden in the Japanese style, east of Linder's bedroom. 		
CF | A few smooth round boulders lie partly buried in a bed of gravel, 		
CF | which is carefully raked to be reminiscent of flowing water. A 		
CF | sequence of smaller rocks forms a zig-zag path from the bedroom door 		
CF | to the south edge of the garden, where the lawn begins. There's a door 		
CF | into the house, and a couple of windows. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] rock garden23:47 		
CF | > 		
CF | > N 		
CF | 		
CF | A wooden fence blocks your way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] rock garden23:48 		
CF | > 		
CF | > W 		
CF | 		
CF | Too bad, but the back door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock back door" 		
CF ] rock garden23:49 		
CF | > 		
CF | > UNLOCK BACK DOOR 		
CF | 		
CF | Okeh, the back door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] rock garden23:50 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the back door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Linder's bedroom23:51 		
CF | > 		
CF | > W 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x window" 		
CF ] Linder's bedroom23:51 		
CF | > 		
CF | > X WINDOW 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine window" 		
CF ] Linder's bedroom23:52 		
CF | > 		
CF | > EXAMINE WINDOW 		
CF | 		
CF | The window is a simple wooden sash, locked tight against the cold. 		
CF | There's some sort of electric relay on one edge, with white wires 		
CF | attached. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] bathroom23:53 		
CF | > 		
CF | > S 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Monica's bedroom23:54 		
CF | > 		
CF | > S 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway23:55 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | Monica is to the south, heading toward the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway23:56 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | Monica, off to the south, ducks into a room to the east. 		
CF | 		
CF | You barely hear a bell ring in the distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway23:57 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | To the north Mr. Phong enters the hallway from the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office23:58 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | Monica is here, biting her nails. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to monica" 		
CF ] office23:58 		
CF | > 		
CF | > TALK TO MONICA 		
CF | 		
CF | Monica is listening. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about freeman" 		
CF ] office23:59 		
CF | > 		
CF | > ASK MONICA ABOUT FREEMAN 		
CF | 		
CF | "What can I say? He was my father, a hard-working, clever man." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about stiles" 		
CF ] office00:00 		
CF | > 		
CF | > ASK MONICA ABOUT STILES 		
CF | 		
CF | "That bastard who killed Dad? I'd spit in his face if it was worth the 		
CF | trouble." 		
CF | Suddenly Phong appears and says, "You rang?" 		
CF | Monica says, "Yes, Phong, I was testing a new twist on the household 		
CF | wiring that I thought of during the film." 		
CF | The clock chimes 12 times to mark the hour. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wires" 		
CF ] office00:00 		
CF | > 		
CF | > X WIRES 		
CF | 		
CF | (I don't know the word "x".) 		
CF | 		
CF | > 		Knight_Otu says, "I'll never learn."
Knight_Otu says (to ClubFloyd), "examine wires" 		
CF ] office00:01 		
CF | > 		
CF | > EXAMINE WIRES 		
CF | 		
CF | There's nothing special about the pair of green wires. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about wires" 		
CF ] office00:02 		
CF | > 		
CF | > ASK PHONG ABOUT WIRES 		
CF | 		
CF | "Oh, I guess that's part of the burglar alarm." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about putty" 		
CF ] office00:03 		
CF | > 		
CF | > ASK PHONG ABOUT PUTTY 		
CF | 		
CF | "Oh, I guess that's part of the burglar alarm." 		
CF | Inscrutably, Phong turns to leave. "If you need me again, just ring." 		
CF | Mr. Phong heads off to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about wires" 		
CF ] office00:04 		
CF | > 		
CF | > ASK MONICA ABOUT WIRES 		
CF | 		
CF | "Oh, uh, that's part of a timed lock I set up for the office." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about lock" 		
CF ] office00:05 		
CF | > 		
CF | > ASK MONICA ABOUT LOCK 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | 		
CF | > 		Knight_Otu says, "Ahem."
Knight_Otu says (to ClubFloyd), "ask monica about timed lock" 		
CF ] office00:05 		
CF | > 		
CF | > ASK MONICA ABOUT TIMED LOCK 		
CF | 		
CF | (You don't need to use the word "timed" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about white wires" 		
CF ] office00:06 		
CF | > 		
CF | > ASK MONICA ABOUT WHITE WIRES 		
CF | 		
CF | "That alarm system is another of the features I've put in this house. 		
CF | You probably know the kind of low-life that would try to break in 		
CF | here." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about green wires" 		
CF ] office00:07 		
CF | > 		
CF | > ASK MONICA ABOUT GREEN WIRES 		
CF | 		
CF | "Oh, uh, that's part of a timed lock I set up for the office." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about black wires" 		
CF ] office00:08 		
CF | > 		
CF | > ASK MONICA ABOUT BLACK WIRES 		
CF | 		
CF | "That bell system is just one of the features I've put in this house. 		
CF | Beyond your imagination, probably." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock clock" 		
CF ] office00:09 		
CF | > 		
CF | > UNLOCK CLOCK 		
CF | 		
CF | You don't have the right key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about putty" 		
CF ] office00:10 		
CF | > 		
CF | > ASK MONICA ABOUT PUTTY 		
CF | 		
CF | "Oh, uh, that's part of a timed lock I set up for the office." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get putty" 		
CF ] office00:11 		
CF | > 		
CF | > GET PUTTY 		
CF | 		
CF | You are now carrying the chunk of putty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get wires" 		
CF ] office00:12 		
CF | > 		
CF | > GET WIRES 		
CF | 		
CF | You can't. They're stuck tight. 		
CF | 		
CF | > 		DavidW says, "It's like putty in your hands."
		Knight_Otu says, "I'm surprised."
Knight_Otu says (to ClubFloyd), "examine putty" 		
CF ] office00:13 		
CF | > 		
CF | > EXAMINE PUTTY 		
CF | 		
CF | There's nothing special about the chunk of putty. 		
CF | 		
CF | > 		DavidW says, "that might be a bug"
		Knight_Otu says, "Maybe."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway00:14 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock garage door" 		
CF ] hallway00:15 		
CF | > 		
CF | > UNLOCK GARAGE DOOR 		
CF | 		
CF | Okeh, the garage door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] hallway00:16 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the garage door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] garage00:17 		
CF | > 		
CF | > S 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | Lying on the ground is what appears to be a ticket stub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine stub" 		
CF ] garage00:18 		
CF | > 		
CF | > EXAMINE STUB 		
CF | 		
CF | 		
CF | #570716 		
CF | 		
CF | BIJOU THEATRE 		
CF | 		
CF | ADMIT ONE 		
CF | 		
CF | 25 CENTS 		
CF | 		
CF | -^-^-^-^-^-^- 		
CF | 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] garage00:19 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | You are now carrying the ticket stub. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] garage00:20 		
CF | > 		
CF | > E 		
CF | 		
CF | Too bad, but the workshop door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open workshop door" 		
CF ] garage00:21 		
CF | > 		
CF | > OPEN WORKSHOP DOOR 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		DavidW says, "imagine going to the movies on 25 cents"
Knight_Otu says (to ClubFloyd), "unlock it" 		
CF ] garage00:22 		
CF | > 		
CF | > UNLOCK IT 		
CF | 		
CF | Okeh, the workshop door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] garage00:23 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the workshop door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] workshop00:24 		
CF | > 		
CF | > E 		
CF | 		
CF | (workshop) 		
CF | This room is a well-equipped workshop. Besides the usual sort of 		
CF | tools, the place is full of mechanical and electrical parts and 		
CF | supplies: switches, relays, spools of colored wire, and so on. One 		
CF | wall holds the main electric board and a home-made junction box with 		
CF | more wires going in and out than you can shake a stick at. The only 		
CF | door is the one you came in. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine board" 		
CF ] workshop00:24 		
CF | > 		
CF | > EXAMINE BOARD 		
CF | 		
CF | (You don't need to use the word "board" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine electric board" 		
CF ] workshop00:24 		
CF | > 		
CF | > EXAMINE ELECTRIC BOARD 		
CF | 		
CF | (Sorry, but the word "board" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		DavidW says, "try the box"
Knight_Otu says (to ClubFloyd), "examine main" 		
CF ] workshop00:24 		
CF | > 		
CF | > EXAMINE MAIN 		
CF | 		
CF | (You don't need to use the word "main" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine box" 		
CF ] workshop00:25 		
CF | > 		
CF | > EXAMINE BOX 		
CF | 		
CF | There's a snarl of colored wires, relays, pilot lights, and stuff that 		
CF | only an engineer could admire. 		
CF | 		
CF | > 		DavidW asks, "open it?"
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] workshop00:26 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You'd have to be more clever to do that to the junction box. 		
CF | 		
CF | > 		DavidW asks, "search it?"
Knight_Otu says (to ClubFloyd), "search it" 		
CF ] workshop00:27 		
CF | > 		
CF | > SEARCH IT 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		DavidW says, "hmph"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] garage00:28 		
CF | > 		
CF | > W 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine sedan" 		
CF ] garage00:29 		
CF | > 		
CF | > EXAMINE SEDAN 		
CF | 		
CF | There's nothing special about the blue sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] garage00:30 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You'd have to be more clever to do that to the blue sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine convertible" 		
CF ] garage00:31 		
CF | > 		
CF | > EXAMINE CONVERTIBLE 		
CF | 		
CF | There's nothing special about the red sport car. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] driveway00:32 		
CF | > 		
CF | > W 		
CF | 		
CF | (driveway) 		
CF | The driveway, paved with peastone, runs from the entrance at the south 		
CF | end in a curve to a two-car garage at the east end. North of you is 		
CF | the front porch, the entrance to the house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] front porch00:33 		
CF | > 		
CF | > N 		
CF | 		
CF | (front porch) 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | closed front door to the east, giving you a dim view of the driveway 		
CF | to the south and the front yard behind a gate to the north. 		
CF | The gate is open. A door bell glows at you, almost daring you to ring 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock front door" 		
CF ] front porch00:34 		
CF | > 		
CF | > UNLOCK FRONT DOOR 		
CF | 		
CF | Okeh, the front door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] front porch00:35 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the front door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] entry00:36 		
CF | > 		
CF | > E 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine platform" 		
CF ] entry00:37 		
CF | > 		
CF | > EXAMINE PLATFORM 		
CF | 		
CF | Several pairs of shoes are in a row, ready for inspection. One pair of 		
CF | boots would not pass. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine boots" 		
CF ] entry00:38 		
CF | > 		
CF | > EXAMINE BOOTS 		
CF | 		
CF | They're just ordinary gardening boots, with some fresh adobe mud 		
CF | around the bottom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get them" 		
CF ] entry00:39 		
CF | > 		
CF | > GET THEM 		
CF | 		
CF | You are now carrying the pair of muddy boots. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine closet" 		
CF ] entry00:40 		
CF | > 		
CF | > EXAMINE CLOSET 		
CF | 		
CF | You open the closet and find a bunch of stylish clothes, but nothing 		
CF | in your size. 		
CF | 		
CF | > 		Knight_Otu asks, "Are we a detective, or a game show contestant?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway00:41 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway00:42 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway00:43 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | Without warning, Duffy comes running up to you and says, "I just got 		
CF | back from the morgue. The coroner concluded that Linder died of a 		
CF | single small-caliber bullet through the heart. And here's something 		
CF | peculiar: there were no traceable rifle marks on the bullet." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze gun" 		
CF ] hallway00:43 		
CF | > 		
CF | > ANALYZE GUN 		
CF | 		
CF | (Which gun do you mean, the muddy handgun or the snub-nosed Colt?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "muddy" 		
CF ] hallway00:44 		
CF | > 		
CF | > MUDDY 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the muddy handgun 		
CF | from you. "I'll return soon with the results," he says, and leaves as 		
CF | silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway00:45 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room00:46 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Linder's bedroom00:47 		
CF | > 		
CF | > E 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] living room00:48 		
CF | > 		
CF | > W 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, looking sullen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room00:49 		
CF | > 		
CF | > W 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] kitchen00:50 		
CF | > 		
CF | > S 		
CF | 		
CF | (kitchen) 		
CF | The Linder kitchen is full of electric appliances: range and hood, 		
CF | refrigerator, mixer, toaster, clock, and so on. Several white steel 		
CF | cabinets make for plenty of storage space. To the north is the dining 		
CF | room, to the east the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway00:51 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway00:52 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom00:53 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway00:54 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room00:55 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about boots" 		
CF ] butler's room00:56 		
CF | > 		
CF | > ASK PHONG ABOUT BOOTS 		
CF | 		
CF | "Those are my gardening boots. They're muddy because, while you were 		
CF | in the office, I thought I heard a noise outside and went out to 		
CF | investigate." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about monica" 		
CF ] butler's room00:57 		
CF | > 		
CF | > ASK PHONG ABOUT MONICA 		
CF | 		
CF | "She's an intelligent girl. Mr. Linder is very proud of her, but I 		
CF | think she acts too much like a man. She really muffed it this time." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway00:58 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | Monica heads off to the east. 		
CF | Monica slams shut her bedroom doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway00:59 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway01:00 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] hallway01:10 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Suddenly, Sergeant Duffy returns with the muddy handgun. For a moment 		
CF | you muse on his almost magical appearances. "The gun has recently been 		
CF | fired, and it contains traces of cheap gun powder." With that, he 		
CF | leaves, handing you the muddy handgun as he whisks away. 		
CF | (1:10 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] hallway01:10 		
CF | (1:10 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
CF | > NO 		
CF | 		
CF | It's now 1:10 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] garage01:11 		
CF | > 		
CF | > S 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] driveway01:12 		
CF | > 		
CF | > W 		
CF | 		
CF | (driveway) 		
CF | The driveway, paved with peastone, runs from the entrance at the south 		
CF | end in a curve to a two-car garage at the east end. North of you is 		
CF | the front porch, the entrance to the house. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] driveway entrance01:13 		
CF | > 		
CF | > S 		
CF | 		
CF | (driveway entrance) 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] side yard01:14 		
CF | > 		
CF | > E 		
CF | 		
CF | (side yard) 		
CF | This is a little-used side yard, hidden from the street by the fence. 		
CF | The back yard lies to the east and the driveway to the west. 		
CF | Fresh foot prints go here and there in the yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze prints" 		
CF ] side yard01:15 		
CF | > 		
CF | > ANALYZE PRINTS 		
CF | 		
CF | There are too many foot prints here now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze boots" 		
CF ] side yard01:16 		
CF | > 		
CF | > ANALYZE BOOTS 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the pair of muddy 		
CF | boots from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] side yard01:26 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | It's now 1:26 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] side yard01:34 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Suddenly, Sergeant Duffy appears, holding the pair of muddy boots 		
CF | carefully in his hands. His quiet efficiency is impressive. "I'm 		
CF | sorry," he begins, "but the lab found nothing interesting." With that, 		
CF | he leaves, handing you the pair of muddy boots as he whisks away. 		
CF | (1:34 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] side yard01:34 		
CF | (1:34 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
CF | > NO 		
CF | 		
CF | It's now 1:34 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office path01:35 		
CF | > 		
CF | > E 		
CF | 		
CF | (office path) 		
CF | You are on a path made of stepping stones, which leads from the back 		
CF | gate at the south to Linder's office at the north. In the east you can 		
CF | see a thick woods. To the west is the side yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] office porch01:36 		
CF | > 		
CF | > N 		
CF | 		
CF | (office porch) 		
CF | You are standing on a small concrete slab outside Linder's office. A 		
CF | sign between the door and the window reads "PACIFIC TRADE ASSOCIATES". 		
CF | To the north is a tidy lawn, extending east to the edge of the woods. 		
CF | A path of stepping stones leads south to the back gate. 		
CF | Fresh foot prints head east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze prints" 		
CF ] office porch01:37 		
CF | > 		
CF | > ANALYZE PRINTS 		
CF | 		
CF | Sgt. Duffy appears with his kit for casting with plaster of Paris. He 		
CF | quickly makes a cast of the foot prints and hands it to you, saying "I 		
CF | hope you find this as useful as it is heavy." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] office porch01:38 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a back-yard cast 		
CF | a pair of muddy boots 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a chunk of putty 		
CF | a set of house keys 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cast" 		
CF ] office porch01:38 		
CF | > 		
CF | > X CAST 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "x".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cast" 		
CF ] office porch01:39 		
CF | > 		
CF | > EXAMINE CAST 		
CF | 		
CF | There's nothing special about the back-yard cast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare cast with boots" 		
CF ] office porch01:40 		
CF | > 		
CF | > COMPARE CAST WITH BOOTS 		
CF | 		
CF | The boots don't seem to match the foot prints that you found in the 		
CF | back yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door" 		
CF ] office porch01:41 		
CF | > 		
CF | > UNLOCK DOOR 		
CF | 		
CF | Okeh, the back door is now unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] office porch01:42 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | Okeh, the back door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] office01:43 		
CF | > 		
CF | > W 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway01:44 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway01:45 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] entry01:46 		
CF | > 		
CF | > W 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine platform" 		
CF ] entry01:47 		
CF | > 		
CF | > EXAMINE PLATFORM 		
CF | 		
CF | Several pairs of shoes are in a row, ready for inspection. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway01:48 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway01:49 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. The 		
CF | door to the west is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open east door" 		
CF ] hallway01:49 		
CF | > 		
CF | > OPEN EAST DOOR 		
CF | 		
CF | (Sorry, but you can't use the word "east" in that sense.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway01:50 		
CF | > 		
CF | > E 		
CF | 		
CF | Too bad, but the bedroom door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open bedroom door" 		
CF ] hallway01:51 		
CF | > 		
CF | > OPEN BEDROOM DOOR 		
CF | 		
CF | Okeh, the bedroom door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom01:52 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x monica" 		
CF ] Monica's bedroom01:52 		
CF | > 		
CF | > X MONICA 		
CF | 		
CF | (You don't need to use the word "x" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine monica" 		
CF ] Monica's bedroom01:53 		
CF | > 		
CF | > EXAMINE MONICA 		
CF | 		
CF | She is a woman in her mid-twenties. Her grey eyes flash, emphasizing 		
CF | her dark waved hair and light but effective make-up. She wears a navy 		
CF | Rayon blouse, tan slacks, and tan pumps with Cuban heels. She acts as 		
CF | though you were a masher who just gave her a whistle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare pumps with cast" 		
CF ] Monica's bedroom01:53 		
CF | > 		
CF | > COMPARE PUMPS WITH CAST 		
CF | 		
CF | (You don't need to use the word "pumps" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare heels with cast" 		
CF ] Monica's bedroom01:53 		
CF | > 		
CF | > COMPARE HEELS WITH CAST 		
CF | 		
CF | (Sorry, but the word "heels" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Monica's bedroom01:54 		
CF | > 		
CF | > N 		
CF | 		
CF | Too bad, but the cedar door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway01:55 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway01:56 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room01:57 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stiles" 		
CF ] living room01:57 		
CF | > 		
CF | > X STILES 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine stiles" 		
CF ] living room01:58 		
CF | > 		
CF | > EXAMINE STILES 		
CF | 		
CF | The young man looks you straight in the eye but says nothing. He looks 		
CF | like a gigolo trying to imitate a university professor. His blond wavy 		
CF | hair almost sparkles, like Pacific surf at night, but his recent panic 		
CF | has left it dangling to one side. His hot blue eyes reveal his 		
CF | curiosity and uncertainty about you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare stiles with cast" 		
CF ] living room01:59 		
CF | > 		
CF | > COMPARE STILES WITH CAST 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:00 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:01 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room02:02 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare phong with cast" 		
CF ] butler's room02:03 		
CF | > 		
CF | > COMPARE PHONG WITH CAST 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway02:04 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom02:05 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare monica with cast" 		
CF ] Monica's bedroom02:06 		
CF | > 		
CF | > COMPARE MONICA WITH CAST 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare me with cast" 		
CF ] Monica's bedroom02:07 		
CF | > 		
CF | > COMPARE ME WITH CAST 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		Knight_Otu says, "We're closing in on the 3 hour mark."
		DavidW says, "I'm sorry I wasn't much help today."
		DavidW says, "You guys discovered a lot of stuff, though."
		Knight_Otu says, "To be honest, it doesn't feel like I did, but thanks."
		MoyTravis says, "It sure is an old-style game."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
Knight_Otu says (to ClubFloyd), "cfwitnesswaypastmidnight" 		
CF ] Monica's bedroom02:07 		
CF | > SAVEO.K. 		
CF | 		
CF | > 		
		
*** SESSION TWO *** 		
		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Monica's bedroom02:08 		
CF | > 		
CF | > L 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		Knight_Otu says, "In retrospect, this was a bad spot to park the protagonist for a week."
		DavidW says, "If the father is already dead, I'm sure that must be wrong."
		Jacqueline says, "So, your character has just been sitting there watching this poor woman cry for a week? Dang."
		Jade says, "please, the title of the game."
		Jacqueline says, "Witness"
		Knight_Otu says, "I didn't really see any ability to change that, but who knows."
		Jade says, "thanks"
		DavidW says, "oh. Maybe we were supposed to see him die, then. That's dark."
		Knight_Otu says, "It seems he engineered his own death to put blame on the lover of his late wive, who we suspect was murdered."
		DavidW says, "But it does suggest that Monica here is the murderer, rewiring the clock and butler button so the clock shoots a bullet when the button is pushed."
		DavidW says, "And she's somehow trying to frame this other guy that the wife was seeing."
		Jacqueline slips out quietly, whispering, "See you all soon. Good luck."
		Jacqueline waves.
		Knight_Otu says, "She did something with the wiring, that is certain, but it seemed with the security system rather than the butler button."
		Knight_Otu waves back.
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway02:09 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] hallway02:10 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a back-yard cast 		
CF | a pair of muddy boots 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a chunk of putty 		
CF | a set of house keys 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x handgun" 		
CF ] hallway02:10 		
CF | > 		
CF | > X HANDGUN 		
CF | 		
CF | (Sorry, but the word "x" is not in the vocabulary that you can use.) 		
CF | 		
CF | > 		Knight_Otu says, "Gr."
Knight_Otu says (to ClubFloyd), "examine handgun" 		
CF ] hallway02:11 		
CF | > 		
CF | > EXAMINE HANDGUN 		
CF | 		
CF | The gun is muddy from the ground, but you can see it's just a cheap 		
CF | low-quality handgun. 		
CF | 		
CF | > 		Jade says, "lol"
		Knight_Otu says, "I keep doing this."
Knight_Otu says (to ClubFloyd), "examine putty" 		
CF ] hallway02:12 		
CF | > 		
CF | > EXAMINE PUTTY 		
CF | 		
CF | There's nothing special about the chunk of putty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze putty" 		
CF ] hallway02:13 		
CF | > 		
CF | > ANALYZE PUTTY 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the chunk of 		
CF | putty from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:14 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:15 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office02:16 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine clock" 		
CF ] office02:17 		
CF | > 		
CF | > EXAMINE CLOCK 		
CF | 		
CF | This is a full-blown "grandfather" clock, seven feet tall, run by 		
CF | weights and regulated by a pendulum, whose dial shows day, date, and 		
CF | phase of the moon besides the time. According to the dial, today is 		
CF | Saturday the 19th, the moon is just past full, and the time is now 		
CF | 2:16 a.m. And you notice that the keyhole looks darker than normal. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine keyhole" 		
CF ] office02:18 		
CF | > 		
CF | > EXAMINE KEYHOLE 		
CF | 		
CF | It's an impressive keyhole, wrapped in a fine brass escutcheon. There 		
CF | is some kind of powder around it. 		
CF | 		
CF | > 		Knight_Otu says, "Well."
Knight_Otu says (to ClubFloyd), "examine powder" 		
CF ] office02:19 		
CF | > 		
CF | > EXAMINE POWDER 		
CF | 		
CF | It looks like cheap gunpowder. 		
CF | 		
CF | > 		DavidW says, "we never found the key to the clock. That may be gun powder."
		Knight_Otu says, "The detective agrees."
Knight_Otu says (to ClubFloyd), "open clock" 		
CF ] office02:20 		
CF | > 		
CF | > OPEN CLOCK 		
CF | 		
CF | You'll have to unlock it first. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office02:30 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | The clock chimes once to mark the half hour. 		
CF | It's now 2:30 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway02:31 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | Suddenly, Sergeant Duffy appears, holding the chunk of putty carefully 		
CF | in his hands. His quiet efficiency is impressive. "The putty contained 		
CF | traces of the explosive cordite." With that, he leaves, handing you 		
CF | the chunk of putty as he whisks away. 		
CF | 		
CF | > 		DavidW asks, "Can you take the powder as evidence?"
		Knight_Otu says, "Maybe we can analyze it."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office02:32 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze powder" 		
CF ] office02:33 		
CF | > 		
CF | > ANALYZE POWDER 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the sample of 		
CF | powder from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		DavidW says, "huh, Duffy said the putty was explosive."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway02:34 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway02:35 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway02:36 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway02:37 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room02:38 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about butler" 		
CF ] living room02:39 		
CF | > 		
CF | > ASK STILES ABOUT BUTLER 		
CF | 		
CF | "I couldn't help you if I wanted to." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about handgun" 		
CF ] living room02:40 		
CF | > 		
CF | > ASK STILES ABOUT HANDGUN 		
CF | 		
CF | "I've never seen it before. Anyhow, I don't like guns." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about escape" 		
CF ] living room02:40 		
CF | > 		
CF | > ASK STILES ABOUT ESCAPE 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "escape".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about duffy" 		
CF ] living room02:41 		
CF | > 		
CF | > ASK STILES ABOUT DUFFY 		
CF | 		
CF | Sergeant Duffy ran off to the lab on an errand for you. You'll have to 		
CF | wait for him to return. 		
CF | 		
CF | > 		Knight_Otu says, "Surely Stiles has an opinion without the person around, game."
Knight_Otu says (to ClubFloyd), "ask stiles about stiles" 		
CF ] living room02:42 		
CF | > 		
CF | > ASK STILES ABOUT STILES 		
CF | 		
CF | "There's not much to tell. I'm a writer, but that doesn't take you far 		
CF | these days. So I do some film work on the side. Some day my agent will 		
CF | wise up and find me a decent publisher." 		
CF | 		
CF | > 		Jade says, "time goes by... and doesn't come back"
		Knight_Otu says, "I'm not quite afraid anymore that there's a time limit, but I guess that possibility still looms."
Knight_Otu says (to ClubFloyd), "ask stiles about explosive" 		
CF ] living room02:43 		
CF | > 		
CF | > ASK STILES ABOUT EXPLOSIVE 		
CF | 		
CF | "I was just walking up to Linder's office when there was this 		
CF | explosion and the window fell apart. 'Holy jumping catfish!' I 		
CF | thought, 'Someone took a shot at me!' So I ran to the gate, but it was 		
CF | locked. The only way out I could see was through the woods." 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:44 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:45 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room02:46 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about explosive" 		
CF ] butler's room02:47 		
CF | > 		
CF | > ASK PHONG ABOUT EXPLOSIVE 		
CF | 		
CF | "I was in the kitchen and heard a sound like a gunshot, so I ran to 		
CF | the office and found you and Mr. Linder. You were closer to it than I 		
CF | was." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about putty" 		
CF ] butler's room02:48 		
CF | > 		
CF | > ASK PHONG ABOUT PUTTY 		
CF | 		
CF | "Oh, I guess that's part of the burglar alarm." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway02:49 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:50 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway02:51 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] garage02:52 		
CF | > 		
CF | > S 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] workshop02:53 		
CF | > 		
CF | > E 		
CF | 		
CF | (workshop) 		
CF | This room is a well-equipped workshop. Besides the usual sort of 		
CF | tools, the place is full of mechanical and electrical parts and 		
CF | supplies: switches, relays, spools of colored wire, and so on. One 		
CF | wall holds the main electric board and a home-made junction box with 		
CF | more wires going in and out than you can shake a stick at. The only 		
CF | door is the one you came in. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x supplies" 		
CF ] workshop02:53 		
CF | > 		
CF | > X SUPPLIES 		
CF | 		
CF | (I don't know the word "x".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine supplies" 		
CF ] workshop02:53 		
CF | > 		
CF | > EXAMINE SUPPLIES 		
CF | 		
CF | (You don't need to use the word "supplies" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine switches" 		
CF ] workshop02:53 		
CF | > 		
CF | > EXAMINE SWITCHES 		
CF | 		
CF | (I don't know the word "switches".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] workshop03:01 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Suddenly, Sergeant Duffy seems to arrive from nowhere, holding the 		
CF | sample of powder in his hands. "The powder is gun powder, as I 		
CF | suspected. I put it in a cellophane envelope for you." With that, he 		
CF | leaves, handing you the sample of powder as he whisks away. 		
CF | (3:01 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] workshop03:01 		
CF | (3:01 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
CF | > NO 		
CF | 		
CF | It's now 3:01 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze box" 		
CF ] workshop03:02 		
CF | > 		
CF | > ANALYZE BOX 		
CF | 		
CF | Sergeant Duffy appears with a puzzled look on his face. "With all 		
CF | respect, I don't think I can take THAT to the laboratory! I'll be 		
CF | nearby if you need me." He leaves, shaking his head slowly. 		
CF | 		
CF | > 		Knight_Otu says, "You also couldn't bring the footprints to the lab, but you made it work."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] garage03:03 		
CF | > 		
CF | > W 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway03:04 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway03:05 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway03:06 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom03:07 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about explosive" 		
CF ] Monica's bedroom03:08 		
CF | > 		
CF | > ASK MONICA ABOUT EXPLOSIVE 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show putty to her" 		
CF ] Monica's bedroom03:09 		
CF | > 		
CF | > SHOW PUTTY TO HER 		
CF | 		
CF | "Oh, uh, that's part of a timed lock I set up for the office." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x putty" 		
CF ] Monica's bedroom03:09 		
CF | > 		
CF | > X PUTTY 		
CF | 		
CF | (You don't need to use the word "x" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine putty" 		
CF ] Monica's bedroom03:10 		
CF | > 		
CF | > EXAMINE PUTTY 		
CF | 		
CF | There's nothing special about the chunk of putty. 		
CF | 		
CF | > 		Knight_Otu says, "It would be nice to have the analysis reports somewhere in the game."
Knight_Otu says (to ClubFloyd), "show putty to her" 		
CF ] Monica's bedroom03:11 		
CF | > 		
CF | > SHOW PUTTY TO HER 		
CF | 		
CF | "Oh, uh, that's part of a timed lock I set up for the office." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show powder to her" 		
CF ] Monica's bedroom03:12 		
CF | > 		
CF | > SHOW POWDER TO HER 		
CF | 		
CF | "You seem to have discovered Dad's little plot to frighten Stiles. 		
CF | Sure, I helped set it up for him. But I don't know what went wrong. He 		
CF | wasn't supposed to die!" Her lower lip is quivering. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask her about plot" 		
CF ] Monica's bedroom03:12 		
CF | > 		
CF | > ASK HER ABOUT PLOT 		
CF | 		
CF | (You don't need to use the word "plot" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway03:13 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room03:14 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show powder to phong" 		
CF ] butler's room03:15 		
CF | > 		
CF | > SHOW POWDER TO PHONG 		
CF | 		
CF | "I might as well tell you: Mr. Linder concocted this scheme to 		
CF | frighten Stiles, and he got Monica and me to help him. But he was 		
CF | supposed to be only wounded, not killed!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway03:16 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway03:17 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room03:18 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show powder to stiles" 		
CF ] living room03:19 		
CF | > 		
CF | > SHOW POWDER TO STILES 		
CF | 		
CF | "That has nothing to do with me." 		
CF | 		
CF | > 		Knight_Otu asks, "I mean, technically it does?"
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway03:20 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway03:21 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom03:22 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about clock key" 		
CF ] Monica's bedroom03:23 		
CF | > 		
CF | > ASK MONICA ABOUT CLOCK KEY 		
CF | 		
CF | Monica looks confused. "I don't know anything about any clock key!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about key" 		
CF ] Monica's bedroom03:24 		
CF | > 		
CF | > ASK MONICA ABOUT KEY 		
CF | 		
CF | "Phong keeps the house keys. Ask him." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway03:25 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room03:26 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about clock key" 		
CF ] butler's room03:27 		
CF | > 		
CF | > ASK MONICA ABOUT CLOCK KEY 		
CF | 		
CF | Monica looks confused. "I don't know anything about any clock key!" 		
CF | 		
CF | > 		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "ask phong about clock key" 		
CF ] butler's room03:28 		
CF | > 		
CF | > ASK PHONG ABOUT CLOCK KEY 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any clock key!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about clock" 		
CF ] butler's room03:29 		
CF | > 		
CF | > ASK PHONG ABOUT CLOCK 		
CF | 		
CF | Mr. Phong doesn't seem to know about that. 		
CF | 		
CF | > 		DavidW says, "I suppose it's not called 'clock key' but something else."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "ask phong about grandfather clock" 		
CF ] butler's room03:30 		
CF | > 		
CF | > ASK PHONG ABOUT GRANDFATHER CLOCK 		
CF | 		
CF | "I might as well tell you: Mr. Linder concocted this scheme to 		
CF | frighten Stiles, and he got Monica and me to help him. But he was 		
CF | supposed to be only wounded, not killed!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway03:31 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom03:32 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about grandfather clock" 		
CF ] Monica's bedroom03:33 		
CF | > 		
CF | > ASK MONICA ABOUT GRANDFATHER CLOCK 		
CF | 		
CF | "You seem to have discovered Dad's little plot to frighten Stiles. 		
CF | Sure, I helped set it up for him. But I don't know what went wrong. He 		
CF | wasn't supposed to die!" Her lower lip is quivering. 		
CF | 		
CF | > 		Knight_Otu says, "I suppose we could in theory arrest the two for this plot going awry already, but somethng tells me it's not that easy."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Monica's bedroom03:34 		
CF | > 		
CF | > N 		
CF | 		
CF | Too bad, but the cedar door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway03:35 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway03:36 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway03:37 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] storage closet03:38 		
CF | > 		
CF | > W 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | A broom is standing in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine broom" 		
CF ] storage closet03:39 		
CF | > 		
CF | > EXAMINE BROOM 		
CF | 		
CF | There's nothing special about the broom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get it" 		
CF ] storage closet03:40 		
CF | > 		
CF | > GET IT 		
CF | 		
CF | Too bad, but the chunk of putty slips from your arms while you are 		
CF | taking the broom, and both tumble to the floor. 		
CF | 		
CF | > 		Knight_Otu says, "I should have expected this."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] storage closet03:41 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a sample of powder 		
CF | a back-yard cast 		
CF | a pair of muddy boots 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a set of house keys 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | a match book 		
CF | 		
CF | > 		Roger says, "just pop that putty in your mouth for a bit"
		Jade says, "Incredible"
Knight_Otu says (to ClubFloyd), "get putty" 		
CF ] storage closet03:42 		
CF | > 		
CF | > GET PUTTY 		
CF | 		
CF | Too bad, but the back-yard cast slips from your arms while you are 		
CF | taking the chunk of putty, and both tumble to the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shoot everything" 		
CF ] storage closet03:42 		
CF | > 		
CF | > SHOOT EVERYTHING 		
CF | 		
CF | (You don't need to use the word "everything" to solve this mystery.) 		
CF | 		
CF | > 		DavidW says, "You've got an inventory limit I guess."
Knight_Otu says (to ClubFloyd), "analyze match book" 		
CF ] storage closet03:43 		
CF | > 		
CF | > ANALYZE MATCH BOOK 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the match book 		
CF | from you. "I'll return soon with the results," he says, and leaves as 		
CF | silently as he came. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] storage closet03:44 		
CF | > 		
CF | > L 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | There's a chunk of putty here. 		
CF | There's a back-yard cast here. 		
CF | A broom is standing in the corner. 		
CF | 		
CF | > 		Jade says, "it seems so"
Knight_Otu says (to ClubFloyd), "get putty" 		
CF ] storage closet03:45 		
CF | > 		
CF | > GET PUTTY 		
CF | 		
CF | Too bad, but the pair of muddy boots slips from your arms while you 		
CF | are taking the chunk of putty, and both tumble to the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sleep" 		
CF ] storage closet03:45 		
CF | > 		
CF | > SLEEP 		
CF | 		
CF | (I don't know the word "sleep".) 		
CF | 		
CF | > 		Knight_Otu says, "But it is rather sudden that we lose two items and still can't get one back."
Knight_Otu says (to ClubFloyd), "get putty" 		
CF ] storage closet03:46 		
CF | > 		
CF | > GET PUTTY 		
CF | 		
CF | You are now carrying the chunk of putty. 		
CF | 		
CF | > 		Roger says, "can we wear the boots around"
		Knight_Otu says, "I guess Duffy slipping us the analyzed item back circumvents the inventory limit."
Knight_Otu says (to ClubFloyd), "wear boots" 		
CF ] storage closet03:46 		
CF | > 		
CF | > WEAR BOOTS 		
CF | 		
CF | (Sorry, but the word "wear" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		Knight_Otu says, "It would have been odd to wear the evidence."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] storage closet03:47 		
CF | > 		
CF | > L 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | There's a pair of muddy boots here. 		
CF | There's a back-yard cast here. 		
CF | A broom is standing in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway03:48 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office03:49 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		Jade says, "We can always store some items in a room as the closet."
		Knight_Otu says, "True."
Knight_Otu says (to ClubFloyd), "examine lounge" 		
CF ] office03:50 		
CF | > 		
CF | > EXAMINE LOUNGE 		
CF | 		
CF | There's nothing on the lounge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine lump" 		
CF ] office03:50 		
CF | > 		
CF | > EXAMINE LUMP 		
CF | 		
CF | (Sorry, but the word "lump" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] office03:51 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a chunk of putty 		
CF | a sample of powder 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a set of house keys 		
CF | a threatening note 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine papers" 		
CF ] office03:52 		
CF | > 		
CF | > EXAMINE PAPERS 		
CF | 		
CF | You look quickly through the files but find nothing suspicious, so you 		
CF | decide to leave them alone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine picture" 		
CF ] office03:53 		
CF | > 		
CF | > EXAMINE PICTURE 		
CF | 		
CF | There's nothing special about the picture. 		
CF | 		
CF | > 		DavidW asks, "I doh't suppose we've seen Monica's purse anywhere?"
Knight_Otu says (to ClubFloyd), "examine letters" 		
CF ] office03:54 		
CF | > 		
CF | > EXAMINE LETTERS 		
CF | 		
CF | You go through the stuff on the desk and find nothing of interest. 		
CF | 		
CF | > 		DavidW asks, "Does she have one?"
		Knight_Otu says, "I don't think we've seen one."
		DavidW asks, "She has a car. Have we been in it?"
		Knight_Otu says, "I think we tried opening them."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway03:55 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] garage03:56 		
CF | > 		
CF | > S 		
CF | 		
CF | (garage) 		
CF | The garage, like a car port, has no door to keep the cars in. Doors 		
CF | lead north and east. The walls are decorated with spare tires and 		
CF | things. One car is a sporty red MG convertible. The other car is a 		
CF | dark blue Bentley 3.5-liter sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open sedan" 		
CF ] garage03:57 		
CF | > 		
CF | > OPEN SEDAN 		
CF | 		
CF | You'd have to be more clever to do that to the blue sedan. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter sedan" 		
CF ] garage03:58 		
CF | > 		
CF | > ENTER SEDAN 		
CF | 		
CF | The doors are locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter sports" 		
CF ] garage03:58 		
CF | > 		
CF | > ENTER SPORTS 		
CF | 		
CF | (You don't need to use the word "sports" to solve this mystery.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter convertible" 		
CF ] garage03:59 		
CF | > 		
CF | > ENTER CONVERTIBLE 		
CF | 		
CF | The doors are locked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock sedan" 		
CF ] garage04:00 		
CF | > 		
CF | > UNLOCK SEDAN 		
CF | 		
CF | You don't have the right key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway04:01 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway04:02 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about sedan" 		
CF ] hallway04:03 		
CF | > 		
CF | > ASK MONICA ABOUT SEDAN 		
CF | 		
CF | Monica isn't here! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway04:04 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom04:05 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about sedan" 		
CF ] Monica's bedroom04:06 		
CF | > 		
CF | > ASK MONICA ABOUT SEDAN 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about convertible" 		
CF ] Monica's bedroom04:07 		
CF | > 		
CF | > ASK MONICA ABOUT CONVERTIBLE 		
CF | 		
CF | "I don't know anything about it, shamus." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about car keys" 		
CF ] Monica's bedroom04:08 		
CF | > 		
CF | > ASK MONICA ABOUT CAR KEYS 		
CF | 		
CF | Monica looks confused. "I don't know anything about any car keys!" 		
CF | Suddenly, Sergeant Duffy seems to arrive from nowhere, holding the 		
CF | match book in his hands. "The ink is ordinary Waterman blue-black. The 		
CF | lab can't tell much else without a certified handwriting sample on 		
CF | file." With that, he leaves, handing you the match book as he whisks 		
CF | away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze note" 		
CF ] Monica's bedroom04:09 		
CF | > 		
CF | > ANALYZE NOTE 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the threatening 		
CF | note from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway04:10 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room04:11 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about car keys" 		
CF ] butler's room04:12 		
CF | > 		
CF | > ASK PHONG ABOUT CAR KEYS 		
CF | 		
CF | Mr. Phong looks confused. "I don't know anything about any car keys!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about cars" 		
CF ] butler's room04:12 		
CF | > 		
CF | > ASK PHONG ABOUT CARS 		
CF | 		
CF | (I don't know the word "cars".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about sedan" 		
CF ] butler's room04:13 		
CF | > 		
CF | > ASK PHONG ABOUT SEDAN 		
CF | 		
CF | Mr. Phong doesn't seem to know about that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask phong about convertible" 		
CF ] butler's room04:14 		
CF | > 		
CF | > ASK PHONG ABOUT CONVERTIBLE 		
CF | 		
CF | Mr. Phong doesn't seem to know about that. 		
CF | 		
CF | > 		Knight_Otu says, "Hrm."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway04:15 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom04:16 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine desk" 		
CF ] Monica's bedroom04:17 		
CF | > 		
CF | > EXAMINE DESK 		
CF | 		
CF | This table is pretty messy. Anyone but Monica would have a tough time 		
CF | finding anything on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine bookcase" 		
CF ] Monica's bedroom04:18 		
CF | > 		
CF | > EXAMINE BOOKCASE 		
CF | 		
CF | Good idea! But one important book isn't in the book case. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about bookcase" 		
CF ] Monica's bedroom04:19 		
CF | > 		
CF | > ASK MONICA ABOUT BOOKCASE 		
CF | 		
CF | "I don't know anything about it, shamus. And I'm really getting tired 		
CF | of your questions." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind bookcase" 		
CF ] Monica's bedroom04:20 		
CF | > 		
CF | > LOOK BEHIND BOOKCASE 		
CF | 		
CF | There's nothing behind the book case. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway04:21 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway04:22 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room04:23 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		Jade asks, "odd, is this a clue?"
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Linder's bedroom04:24 		
CF | > 		
CF | > E 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		Knight_Otu says, "I would hope so, but I have no idea what it means."
Knight_Otu says (to ClubFloyd), "examine newspapers" 		
CF ] Linder's bedroom04:25 		
CF | > 		
CF | > EXAMINE NEWSPAPERS 		
CF | 		
CF | You go through the stuff in the room and find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine chair" 		
CF ] Linder's bedroom04:26 		
CF | > 		
CF | > EXAMINE CHAIR 		
CF | 		
CF | There's nothing special about the chair. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] bathroom04:27 		
CF | > 		
CF | > S 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] bathroom04:27 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (Which door do you mean, the cedar door, the redwood door, the toilet 		
CF | door, or the tub door?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "toilet" 		
CF ] bathroom04:28 		
CF | > 		
CF | > TOILET 		
CF | 		
CF | It's already open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] bathroom04:29 		
CF | > 		
CF | > E 		
CF | 		
CF | Too bad, but the tub door is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] toilet room04:30 		
CF | > 		
CF | > W 		
CF | 		
CF | (toilet room) 		
CF | This is a separate room for a toilet only. 		
CF | 		
CF | > 		
DavidW says, "I suppose there'a a gap in the books where How to Murder Your Parents and Get Away With It used to be." 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] toilet room04:31 		
CF | > 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu says, "That is a possibility."
Knight_Otu says (to ClubFloyd), "open tub door" 		
CF ] toilet room04:31 		
CF | > 		
CF | > OPEN TUB DOOR 		
CF | 		
CF | (You can't see any tub door here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] bathroom04:32 		
CF | > 		
CF | > E 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open tub door" 		
CF ] bathroom04:33 		
CF | > 		
CF | > OPEN TUB DOOR 		
CF | 		
CF | Okeh, the tub door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] tub room04:34 		
CF | > 		
CF | > E 		
CF | 		
CF | (tub room) 		
CF | This is a separate room, completely lined with tile, for bathing in 		
CF | the Japanese style. On one side is a shower head and drain, where you 		
CF | could wash away surface dirt. On the other side is a deep tub, to be 		
CF | filled with steaming water up to your neck. Potted plants give the 		
CF | room a tropical air. A window looks over the rock garden outside, and 		
CF | a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine shower" 		
CF ] tub room04:35 		
CF | > 		
CF | > EXAMINE SHOWER 		
CF | 		
CF | There's nothing special about the shower. 		
CF | 		
CF | > 		DavidW asks, "Dig in the pot?"
Knight_Otu says (to ClubFloyd), "examine plants" 		
CF ] tub room04:36 		
CF | > 		
CF | > EXAMINE PLANTS 		
CF | 		
CF | There's nothing special about the potted plants. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig pots" 		
CF ] tub room04:36 		
CF | > 		
CF | > DIG POTS 		
CF | 		
CF | (I don't know the word "pots".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig pot" 		
CF ] tub room04:36 		
CF | > 		
CF | > DIG POT 		
CF | 		
CF | (You don't need to use the word "pot" to solve this mystery.) 		
CF | 		
CF | > 		DavidW says, "Keys are sometimes hidden in potted plants."
Knight_Otu says (to ClubFloyd), "dig plants" 		
CF ] tub room04:37 		
CF | > 		
CF | > DIG PLANTS 		
CF | 		
CF | You find nothing unusual. 		
CF | Suddenly, Sergeant Duffy returns with the threatening note. For a 		
CF | moment you muse on his almost magical appearances. "The ink is 		
CF | ordinary Waterman blue-black. The lab can't tell much else without a 		
CF | certified handwriting sample on file." With that, he leaves, handing 		
CF | you the threatening note as he whisks away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] tub room04:38 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a threatening note 		
CF | a match book 		
CF | a chunk of putty 		
CF | a sample of powder 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a set of house keys 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] bathroom04:39 		
CF | > 		
CF | > W 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Linder's bedroom04:40 		
CF | > 		
CF | > N 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search bed" 		
CF ] Linder's bedroom04:41 		
CF | > 		
CF | > SEARCH BED 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Linder's bedroom04:42 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | You twist your head to look under the four-poster bed but find 		
CF | nothing. 		
CF | 		
CF | > 		DavidW says, "Find a writing sample to analyze."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] living room04:43 		
CF | > 		
CF | > W 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		Knight_Otu says, "I mean, yeah."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway04:44 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway04:45 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		DavidW says, "Maybe we can learn who sent the note by handwriting analysis."
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway04:46 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway04:47 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] entry04:48 		
CF | > 		
CF | > W 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway04:49 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] hallway04:49 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | (You can't see any door here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway04:50 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office04:51 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine letters" 		
CF ] office04:52 		
CF | > 		
CF | > EXAMINE LETTERS 		
CF | 		
CF | You go through the stuff on the desk and find nothing of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze letters" 		
CF ] office04:53 		
CF | > 		
CF | > ANALYZE LETTERS 		
CF | 		
CF | Sergeant Duffy appears with a puzzled look on his face. "With all 		
CF | respect, I don't think I can take THAT to the laboratory! I'll be 		
CF | nearby if you need me." He leaves, shaking his head slowly. 		
CF | 		
CF | > 		Knight_Otu says, "Now you're not even trying."
Knight_Otu says (to ClubFloyd), "analyze papers" 		
CF ] office04:54 		
CF | > 		
CF | > ANALYZE PAPERS 		
CF | 		
CF | Sergeant Duffy appears with a puzzled look on his face. "With all 		
CF | respect, I don't think I can take THAT to the laboratory! I'll be 		
CF | nearby if you need me." He leaves, shaking his head slowly. 		
CF | 		
CF | > 		Knight_Otu says, "These are surely good hand-writing samples."
Knight_Otu says (to ClubFloyd), "search desk" 		
CF ] office04:55 		
CF | > 		
CF | > SEARCH DESK 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		DavidW says, "I'm thinking a diary."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway04:56 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] storage closet04:57 		
CF | > 		
CF | > W 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | There's a pair of muddy boots here. 		
CF | There's a back-yard cast here. 		
CF | A broom is standing in the corner. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] storage closet04:58 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a threatening note 		
CF | a match book 		
CF | a chunk of putty 		
CF | a sample of powder 		
CF | a muddy handgun 		
CF | a ticket stub 		
CF | a set of house keys 		
CF | a telegram 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop telegram, note, book, putty, handgun" 		
CF ] storage closet04:59 		
CF | > 		
CF | > DROP TELEGRAM, NOTE, BOOK, PUTTY, HANDGUN 		
CF | 		
CF | telegram: Okeh, the telegram is now on the floor. 		
CF | threatening note: Okeh, the threatening note is now on the floor. 		
CF | match book: Okeh, the match book is now on the floor. 		
CF | chunk of putty: Okeh, the chunk of putty is now on the floor. 		
CF | muddy handgun: Okeh, the muddy handgun is now on the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get broom" 		
CF ] storage closet05:00 		
CF | > 		
CF | > GET BROOM 		
CF | 		
CF | You are now carrying the broom. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway05:01 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway05:02 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway05:03 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom05:04 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about stub" 		
CF ] Monica's bedroom05:05 		
CF | > 		
CF | > ASK MONICA ABOUT STUB 		
CF | 		
CF | "That looks like my ticket stub. I didn't know I dropped it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open cedar" 		
CF ] Monica's bedroom05:06 		
CF | > 		
CF | > OPEN CEDAR 		
CF | 		
CF | Okeh, the cedar door is now open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] bathroom05:07 		
CF | > 		
CF | > N 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Linder's bedroom05:08 		
CF | > 		
CF | > N 		
CF | 		
CF | (Linder's bedroom) 		
CF | The bedroom is elegant but not tidy. A four-poster bed, chair and 		
CF | dresser, made of teak and mahogany, look hand-crafted. There are doors 		
CF | on the west and south walls, and a door and window to the east look 		
CF | outside. Clothes and newspapers are scattered about. It seems that 		
CF | Linder missed the woman's touch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sweep" 		
CF ] Linder's bedroom05:08 		
CF | > 		
CF | > SWEEP 		
CF | 		
CF | (I don't know the word "sweep".) 		
CF | 		
CF | > 		Jade says, "oh"
Knight_Otu says (to ClubFloyd), "clean" 		
CF ] Linder's bedroom05:08 		
CF | > 		
CF | > CLEAN 		
CF | 		
CF | (What do you want to clean?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "room" 		
CF ] Linder's bedroom05:09 		
CF | > 		
CF | > ROOM 		
CF | 		
CF | "Cleanliness is next to Godliness," but in this case it seems to be 		
CF | next to Impossible. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze stub" 		
CF ] Linder's bedroom05:10 		
CF | > 		
CF | > ANALYZE STUB 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the ticket stub 		
CF | from you. "I'll return soon with the results," he says, and leaves as 		
CF | silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "clean bed" 		
CF ] Linder's bedroom05:11 		
CF | > 		
CF | > CLEAN BED 		
CF | 		
CF | "Cleanliness is next to Godliness," but in this case it seems to be 		
CF | next to Impossible. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "clean under bed" 		
CF ] Linder's bedroom05:11 		
CF | > 		
CF | > CLEAN UNDER BED 		
CF | 		
CF | (Sorry, but English is my second language. Please rephrase that.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] living room05:12 		
CF | > 		
CF | > W 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cabinet" 		
CF ] living room05:13 		
CF | > 		
CF | > EXAMINE CABINET 		
CF | 		
CF | Too bad, but the liquor cabinet is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock it" 		
CF ] living room05:14 		
CF | > 		
CF | > UNLOCK IT 		
CF | 		
CF | It's already unlocked. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] living room05:15 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the liquor cabinet and see a bottle of Scotch, and a bottle 		
CF | of Bourbon. 		
CF | 		
CF | > 		Knight_Otu says, "I could hae sworn the cabinet was locked."
		DavidW says, "Maybe you unlocked it last week."
		Knight_Otu says, "Doen't look like there's anything important in here."
		Jade says, "yes"
Knight_Otu says (to ClubFloyd), "examine lamp" 		
CF ] living room05:16 		
CF | > 		
CF | > EXAMINE LAMP 		
CF | 		
CF | There's nothing special about the lamp. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "listen to radio" 		
CF ] living room05:17 		
CF | > 		
CF | > LISTEN TO RADIO 		
CF | 		
CF | You can hardly avoid it. You spin the dial and find a program of 		
CF | classical music. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] dining room05:18 		
CF | > 		
CF | > W 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Jade has left. 		
Jade has arrived. 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] kitchen05:19 		
CF | > 		
CF | > S 		
CF | 		
CF | (kitchen) 		
CF | The Linder kitchen is full of electric appliances: range and hood, 		
CF | refrigerator, mixer, toaster, clock, and so on. Several white steel 		
CF | cabinets make for plenty of storage space. To the north is the dining 		
CF | room, to the east the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine cabinets" 		
CF ] kitchen05:20 		
CF | > 		
CF | > EXAMINE CABINETS 		
CF | 		
CF | Too bad, but the cabinet is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] kitchen05:21 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | You open the cabinet and see a set of silverware, a set of china, and 		
CF | a glass collection. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine silverware" 		
CF ] kitchen05:22 		
CF | > 		
CF | > EXAMINE SILVERWARE 		
CF | 		
CF | There's nothing special about the set of silverware. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine china" 		
CF ] kitchen05:23 		
CF | > 		
CF | > EXAMINE CHINA 		
CF | 		
CF | There's nothing special about the set of china. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine glass" 		
CF ] kitchen05:24 		
CF | > 		
CF | > EXAMINE GLASS 		
CF | 		
CF | There's nothing special about the glass collection. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine appliances" 		
CF ] kitchen05:25 		
CF | > 		
CF | > EXAMINE APPLIANCES 		
CF | 		
CF | It's as modern as yesterday, like everything in the kitchen. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open refrigerator" 		
CF ] kitchen05:26 		
CF | > 		
CF | > OPEN REFRIGERATOR 		
CF | 		
CF | You open the refrigerator and see a bunch of cold food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine food" 		
CF ] kitchen05:26 		
CF | > 		
CF | > EXAMINE FOOD 		
CF | 		
CF | (Which food do you mean, the bunch of cold food or the bunch of canned 		
CF | food?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cold" 		
CF ] kitchen05:27 		
CF | > 		
CF | > COLD 		
CF | 		
CF | There's nothing special about the bunch of cold food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine canned" 		
CF ] kitchen05:28 		
CF | > 		
CF | > EXAMINE CANNED 		
CF | 		
CF | There's nothing special about the bunch of canned food. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "close fridge" 		
CF ] kitchen05:29 		
CF | > 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | Closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] dining room05:30 		
CF | > 		
CF | > N 		
CF | 		
CF | (dining room) 		
CF | A table and benches, built out of blond wood for six people, sit in 		
CF | the middle of the room. On the south wall is a swinging door that 		
CF | leads to the kitchen, and on the east wall a double door to the living 		
CF | room. Through a French door on the west wall you can see the front 		
CF | yard. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] front yard05:31 		
CF | > 		
CF | > W 		
CF | 		
CF | (front yard) 		
CF | You are in the front yard of the Linder property. Most of the space is 		
CF | occupied by a kitchen garden full of vegetables and herbs. A wooden 		
CF | fence surrounds the yard on the west and north sides. To the east is 		
CF | the house, with a French door and two windows. To the south is a gate 		
CF | that leads to the front porch. 		
CF | Suddenly, Sergeant Duffy seems to arrive from nowhere, holding the 		
CF | ticket stub in his hands. "I took the ticket stub to the movie 		
CF | theater, where they told me that it looked authentic to them, and the 		
CF | serial number proves that it was bought tonight." With that, he 		
CF | leaves, handing you the ticket stub as he whisks away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search garden" 		
CF ] front yard05:32 		
CF | > 		
CF | > SEARCH GARDEN 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "dig garden" 		
CF ] front yard05:33 		
CF | > 		
CF | > DIG GARDEN 		
CF | 		
CF | You find nothing unusual. 		
CF | 		
CF | > 		Knight_Otu says, "Of course, the ticket being bought today doesn't mean all that much."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] front yard05:34 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a ticket stub 		
CF | a broom 		
CF | a sample of powder 		
CF | a set of house keys 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine fence" 		
CF ] front yard05:35 		
CF | > 		
CF | > EXAMINE FENCE 		
CF | 		
CF | This is a Japanese-style "shadow fence" made of wooden slats, opaque 		
CF | from most angles but designed to let breezes through. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] front porch05:36 		
CF | > 		
CF | > S 		
CF | 		
CF | (front porch) 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | open front door to the east, giving you a dim view of the driveway to 		
CF | the south and the front yard behind a gate to the north. 		
CF | The gate is open. A door bell glows at you, almost daring you to ring 		
CF | it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine light" 		
CF ] front porch05:36 		
CF | > 		
CF | > EXAMINE LIGHT 		
CF | 		
CF | (Sorry, but you can't use the word "light" in that sense.) 		
CF | 		
CF | > 		Jade says, "examine plants, search"
Knight_Otu says (to ClubFloyd), "examine door bell" 		
CF ] front porch05:37 		
CF | > 		
CF | > EXAMINE DOOR BELL 		
CF | 		
CF | There's nothing special about the door bell. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] front yard05:38 		
CF | > 		
CF | > N 		
CF | 		
CF | (front yard) 		
CF | You are in the front yard of the Linder property. Most of the space is 		
CF | occupied by a kitchen garden full of vegetables and herbs. A wooden 		
CF | fence surrounds the yard on the west and north sides. To the east is 		
CF | the house, with a French door and two windows. To the south is a gate 		
CF | that leads to the front porch. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine plants" 		
CF ] front yard05:38 		
CF | > 		
CF | > EXAMINE PLANTS 		
CF | 		
CF | (You can't see any potted plants here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine herbs" 		
CF ] front yard05:39 		
CF | > 		
CF | > EXAMINE HERBS 		
CF | 		
CF | There's nothing special about the kitchen garden. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] front porch05:40 		
CF | > 		
CF | > S 		
CF | 		
CF | (front porch) 		
CF | The front porch is in an alcove, sheltered from the weather by the 		
CF | walls and overhanging roof. A yellowish electric light hangs near the 		
CF | open front door to the east, giving you a dim view of the driveway to 		
CF | the south and the front yard behind a gate to the north. 		
CF | The gate is open. A door bell glows at you, almost daring you to ring 		
CF | it. 		
CF | 		
CF | > 		Jade says, "I suspect it could be something under the pots"
Knight_Otu says (to ClubFloyd), "examine clock key" 		
CF ] front porch05:40 		
CF | > 		
CF | > EXAMINE CLOCK KEY 		
CF | 		
CF | (You can't see any clock key here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine car key" 		
CF ] front porch05:40 		
CF | > 		
CF | > EXAMINE CAR KEY 		
CF | 		
CF | (You can't see any car key here!) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine nonsense object" 		
CF ] front porch05:40 		
CF | > 		
CF | > EXAMINE NONSENSE OBJECT 		
CF | 		
CF | (Sorry, but the word "nonsense" is not in the vocabulary that you can 		
CF | use.) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] entry05:41 		
CF | > 		
CF | > E 		
CF | 		
CF | (entry) 		
CF | Here in the entry is a small Shinto shrine, with a hanging scroll and 		
CF | an arrangement of flowers, as well as a coat closet and a platform for 		
CF | storing shoes. You can see a hallway to the east. The front door, on 		
CF | the west wall, is open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look behind scroll" 		
CF ] entry05:42 		
CF | > 		
CF | > LOOK BEHIND SCROLL 		
CF | 		
CF | There's nothing behind the scroll. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine flowers" 		
CF ] entry05:43 		
CF | > 		
CF | > EXAMINE FLOWERS 		
CF | 		
CF | There's nothing special about the flower arrangement. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under it" 		
CF ] entry05:44 		
CF | > 		
CF | > LOOK UNDER IT 		
CF | 		
CF | There's nothing there but dust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway05:45 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway05:46 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom05:47 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] bathroom05:48 		
CF | > 		
CF | > N 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] tub room05:49 		
CF | > 		
CF | > E 		
CF | 		
CF | (tub room) 		
CF | This is a separate room, completely lined with tile, for bathing in 		
CF | the Japanese style. On one side is a shower head and drain, where you 		
CF | could wash away surface dirt. On the other side is a deep tub, to be 		
CF | filled with steaming water up to your neck. Potted plants give the 		
CF | room a tropical air. A window looks over the rock garden outside, and 		
CF | a door leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under plants" 		
CF ] tub room05:50 		
CF | > 		
CF | > LOOK UNDER PLANTS 		
CF | 		
CF | There's nothing there but dust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine drain" 		
CF ] tub room05:50 		
CF | > 		
CF | > EXAMINE DRAIN 		
CF | 		
CF | (I don't know the word "drain".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine tub" 		
CF ] tub room05:51 		
CF | > 		
CF | > EXAMINE TUB 		
CF | 		
CF | Too bad, but the bathtub is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under tub" 		
CF ] tub room05:52 		
CF | > 		
CF | > LOOK UNDER TUB 		
CF | 		
CF | You twist your head to look under the bathtub but find nothing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] tub room05:53 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jade asks, "fii it?"
Knight_Otu says (to ClubFloyd), "fill tub" 		
CF ] tub room05:53 		
CF | > 		
CF | > FILL TUB 		
CF | 		
CF | (You don't need to use the word "fill" to solve this mystery.) 		
CF | 		
CF | > 		Jade says, "* fill"
		Knight_Otu says, "Hm."
		Knight_Otu says, "So much to see, so little that much is telling us."
		Jade asks, "show items to all the people?"
Knight_Otu says (to ClubFloyd), "w" 		
CF ] bathroom05:54 		
CF | > 		
CF | > W 		
CF | 		
CF | (bathroom) 		
CF | This room has only a large cabinet with counter, sink and mirror. On 		
CF | the counter are a shaver, toothpaste, and so on. The tub and toilet 		
CF | must be in separate rooms. There are doors on all four walls: the one 		
CF | to the north looks like redwood, the one to the south like cedar, and 		
CF | the other two like ordinary doors. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Monica's bedroom05:55 		
CF | > 		
CF | > S 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Monica's bedroom05:56 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a ticket stub 		
CF | a broom 		
CF | a sample of powder 		
CF | a set of house keys 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway05:57 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room05:58 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show stub to phong" 		
CF ] butler's room05:59 		
CF | > 		
CF | > SHOW STUB TO PHONG 		
CF | 		
CF | Mr. Phong doesn't seem to know about that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway06:00 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway06:01 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] living room06:02 		
CF | > 		
CF | > N 		
CF | 		
CF | (living room) 		
CF | A huge fieldstone fireplace on the south wall holds a blazing fire, 		
CF | filling the living room with warmth and light. Grouped in front of the 		
CF | fire are a glass-topped coffee table and a rattan davenport and club 		
CF | chair, with cushions covered in a print showing bamboo plants in the 		
CF | style of Japanese brush-painting. A lamp with a printed shade and a 		
CF | telephone sit on the table. 		
CF | On the north wall are a liquor cabinet and a console radio made of 		
CF | light-colored wood. The radio is playing. A single door in the east 		
CF | wall is open, and at the west end of the room is a double door. 		
CF | Stiles is fastened to the davenport, yawning and trying not to doze 		
CF | off. 		
CF | A half-filled bottle of Teacher's "Highland Cream" Scotch Whisky is in 		
CF | the cabinet. 		
CF | A nearly-empty bottle of "Jack Daniels" Bourbon Whisky is in the 		
CF | cabinet. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "show stub to stiles" 		
CF ] living room06:03 		
CF | > 		
CF | > SHOW STUB TO STILES 		
CF | 		
CF | "I couldn't help you if I wanted to." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine scotch" 		
CF ] living room06:04 		
CF | > 		
CF | > EXAMINE SCOTCH 		
CF | 		
CF | Too bad, but the bottle of Scotch is closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine bourbon" 		
CF ] living room06:05 		
CF | > 		
CF | > EXAMINE BOURBON 		
CF | 		
CF | Too bad, but the bottle of Bourbon is closed. 		
CF | 		
CF | > 		Jade says, "or pherhaps "ask X about items or npcs"
Knight_Otu says (to ClubFloyd), "ask stiles about linder" 		
CF ] living room06:05 		
CF | > 		
CF | > ASK STILES ABOUT LINDER 		
CF | 		
CF | (Which Linder do you mean, the late Mrs. Linder or Mr. Linder?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "mr." 		
CF ] living room06:06 		
CF | > 		
CF | > MR. 		
CF | 		
CF | "He's a smooth operator. I can think of many people who'd like to plug 		
CF | him. Not me, of course. I still don't understand why he sounded so 		
CF | urgent when he called me today and asked me to come here tonight." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about putty" 		
CF ] living room06:07 		
CF | > 		
CF | > ASK STILES ABOUT PUTTY 		
CF | 		
CF | "I couldn't help you if I wanted to." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask stiles about electronics" 		
CF ] living room06:08 		
CF | > 		
CF | > ASK STILES ABOUT ELECTRONICS 		
CF | 		
CF | Mr. Stiles looks confused. "I don't know anything about any 		
CF | electronics!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search stiles" 		
CF ] living room06:09 		
CF | > 		
CF | > SEARCH STILES 		
CF | 		
CF | Mr. Stiles grudgingly allows you to search. You find nothing 		
CF | whatsoever of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway06:10 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the north end of the central hallway. Just to the north, you 		
CF | can see warm yellow light in the living room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway06:11 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom06:12 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search monica" 		
CF ] Monica's bedroom06:13 		
CF | > 		
CF | > SEARCH MONICA 		
CF | 		
CF | Monica pushes you away with surprising strength. "I don't know what 		
CF | game you're playing, Detective, but count me out. If you think I'm 		
CF | just a dumb twist, think again." Her eyes burn like polished gems. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway06:14 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] butler's room06:15 		
CF | > 		
CF | > W 		
CF | 		
CF | (butler's room) 		
CF | This is the bedroom of the butler, Mr. Phong, and is very simply 		
CF | furnished. A single bed, flanked by bare wooden end tables, sits below 		
CF | a closed window on the west end of the room. The floor is hardwood, 		
CF | with no rug. The only exit is a door to the east, which is open. 		
CF | Another door, now closed, must lead to a private bathroom. 		
CF | Phong is lying on the bed, reading a book. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search phong" 		
CF ] butler's room06:16 		
CF | > 		
CF | > SEARCH PHONG 		
CF | 		
CF | Mr. Phong grudgingly allows you to search. You find nothing whatsoever 		
CF | of interest. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway06:17 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom06:18 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "duffy, search monica" 		
CF ] Monica's bedroom06:19 		
CF | > 		
CF | > DUFFY, SEARCH MONICA 		
CF | 		
CF | "With all respect, I think you should do that yourself." 		
CF | 		
CF | > 		Knight_Otu says, "I think that someone else should do it, really."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Monica's bedroom06:19 		
CF | > SAVEO.K. 		
CF | 		
CF | > 		DavidW says, "Frisky Business"
Knight_Otu says (to ClubFloyd), "cuff monica" 		
CF ] Monica's bedroom06:20 		
CF | > 		
CF | > CUFF MONICA 		
CF | 		
CF | There's nothing to handcuff her to! 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "cuff monica to table" 		
CF ] Monica's bedroom06:21 		
CF | > 		
CF | > CUFF MONICA TO TABLE 		
CF | 		
CF | That won't do any good. 		
CF | 		
CF | > 		Jade says, "but there is no clue apparently"
Knight_Otu says (to ClubFloyd), "arrest monica" 		
CF ] Monica's bedroom06:21 		
CF | > 		
CF | > ARREST MONICA 		
CF | 		
CF | (If you want to continue from this point at another time, you must 		
CF | "SUSPEND" first.) Do you want to make an arrest and stop your 		
CF | investigation now? (Answer YES or NO.) > 		Jade asks, "save?"
		Knight_Otu says, "I did."
		Jade says, "oh, yes"
		Jade says, "lets go"
		Knight_Otu says, "I don't quite feel confident about it being Monica, but she at least admitted to the "scare.""
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Monica's bedroom06:21 		
CF | investigation now? (Answer YES or NO.) > 		
CF | > YES 		
CF | 		
CF | Duffy appears with a solemn look. He puts nippers on the wrists of 		
CF | Monica, who stands stiff and quiet. "Let's not have any trouble, now," 		
CF | says Duffy, in his unique way. They head for the driveway, where a 		
CF | police car waits with engine purring. 		
CF | 		
CF | Text of a letter from Police Chief Klutz dated February 28: 		
CF | 		
CF | Dear Detective: 		
CF | 		
CF | The elaborate set-up in Mr. Linder's office was ingenious. You 		
CF | deserve congratulations for your work in detecting it. 		
CF | 		
CF | I am sorry to report that the trial jury acquitted Monica Linder of 		
CF | the murder of her father. Apparently they believed that the available 		
CF | evidence against her was circumstantial, since there was no definite 		
CF | link between her and the hidden gun mechanism. 		
CF | 		
CF | 		
CF | 		
CF | The case has come to an end. Would you like to start your 		
CF | investigation over from scratch? (Answer YES or NO.) > 		Knight_Otu says, "The mechanism she admitted to? Okay, jury."
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] driveway entrance20:00 		
CF | Somewhere near Los Angeles. A cold Friday evening in February 1938. In 		
CF | this climate, cold is anywhere below about fifty degrees. Storm clouds 		
CF | are swimming across the sky, their bottoms glowing faintly from the 		
CF | city lights in the distance. A search light pans slowly under the 		
CF | clouds, heralding another film premiere. The air seems expectant, 		
CF | waiting for the rain to begin, like a cat waiting for the ineffable 		
CF | moment to ambush. 		
CF | 		
CF | The taxi has just dropped you off at the entrance to the Linders' 		
CF | driveway. The driver didn't seem to like venturing into this maze of 		
CF | twisty streets any more than you did. But the house windows are full 		
CF | of light, and radio music drifts toward you. Your favorite pistol, a 		
CF | snub-nosed Colt .32, is snug in its holster. You just picked up a 		
CF | match book off the curb. It might come in handy. Good thing you looked 		
CF | up the police file on Mrs. Linder's death. Her suicide note and the 		
CF | newspaper story told you all you know about the family. The long week 		
CF | is finished, except for this appointment. But why does an ominous 		
CF | feeling grip you? 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | Copyright (c) 1983 Infocom, Inc. All rights reserved. 		
CF | WITNESS and INTERLOGIC are trademarks of Infocom, Inc. 		
CF | Revision number 22 / Serial number 840924 		
CF | 		
CF | You are now in the driveway entrance. 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push restore" 		
CF ] driveway entrance20:00 		
CF | > 		
CF | > PUSH RESTORE 		
CF | 		
CF | (Sorry, but you can't use the word "restore" in that sense.) 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf9" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] Monica's bedroom06:19 		
CF | > RESTOREO.K. 		
CF | 		
CF | > 		Jade says, "we are on the right way but need firm stuff"
Knight_Otu says (to ClubFloyd), "ask monica about book" 		
CF ] Monica's bedroom06:20 		
CF | > 		
CF | > ASK MONICA ABOUT BOOK 		
CF | 		
CF | "I don't know anything about it, shamus. And I'm really getting tired 		
CF | of your questions." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about electronics" 		
CF ] Monica's bedroom06:21 		
CF | > 		
CF | > ASK MONICA ABOUT ELECTRONICS 		
CF | 		
CF | Monica looks confused. "I don't know anything about any electronics!" 		
CF | 		
CF | > 		
DavidW has disconnected. 		
DavidW has connected. 		
Knight_Otu says (to ClubFloyd), "ask monica about wires" 		
CF ] Monica's bedroom06:21 		
CF | > 		
CF | > ASK MONICA ABOUT WIRES 		
CF | 		
CF | (Which wires do you mean, the white wire or the black wire?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "black" 		
CF ] Monica's bedroom06:22 		
CF | > 		
CF | > BLACK 		
CF | 		
CF | "That bell system is just one of the features I've put in this house. 		
CF | Beyond your imagination, probably." 		
CF | Suddenly it dawns on you that the sky is getting light outside. 		
CF | 		
CF | > 		Knight_Otu says, "Nice word play there, game."
Knight_Otu says (to ClubFloyd), "look under bed" 		
CF ] Monica's bedroom06:23 		
CF | > 		
CF | > LOOK UNDER BED 		
CF | 		
CF | If you wanted to find the bogey man, you're out of luck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look under table" 		
CF ] Monica's bedroom06:24 		
CF | > 		
CF | > LOOK UNDER TABLE 		
CF | 		
CF | There's nothing there but dust. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push bookcase" 		
CF ] Monica's bedroom06:25 		
CF | > 		
CF | > PUSH BOOKCASE 		
CF | 		
CF | Pushing the book case doesn't help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "summary" 		
CF ] Monica's bedroom06:25 		
CF | > 		
CF | > SUMMARY 		
CF | 		
CF | (I don't know the word "summary".) 		
CF | 		
CF | > 		Knight_Otu says, "Would have been nice."
Knight_Otu says (to ClubFloyd), "search monica" 		
CF ] Monica's bedroom06:26 		
CF | > 		
CF | > SEARCH MONICA 		
CF | 		
CF | Monica pushes you away with surprising strength. "I don't know what 		
CF | game you're playing, Detective, but count me out. If you think I'm 		
CF | just a dumb twist, think again." Her eyes burn like polished gems. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine bed" 		
CF ] Monica's bedroom06:27 		
CF | > 		
CF | > EXAMINE BED 		
CF | 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		Knight_Otu says, "Not what I wanted to know, game."
Knight_Otu says (to ClubFloyd), "duffy, search desk" 		
CF ] Monica's bedroom06:28 		
CF | > 		
CF | > DUFFY, SEARCH DESK 		
CF | 		
CF | "With all respect, I think you should do that yourself." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "duffy, search case" 		
CF ] Monica's bedroom06:29 		
CF | > 		
CF | > DUFFY, SEARCH CASE 		
CF | 		
CF | "With all respect, I think you should do that yourself." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Monica's bedroom06:30 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a ticket stub 		
CF | a broom 		
CF | a sample of powder 		
CF | a set of house keys 		
CF | a pair of handcuffs 		
CF | a snub-nosed Colt 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway06:31 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway06:32 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway06:33 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] storage closet06:34 		
CF | > 		
CF | > W 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | There's a muddy handgun here. 		
CF | There's a chunk of putty here. 		
CF | There's a match book here. 		
CF | There's a threatening note here. 		
CF | There's a telegram here. 		
CF | There's a pair of muddy boots here. 		
CF | There's a back-yard cast here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare book with note" 		
CF ] storage closet06:35 		
CF | > 		
CF | > COMPARE BOOK WITH NOTE 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "compare putty with powder" 		
CF ] storage closet06:36 		
CF | > 		
CF | > COMPARE PUTTY WITH POWDER 		
CF | 		
CF | They're not a bit alike. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway06:37 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office06:38 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push clock" 		
CF ] office06:39 		
CF | > 		
CF | > PUSH CLOCK 		
CF | 		
CF | It seems to be bolted to the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push desk" 		
CF ] office06:40 		
CF | > 		
CF | > PUSH DESK 		
CF | 		
CF | Pushing the desk has no effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push lounge" 		
CF ] office06:41 		
CF | > 		
CF | > PUSH LOUNGE 		
CF | 		
CF | Pushing the lounge has no effect. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push cabinet" 		
CF ] office06:42 		
CF | > 		
CF | > PUSH CABINET 		
CF | 		
CF | Pushing the file cabinet has no effect. 		
CF | 		
CF | > 		Jade says, "we need some evidence..."
		Knight_Otu says, "But where to find it."
Knight_Otu says (to ClubFloyd), "cut lounge" 		
CF ] office06:42 		
CF | > 		
CF | > CUT LOUNGE 		
CF | 		
CF | (I don't know the word "cut".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break clock" 		
CF ] office06:43 		
CF | > 		
CF | > BREAK CLOCK 		
CF | 		
CF | Trying to destroy the grandfather clock has no effect. 		
CF | 		
CF | > 		Jade says, "that wire..."
Knight_Otu says (to ClubFloyd), "get wire" 		
CF ] office06:44 		
CF | > 		
CF | > GET WIRE 		
CF | 		
CF | You are now carrying the green wire piece. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine wire" 		
CF ] office06:45 		
CF | > 		
CF | > EXAMINE WIRE 		
CF | 		
CF | There's nothing special about the green wire piece. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze wire" 		
CF ] office06:46 		
CF | > 		
CF | > ANALYZE WIRE 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the green wire 		
CF | piece from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] office06:56 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | The sun has appeared over the hills outside. 		
CF | It's now 6:56 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway06:57 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] storage closet06:58 		
CF | > 		
CF | > W 		
CF | 		
CF | (storage closet) 		
CF | This is a little-used storage closet containing odds and ends of no 		
CF | interest whatsoever. The exit is to the east. 		
CF | There's a muddy handgun here. 		
CF | There's a chunk of putty here. 		
CF | There's a match book here. 		
CF | There's a threatening note here. 		
CF | There's a telegram here. 		
CF | There's a pair of muddy boots here. 		
CF | There's a back-yard cast here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "drop broom" 		
CF ] storage closet06:59 		
CF | > 		
CF | > DROP BROOM 		
CF | 		
CF | Okeh, the broom is now on the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway07:00 		
CF | > 		
CF | > E 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:01 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:02 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom07:03 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Monica's bedroom07:12 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Suddenly, Sergeant Duffy returns with the green wire piece. For a 		
CF | moment you muse on his almost magical appearances. "The wire is 		
CF | ordinary 16-gauge bell wire." With that, he leaves, handing you the 		
CF | green wire piece as he whisks away. 		
CF | (7:12 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Monica's bedroom07:12 		
CF | (7:12 a.m.) Do you want to keep waiting? (Answer YES or NO.) > 		
CF | > NO 		
CF | 		
CF | It's now 7:12 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway07:13 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway07:14 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] hallway07:15 		
CF | > 		
CF | > S 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] office07:16 		
CF | > 		
CF | > E 		
CF | 		
CF | (office) 		
CF | This is obviously the office of Mr. Linder's company, Pacific Trade 		
CF | Associates. At the west end of the office, a massive desk of teak and 		
CF | mahogany faces toward the window. It has no drawers, but the top is 		
CF | covered with piles of letters, some newspapers, a telephone, and 		
CF | various souvenirs from the Far East. 		
CF | Behind it is a large ornately-carved chair, like a cruiser escorting a 		
CF | battle ship. A simple wooden chair, polished smooth by visitors, 		
CF | flanks the desk on the other side. On the north wall is a lounge, 		
CF | upholstered in green velvet and a bit lumpy, with a framed wood-block 		
CF | picture hanging over it. On the outside wall, next to a door and 		
CF | window, stands a grandfather clock, ticking relentlessly. A file 		
CF | cabinet stands in the corner. 		
CF | The door to the interior hallway is open. 		
CF | The door leading outside is open. 		
CF | The file cabinet contains: 		
CF | a lot of business papers 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get black wire" 		
CF ] office07:17 		
CF | > 		
CF | > GET BLACK WIRE 		
CF | 		
CF | You don't really want to do that. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine button" 		
CF ] office07:18 		
CF | > 		
CF | > EXAMINE BUTTON 		
CF | 		
CF | There's nothing special about the butler's button. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze button" 		
CF ] office07:19 		
CF | > 		
CF | > ANALYZE BUTTON 		
CF | 		
CF | Sergeant Duffy appears with a puzzled look on his face. "With all 		
CF | respect, I don't think I can take THAT to the laboratory! I'll be 		
CF | nearby if you need me." He leaves, shaking his head slowly. 		
CF | 		
CF | > 		Jade says, "sit"
Knight_Otu says (to ClubFloyd), "sit on lounge" 		
CF ] office07:20 		
CF | > 		
CF | > SIT ON LOUNGE 		
CF | 		
CF | You are now sitting on the lounge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch lounge" 		
CF ] office07:21 		
CF | > 		
CF | > TOUCH LOUNGE 		
CF | 		
CF | You'd do a much better job if you stood up. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] office07:22 		
CF | > 		
CF | > STAND 		
CF | 		
CF | You are on your own feet again. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "touch lounge" 		
CF ] office07:23 		
CF | > 		
CF | > TOUCH LOUNGE 		
CF | 		
CF | Fiddling with the lounge doesn't help. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] hallway07:24 		
CF | > 		
CF | > W 		
CF | 		
CF | (hallway) 		
CF | This is the south end of a hallway that runs the length of the house. 		
CF | At the far end, to the north, you can see the living room; immediately 		
CF | to the south is a door. Other doors on both sides lead to other rooms. 		
CF | 		
CF | > 		Knight_Otu says, "I'm inclined to re-try arresting Monica at this point."
		Knight_Otu says, "I'm not sure I can find more things to tie her to the crime."
		Jade says, "save and try"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] hallway07:24 		
CF | > SAVEO.K. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:25 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:26 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom07:27 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "arrest monica" 		
CF ] Monica's bedroom07:27 		
CF | > 		
CF | > ARREST MONICA 		
CF | 		
CF | (If you want to continue from this point at another time, you must 		
CF | "SUSPEND" first.) Do you want to make an arrest and stop your 		
CF | investigation now? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Monica's bedroom07:27 		
CF | investigation now? (Answer YES or NO.) > 		
CF | > YES 		
CF | 		
CF | Duffy appears with a solemn look. He puts nippers on the wrists of 		
CF | Monica, who stands stiff and quiet. "Let's not have any trouble, now," 		
CF | says Duffy, in his unique way. They head for the driveway, where a 		
CF | police car waits with engine purring. 		
CF | 		
CF | Text of a letter from Police Chief Klutz dated February 28: 		
CF | 		
CF | Dear Detective: 		
CF | 		
CF | The elaborate set-up in Mr. Linder's office was ingenious. You 		
CF | deserve congratulations for your work in detecting it. 		
CF | 		
CF | I am sorry to report that the trial jury acquitted Monica Linder of 		
CF | the murder of her father. Apparently they believed that the available 		
CF | evidence against her was circumstantial, since there was no definite 		
CF | link between her and the hidden gun mechanism. 		
CF | 		
CF | 		
CF | 		
CF | The case has come to an end. Would you like to start your 		
CF | investigation over from scratch? (Answer YES or NO.) > 		DavidW asks, "Does the game understand the concept of picking a lock or prying a door?"
		Jade says, "ask monica about lindner"
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] driveway entrance20:00 		
CF | Somewhere near Los Angeles. A cold Friday evening in February 1938. In 		
CF | this climate, cold is anywhere below about fifty degrees. Storm clouds 		
CF | are swimming across the sky, their bottoms glowing faintly from the 		
CF | city lights in the distance. A search light pans slowly under the 		
CF | clouds, heralding another film premiere. The air seems expectant, 		
CF | waiting for the rain to begin, like a cat waiting for the ineffable 		
CF | moment to ambush. 		
CF | 		
CF | The taxi has just dropped you off at the entrance to the Linders' 		
CF | driveway. The driver didn't seem to like venturing into this maze of 		
CF | twisty streets any more than you did. But the house windows are full 		
CF | of light, and radio music drifts toward you. Your favorite pistol, a 		
CF | snub-nosed Colt .32, is snug in its holster. You just picked up a 		
CF | match book off the curb. It might come in handy. Good thing you looked 		
CF | up the police file on Mrs. Linder's death. Her suicide note and the 		
CF | newspaper story told you all you know about the family. The long week 		
CF | is finished, except for this appointment. But why does an ominous 		
CF | feeling grip you? 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | Copyright (c) 1983 Infocom, Inc. All rights reserved. 		
CF | WITNESS and INTERLOGIC are trademarks of Infocom, Inc. 		
CF | Revision number 22 / Serial number 840924 		
CF | 		
CF | You are now in the driveway entrance. 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] hallway07:24 		
CF | > RESTOREO.K. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:25 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:26 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom07:27 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about linder" 		
CF ] Monica's bedroom07:27 		
CF | > 		
CF | > ASK MONICA ABOUT LINDER 		
CF | 		
CF | (Which Linder do you mean, the late Mrs. Linder or Mr. Linder?) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "mr." 		
CF ] Monica's bedroom07:28 		
CF | > 		
CF | > MR. 		
CF | 		
CF | "What can I say? He was my father, a hard-working, clever man." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about stiles" 		
CF ] Monica's bedroom07:29 		
CF | > 		
CF | > ASK MONICA ABOUT STILES 		
CF | 		
CF | "That poor bastard. First he fell in love with Mother, a married 		
CF | woman; then he actually trusted her husband. I don't know what he uses 		
CF | for brains." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about mother" 		
CF ] Monica's bedroom07:30 		
CF | > 		
CF | > ASK MONICA ABOUT MOTHER 		
CF | 		
CF | "That's between Mother and me." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about phong" 		
CF ] Monica's bedroom07:31 		
CF | > 		
CF | > ASK MONICA ABOUT PHONG 		
CF | 		
CF | "He's a right gee, no matter what some people say about his race." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about murder" 		
CF ] Monica's bedroom07:32 		
CF | > 		
CF | > ASK MONICA ABOUT MURDER 		
CF | 		
CF | "It's true I helped set up the gun mechanism. But Dad was already 		
CF | dying! You can find the medical report on the desk here in my room. He 		
CF | was ... dying ..." She breaks down in tears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search desk" 		
CF ] Monica's bedroom07:33 		
CF | > 		
CF | > SEARCH DESK 		
CF | 		
CF | This table is pretty messy. Anyone but Monica would have a tough time 		
CF | finding anything on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine report" 		
CF ] Monica's bedroom07:34 		
CF | > 		
CF | > EXAMINE REPORT 		
CF | 		
CF | After sifting through the medical officialese, you realize that the 		
CF | report says that Linder has an advanced stomach tumor, and that his 		
CF | death will come slowly and painfully. 		
CF | 		
CF | > 		Jade says, "ask about mechanism"
Knight_Otu says (to ClubFloyd), "ask monica about mechanism" 		
CF ] Monica's bedroom07:34 		
CF | > 		
CF | > ASK MONICA ABOUT MECHANISM 		
CF | 		
CF | (Sorry, but the program doesn't recognize the word "mechanism".) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get report" 		
CF ] Monica's bedroom07:35 		
CF | > 		
CF | > GET REPORT 		
CF | 		
CF | You are now carrying the medical report. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "analyze report" 		
CF ] Monica's bedroom07:36 		
CF | > 		
CF | > ANALYZE REPORT 		
CF | 		
CF | Sergeant Duffy, quiet as a mouse, walks up and takes the medical 		
CF | report from you. "I'll return soon with the results," he says, and 		
CF | leaves as silently as he came. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Monica's bedroom07:46 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | It's now 7:46 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Monica's bedroom07:56 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | It's now 7:56 a.m. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Monica's bedroom07:59 		
CF | > 		
CF | > WAIT 		
CF | 		
CF | Time passes... 		
CF | Police Chief Klutz walks up to you, from out of nowhere. "I'm sorry, 		
CF | Detective, but you can't spend any more time here. We need you at the 		
CF | Coliseum for the all-day Police Department track-and-field meet. I 		
CF | hope you had a restful night!" He escorts you to a waiting police car, 		
CF | and you go off into the sunrise. 		
CF | debugcheapnitfol quit with exit status: 0 		
CF asks, "That game over already? It was just getting good. Wanna play another?" 		Jade says, "ask about guns"
		Knight_Otu says, "Darn."
Knight_Otu says (to ClubFloyd), "load sleepmask witness" 		
CF ] driveway entrance20:00 		
CF | Somewhere near Los Angeles. A cold Friday evening in February 1938. In 		
CF | this climate, cold is anywhere below about fifty degrees. Storm clouds 		
CF | are swimming across the sky, their bottoms glowing faintly from the 		
CF | city lights in the distance. A search light pans slowly under the 		
CF | clouds, heralding another film premiere. The air seems expectant, 		
CF | waiting for the rain to begin, like a cat waiting for the ineffable 		
CF | moment to ambush. 		
CF | 		
CF | The taxi has just dropped you off at the entrance to the Linders' 		
CF | driveway. The driver didn't seem to like venturing into this maze of 		
CF | twisty streets any more than you did. But the house windows are full 		
CF | of light, and radio music drifts toward you. Your favorite pistol, a 		
CF | snub-nosed Colt .32, is snug in its holster. You just picked up a 		
CF | match book off the curb. It might come in handy. Good thing you looked 		
CF | up the police file on Mrs. Linder's death. Her suicide note and the 		
CF | newspaper story told you all you know about the family. The long week 		
CF | is finished, except for this appointment. But why does an ominous 		
CF | feeling grip you? 		
CF | 		
CF | The WITNESS: An INTERLOGIC Mystery 		
CF | Copyright (c) 1983 Infocom, Inc. All rights reserved. 		
CF | WITNESS and INTERLOGIC are trademarks of Infocom, Inc. 		
CF | Revision number 22 / Serial number 840924 		
CF | 		
CF | You are now in the driveway entrance. 		
CF | You are standing at the foot of the driveway, the entrance to the 		
CF | Linder property. The entire lot is screened from the street and the 		
CF | neighbors by a wooden fence, except on the east side, which fronts on 		
CF | dense bamboo woods. The house looks like a mixture of a California 		
CF | bungalow and East Asian influences. From here you can see the driveway 		
CF | leading north and, beyond that, the front door. 		
CF | 		
CF | What should you, the detective, do now? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf10" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] hallway07:24 		
CF | > RESTOREO.K. 		
CF | 		
CF | > 		Jade says, "8:00"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:25 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This hallway seems to run the length of the house, from the garage at 		
CF | the south end to the living room at the north. There is enough warm 		
CF | yellow light flooding from the living room for you to see a few doors 		
CF | on each side of the hall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] hallway07:26 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] hallway07:27 		
CF | > 		
CF | > N 		
CF | 		
CF | (hallway) 		
CF | This is near the middle of the central hallway. At the north end, you 		
CF | can see the living room; to the east and west are bedroom doors. Both 		
CF | doors are open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Monica's bedroom07:28 		
CF | > 		
CF | > E 		
CF | 		
CF | (Monica's bedroom) 		
CF | On one side is a modern-style bed, with piles of well-thumbed 		
CF | detective stories stacked on the table beside it. Opposite the bed is 		
CF | a long dressing table that seems to serve also as desk and workbench. 		
CF | In the corner sits a small table for a portable phonograph and 		
CF | records, and a book case with more books and pulps. Movie posters 		
CF | cover the walls. A handsome door with cedar veneer leads north, and a 		
CF | door and window face outside. 		
CF | Monica is lying on her bed, softly sobbing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask monica about murder" 		
CF ] Monica's bedroom07:29 		
CF | > 		
CF | > ASK MONICA ABOUT MURDER 		
CF | 		
CF | "It's true I helped set up the gun mechanism. But Dad was already 		
CF | dying! You can find the medical report on the desk here in my room. He 		
CF | was ... dying ..." She breaks down in tears. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get report" 		
CF ] Monica's bedroom07:30 		
CF | > 		
CF | > GET REPORT 		
CF | 		
CF | You are now carrying the medical report. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "examine it" 		
CF ] Monica's bedroom07:31 		
CF | > 		
CF | > EXAMINE IT 		
CF | 		
CF | After sifting through the medical officialese, you realize that the 		
CF | report says that Linder has an advanced stomach tumor, and that his 		
CF | death will come slowly and painfully. 		
CF | 		
CF | > 		Jade says, "we have only 30 minutes"
Knight_Otu says (to ClubFloyd), "arrest monica" 		
CF ] Monica's bedroom07:31 		
CF | > 		
CF | > ARREST MONICA 		
CF | 		
CF | (If you want to continue from this point at another time, you must 		
CF | "SUSPEND" first.) Do you want to make an arrest and stop your 		
CF | investigation now? (Answer YES or NO.) > 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Monica's bedroom07:31 		
CF | investigation now? (Answer YES or NO.) > 		
CF | > YES 		
CF | 		
CF | Duffy appears with a solemn look. He puts nippers on the wrists of 		
CF | Monica, who stands stiff and quiet. "Let's not have any trouble, now," 		
CF | says Duffy, in his unique way. They head for the driveway, where a 		
CF | police car waits with engine purring. 		
CF | 		
CF | Text of a letter from Police Chief Klutz dated February 28: 		
CF | 		
CF | Dear Detective: 		
CF | 		
CF | The elaborate set-up in Mr. Linder's office was ingenious. You 		
CF | deserve congratulations for your work in detecting it. 		
CF | 		
CF | I am sorry to report that the trial jury acquitted Monica Linder of 		
CF | the murder of her father. Apparently they believed that the available 		
CF | evidence against her was circumstantial, since there was no definite 		
CF | link between her and the hidden gun mechanism. 		
CF | 		
CF | 		
CF | 		
CF | The case has come to an end. Would you like to start your 		
CF | investigation over from scratch? (Answer YES or NO.) > 		Knight_Otu asks, "Again, she admitted to the mechanism. Surely that should count for something?"
		Jade asks, "do we know she adquired the guns?"
		Knight_Otu says, "Apparently Mr. Linder was a gun collector. Her mother used a gun of his to commit suicide, according to the extras."
		Jade says, "we have the guns, powder..."
		Knight_Otu says, "Not that we've seen the collection in game, but we have seen the toilet and the rock garden and the back garden and..."
		Jade says, "wire"
		Jade says, "we need something related to the adquisition of powder, guns or wire to probe she was the only murder"
		Jade says, "a ticket, invoice, bill..."
		Knight_Otu says, "It feels we have enough to link Monica to the mechanism. She also has pretty much said that she is responsible for all electric systems with wires in the house."
		Jade says, "but she still envolved his father in the plot"
		DavidW says, "So it might even have been suicide."
		Jade says, "yes, I mean suicide. We need evidences. We have the wire, two gunsand powder, but need something to connect Monica with that stuff"
		Knight_Otu says, "It was a collective plot between father, daughter, and butler. Daughter and butler assumed that the father would "only be hurt", apparently. But then Monica revealed that her father was dying anyway..."
		Jade says, "I would search for a receipt of a confession from the father, changing his testament or so"
		Knight_Otu says, "Of course, the likely places for those were the letters and the files, and searching those proved fruitless."
		Jade says, "pherhaps inside a basket, catalogue, book, national petrography..."
		Knight_Otu says, "I feel that I've combed over the place pretty well, in any case."
		Knight_Otu asks, "I don't think I want to restart the game as a whole to gather all the clues more quickly, in any case. Does anyone else want to try, or should we call the ending we got good enough?"
		Roger says, "I'm all about the good-enough"
		Jade asks, "I haven't started the game till today. And I think one gun is ours , isn't it?"
		Knight_Otu says (to Jade), "Yes, the non-muddy one."
		Jade says, "It seemed odd to me two hand guns...."
		DavidW says, "I'm mostly just watching today, but I think we should stop here, yes. I don't think we saw the best ending, though."



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ClubFloyd Transcript:
Blue Chairs by Chris Klimas
As played on ifMUD on September 4 - 11, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Blue Chairs written by Chris Klimas. Blue Chairs was released as part of the 2004 Interactive Fiction Competition, in which it placed second. It took first place among fellow authors in the competition. It was nominated for several Xyzzy Awards, and won the Xyzzies for Best Writing, Best Story, and Best Game. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.

ANOTHER WARNING! A lot (most!) of the transcripts contained on this site are, shall we say, family-friendly. This is not one of those family-friendly transcripts. Just so we're clear.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

*** SESSION ONE *** 		
		
Jacqueline says (to ClubFloyd), "load sleepmask bluechairs" 		
CF ] Stuck in an Attic 		
CF | 		
CF | 		
CF | "Twenty-three dollars," he's saying. "Twenty-three dollars for the 		
CF | best dream of your life." 		
CF | 		
CF | You don't know his name or anything -- he's just the guy you always 		
CF | meet at parties thrown by people you've never met. He's nobody's 		
CF | friend, exactly, but everyone knows who he is when it's time. Probably 		
CF | doesn't even have a name, probably has bagged groceries at some 		
CF | godforsaken Shopper's Food Warehouse since high school, but who cares? 		
CF | He's here to help you in your hour of need. 		
CF | 		
CF | "What do you say?" he asks, holding up a repurposed cough syrup bottle 		
CF | with something green inside. Green like candy almost never is. 		
CF | 		
CF | Stuck in an Attic 		
CF | Sure, you're used to piece-of-shit architecture (you live in Dundalk, 		
CF | for crissake), but this place will be receiving some kind of award 		
CF | from you by the end of the night. There's totally unimportant crap 		
CF | strewn all over the place -- old sewing machines, an Easy-Bake oven, 		
CF | even a set of folding chairs painted carnival blue -- but fortunately, 		
CF | almost all of it is in shadow thanks to an underperforming fifty-watt 		
CF | bulb directly above. 		
CF | 		
CF | It's just you and the dude here. The only place in the entire house 		
CF | you could get any privacy. It's only ten o'clock and already the call 		
CF | to hook up has come down from the heavens. 		
CF | 		
CF | Stairs lead downward, back to the party and that awful trance-bop they 		
CF | keep playing. 		
CF | 		
CF | > 		Jacqueline says, "Ah. So apparently I recall this being trippy because it is about drugs."
		Jacqueline says, "I suppose we must take the drugs."
		Jacqueline says, "Sam and I have a joke about things like this."
		Jacqueline asks, "There was a game when he was a kid that was about the three bears and at the beginning you were given a choice: Do you want to help the three bears?"
		Jacqueline says, "And if you said NO, then the response from the game was, 'Of course you do!""
		Jade says, "lol"
		Jacqueline says, "And I think Sam is still salty about that false-choice from some obscure text adventure."
		Jacqueline says, "So, 'What do we say?' I say we take the drugs."
		MoyTravis says, "That's what we're here for."
		Jacqueline says, "Anyone up for driving? I remembe nothing, so I could drive if needed, but I don't love driving."
		MoyTravis says, "I mean we could see how long the game lets us *not* take the drugs."
		Jacqueline says (to Travis), "Oh, sure."
		Jacqueline says, "Or not take them and see if the game ends."
Jacqueline says (to ClubFloyd), "x man" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X MAN 		
CF | 		
CF | In middle school, he would've been the kind of kid you would have 		
CF | written off immediately. Greasy hair and a dirty look in his eyes, 		
CF | like he's simultaneously thinking of fucking some cheerleader's brains 		
CF | out and calculating how many experience points a red dragon is worth. 		
CF | 		
CF | The problem is that this is the real world, such as it is, and he's 		
CF | still the the same greasy kid. But then again, you're still the same 		
CF | loser you've always been at heart. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're Dante Hicks. No, not the main character from Clerks. 		
CF | You're at least ten times too smart to be working a convenience store. 		
CF | Instead you're maxing it as a sysadmin for this local real-estate 		
CF | company. This will probably be important to remember at some point in 		
CF | the future, but until then: 		
CF | 		
CF | You're in full party dress uniform: black jeans and neo-geek T-shirt 		
CF | (tonight, "THERE'S NO PLACE LIKE 127.0.0.1") which is admittedly Not 		
CF | Cool At All, but you've always held out hope that the shirt will 		
CF | someday flag down some amazingly hot chick who also happens to be a 		
CF | closet Unix freak. It could happen. Until then, it at least confuses 		
CF | people into thinking you might be cool. 		
CF | 		
CF | > 		Knight_Otu says, "Sorry, got called away for a bit. Back now."
		Jacqueline says, "I would totally wear that shirt."
		Jacqueline says (to KO), "No worries. Let us know when you're caught up (and if you're up for driving...) (if not I can just do not want to)."
		Knight_Otu says, "I think I'd preferably not drive today."
		Jacqueline asks, "Travis, you also are not up for it?"
		Knight_Otu says, "Also, caught up."
		Jacqueline says, "This could be in my head, but I swear the mud's response time is noticeably better now that I'm physically closer to the server."
Jacqueline says (to ClubFloyd), "say no" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > SAY NO 		
CF | 		
CF | (to the guy) 		
CF | You don't feel like getting expository on this dweeb. 		
CF | 		
CF | The guy waggles the bottle a little in case your attention is 		
CF | wandering. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x bottle" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | The label on the side of the bottle reads: PHOLCODINE 5 mg. Mm-hmm. 		
CF | The actual liquid looks kind of weird. It's maybe close to the color 		
CF | of creme de menthe (ah, college days, where mixed drinks were new and 		
CF | exciting) but paler. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take bottle" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > TAKE BOTTLE 		
CF | 		
CF | "Not so fast," the guy says. "You need to give me some actual cash 		
CF | here." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > D 		
CF | 		
CF | Now technically speaking, you have a great deal of free will during 		
CF | this story, so you're allowed to call it a night here and now. 		
CF | 		
CF | You can go ahead and go downstairs if you want to -- surely there's 		
CF | something interesting going on in this party. Maybe there's a pretty 		
CF | girl with long blonde hair you bump into and end up hooking up with. 		
CF | You won't remember whether her name is Alice or Alicia, so you'll bail 		
CF | the next morning without a word. 		
CF | 		
CF | It's okay. You won't see her ever again. And it all happens again the 		
CF | next weekend, and the weekend after that, too. 		
CF | 		
CF | So it's okay if you want to say no to the whole thing. 		
CF | 		
CF | The guy waggles the bottle a little in case your attention is 		
CF | wandering. 		
CF | 		
CF | > 		Jacqueline says, "Of course we want to help the three bears and take the drugs."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying your wallet, your keys and a pager. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x keys" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X KEYS 		
CF | 		
CF | You've got five useful keys and twenty you've only used once in the 		
CF | course of your life, and as such, their purpose has been lost 		
CF | entirely. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x pager" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X PAGER 		
CF | 		
CF | You're fundamentally opposed to cell phones, Palm Pilots, and even 		
CF | those Blackberries you've seen a couple jackasses at work using. But 		
CF | you're willing to make an exception for this beauty of a pager. All it 		
CF | ever does is tell you if any of the servers at work go down, which 		
CF | they never do. The upside of all this being that this little device 		
CF | has enabled you to spend countless hours "telecommuting"... what a 		
CF | dumb word. 		
CF | 		
CF | The pager's screen is blank right now. 		
CF | 		
CF | The guy waggles the bottle a little in case your attention is 		
CF | wandering. 		
CF | 		
CF | > 		MoyTravis says, "I don't drive."
		Knight_Otu says, "Are those former work keys? I have a feeling they might be."
		MoyTravis says, "I mean. I do drive, like, cars, but those are easier than parsers really."
		Jacqueline asks (of Travis), "heh. Never??"
		Jacqueline says (to KO), "Possibly, yeah."
		Jacqueline exclaims (at Jade), "I take it you wish to not drive either. It's fine. I can drive!"
Jacqueline says (to ClubFloyd), "x wallet" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > X WALLET 		
CF | 		
CF | You've got exactly twenty-three dollars. How convenient and weird. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to guy" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > TALK TO GUY 		
CF | 		
CF | Try asking or telling him about a particular subject. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask guy about bottle" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > ASK GUY ABOUT BOTTLE 		
CF | 		
CF | "What is that stuff going to do to me?" you ask. 		
CF | 		
CF | "In the long run, probably kill you," he says, putting on a 		
CF | dungeonmaster grin. "Short term, life gets pretty fucking grand." 		
CF | Coming from a real drug dealer, it would give you pause. But let's 		
CF | face facts: this dweeb probably just put some food coloring into some 		
CF | DXM and called it a day. 		
CF | 		
CF | "Hey, are you going to buy this shit or what?" the guy asks. "Cause 		
CF | there are about twenty-three other people I'd rather be talking to 		
CF | right now." 		
CF | 		
CF | > 		Jade says, "I am getting a dine for now"
		Jacqueline says, "23 dollars, 23 other people, 23, 23, 23..."
Jacqueline says (to ClubFloyd), "pay guy" 		
CF ] Stuck in an Attic 		
CF | 		
CF | > PAY GUY 		
CF | 		
CF | The transaction happens quickly: no hesitations, no reconsiderations, 		
CF | no refunds. 		
CF | 		
CF | "Drink it slowly," the guy advises but you're already shotgunning it, 		
CF | staring directly at the poor light bulb, so dim it won't even leave 		
CF | behind an afterimage on your retinas, so far away now that the sound 		
CF | of the party below takes five minutes to reach you, so far now that 		
CF | the world is turning blue as it recedes into the distance, so dim now 		
CF | that the wires in the bulb... what are they called? 		
CF | 		
CF | Luminants? No, that isn't the right word, that's not even a word at 		
CF | all -- 		
CF | [...] 		
Jacqueline pushes the green 'space' button. 		
CF ] . 		
CF ] k metal . "No mor 		
CF ] k metal . Mr. Preppermi 		
CF | "No mor 		
CF ] . diment? 		
CF | . 		
CF ] Mr. Pre . 		
CF ] Mr. Preo mor . 		
CF ] "No mor eppermi 		
CF ] epperm"No mor 		
CF ] diment? . . Mr. 		
CF | Pre. 		
CF ] . 		
CF ] eppermi "No mor 		
CF ] 		
CF ] eppermi eppermi . 		
CF ] .. . k 		
CF | metalnt? 		
CF ] "No mor . 		
CF | Mr. Pre 		
CF ] 		
CF ] . . 		
CF ] It seems like now would be an excellent 		
CF | time 		
CF ] Mr. Pre . 		
CF | diment? . 		
CF ] to reflect on why you, once a 		
CF | consistently 		
CF ] .. "No 		
CF | mor 		
CF ] above-average student full of ambition and 		
CF | love, 		
CF ] 		
CF ] just bought an unknown but almost 		
CF | certainly 		
CF | 		Jacqueline says, "whoa yeah"
Jacqueline pushes the green 'space' button. 		
CF ] ing gas 		
CF ] a Chine . .ing gas 		
CF | ing gas 		
CF ] 		
CF ] .. 's no d 		
CF ] oddy pa . a Chine 		
CF ] . cold 's no d cold aing gas 		
CF ] ing gas oddy pa 		
CF ] oddy pa's no d ing gas 		
CF | . 		
CF ] . 		
CF ] ing gas . . . 		
CF ] . . . 		
CF ] . . . .. 		
CF | . 		
CF ] . 		
CF ] ing gas 		
CF | . 		
CF ] . 		
CF ] ing gas cold ai . . 		
CF ] 		
CF ] a Chine a Chine 		
CF ] It would be nice if there were a single 		
CF | moment 		
CF ] a Chine 		
CF ] you could use in the event of 		
CF | autobiography 		
CF ] . 		
CF | . 		
CF ] 		
CF ] a Chine 		
CF | . 		
CF | 		Knight_Otu says, "My."
		MoyTravis says, "hmm I think the formatting is slightly messed up"
		MoyTravis says, "Just a tad."
		Jacqueline says, "I'm not sure it is."
		MoyTravis says, "I mean the <i>s are supposed to be functional."
		Jacqueline says, "but we are"
		Jacqueline says (to Travis), "Yes, and they will be in our transcript. Sorry about that."
		Jacqueline says, "That's always how the sleepmask works."
Jacqueline pushes the green 'space' button. 		
CF ] . . 		
CF ] all recor B . 		
CF ] uck Fucore 'em . 		
CF ] ore 'em Señor BB 		
CF ] . 		
CF ] . . ese 		
CF | chaB 		
CF ] . all rec 		
CF ] . Señor Bñor B 		
CF ] . . uck 		
CF | Fuc 		
CF ] ore 'em 		
CF | ese cha 		
CF ] ore 'em . 		
CF ] ore 'em .uck 		
CF | Fuc 		
CF ] ese cha 		
CF ] ore 'em . 		
CF ] . Señor B 		
CF | . 		
CF ] . ore 		
CF | 'em 		
CF ] . . . 		
CF ] uck Fuuck Fuc . 		
CF ] 		
CF ] ore 'em . .. . 		
CF | uck Fuc 		
CF ] The truth is, there's no story to be 		
CF | told. 		
CF ] ore 'emore 'em ore 'em 		
CF ] 		
CF ] . 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF ] . 		
CF ] . 		
CF ] is aski .a voice . . 		
CF | a voice 		
CF ] . 		
CF ] . 		
CF ] or name . 		
CF ] "Hey ma . 		
CF ] a voice . 		
CF ] is aski . 		
CF ] . 		
CF | . 		
CF ] a voice . . a voice 		
CF ] Dante?" is aski 		
CF ] Dante?" . 		
CF ] . or name 		
CF | . 		
CF ] . "Hey ma "Hey ma 		
CF ] Dante?" a voice 		
CF | . 		
CF ] Dante?" 		
CF ] . . Dante?" 		
CF ] 		
CF ] . 		
CF ] Blue 		
CF | Chairs 		
CF ] a voice Dais aski . a voiceis aski 		
CF | . 		
CF ] 		
CF ] . Dante?" a 		
CF | voice 		
CF | 		Jade says, "A psychodelic voyage"
		Knight_Otu exclaims, "Language, game!"
		Jacqueline says (to Jade), "yeah"
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | 		
CF | 		
CF | "Hey man, is your name Dante?" a voice is asking. 		
CF | 		
CF | You sit up with a start. "Yeah." 		
CF | 		
CF | The attic is different now but you couldn't say why. How. You don't 		
CF | know how it's different. You're sitting on the floor -- lying on it, 		
CF | more accurately -- and for a split second, everything's slowed down 		
CF | and peaceful and makes sense, even the Easy-Bake oven. 		
CF | 		
CF | Then this guy with a dirty baseball cap (what the fuck? how cliched 		
CF | are we going to get tonight?) who's been standing over you has to 		
CF | start talking to you again and it fucks everything up. No sign of your 		
CF | esteemed drug merchant, of course. He's probably onto bigger and 		
CF | better prey. 		
CF | 		
CF | "There's this girl who's been calling everyone's cell phones asking 		
CF | for you, man." 		
CF | 		
CF | You frown. 		
CF | 		
CF | "Here, talk to her, man, she's been freaking out on me the last 		
CF | fifteen minutes." 		
CF | 		
CF | He presses his cell phone up to your ear, which is a nice thing to do 		
CF | considering your arms are completely numb for reasons you don't want 		
CF | to think about right now. 		
CF | 		
CF | "Dante?" asks a voice you recognize in an instant, never mind the cell 		
CF | phone, never mind the years: it's Beatrice. If this were a movie, 		
CF | there'd be a convenient fade to black to allow you to reminisce about 		
CF | your shared past history, perhaps beginning with that sunrise six 		
CF | years ago -- but this isn't a movie, kiddo, and she says again: 		
CF | 		
CF | "Dante, is that you?" 		
CF | 		
CF | She's crying. 		
CF | 		
CF | >> 		Knight_Otu says, "So now we have a cell, huh."
		Jacqueline says, "Well, someone else has put a cell phone up to our ear."
		MoyTravis says, "Just 'cuz somebody's loaning you their phone doesn't mean it's yours."
Jacqueline says (to ClubFloyd), "say yes" 		
CF ] 		
CF | u 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | 		
Jacqueline pushes the green 'space' button. 		
CF ] 		
CF | 		
Jacqueline presses the yellow enter button. 		
CF ] 		
CF | 		
CF | You try to speak but the words come out all nonsense. Isn't that the 		
CF | final insult? Finally a cell phone conversation worth having and you 		
CF | can't even form a single damn word. 		
CF | 		
CF | "Dante, I'm in trouble," she says. 		
CF | 		
CF | >> 		Knight_Otu says, "I mean..."
Jacqueline says (to ClubFloyd), "ask Beatrice about trouble." 		
CF ] 		
CF | u 		
Jacqueline says (to ClubFloyd), "ask Beatrice about trouble." 		
CF ] 		
CF | u 		
Jacqueline says (to ClubFloyd), "ask Beatrice about trouble." 		
CF ] 		
CF | u 		
Jacqueline presses the yellow enter button. 		
CF ] 		
CF | 		
CF | You try hard to enuniciate, to make sense, to at least convey some 		
CF | mixture of longing and surprise in your tone of voice, but you can't 		
CF | do it right. 		
CF | 		
CF | "I... I can't explain it to you on the phone. But I need you to come 		
CF | help me. Do you remember where my house is?" 		
CF | 		
CF | >> 		Jacqueline says, "I don't think we know where or what anything is."
		Jacqueline says, "Also, hard to drive with numb arms."
		Knight_Otu says, "This surely sounds like a different life we're living."
		Jacqueline asks, "Yeah. That we're imagining this, you mean?"
		Jacqueline says, "I agree."
Jacqueline says (to ClubFloyd), "no" 		
CF ] 		
CF | u 		
Jacqueline presses the yellow enter button. 		
CF ] Not Exactly the Same Attic 		
CF | 		
CF | Of course you remember where her fucking house is. You still remember 		
CF | every single thing about her. French toast for breakfast with enough 		
CF | syrup to drown yourself... 		
CF | 		
CF | "It's important," Beatrice says. "Come as soon as you can." 		
CF | 		
CF | There's a faint click, like a bird's beak tapping on a chalkboard, and 		
CF | then she isn't there anymore. 		
CF | 		
CF | Your arms are working now -- you're pushing yourself up off the floor 		
CF | without even realizing it -- and so is your voice. "I've got to go see 		
CF | her," you're saying. 		
CF | 		
CF | The guy with the cell phone gives you as serious a look as a frat boy 		
CF | can. "Dude, I've never met you before or anything, but can I give you 		
CF | some advice? If I were you, I wouldn't drive anywhere tonight? Not 		
CF | with the kind of pupils you've got." 		
CF | 		
CF | He backs away from you, maybe waiting for a rebuttal. But there's no 		
CF | point in arguing with a frat boy who's managed to cobble together some 		
CF | kind of personal belief. 		
CF | 		
CF | "Can you give me a ride?" you ask. 		
CF | 		
CF | "Nah, man," he says, suddenly displaying an interest in the stairway. 		
CF | "I gotta get back downstairs. The dance won't dance itself, you know 		
CF | what I'm saying?" 		
CF | 		
CF | If you were not at all on drugs right now, you'd be able to come up 		
CF | with a really killer line, but it doesn't matter. There's got to be 		
CF | somebody at this hoedown that can get you to Beatrice. 		
CF | 		
CF | Not Exactly the Same Attic 		
CF | It's the light that makes it different: somehow it's become even 		
CF | dimmer than before, so that everything is shadow but your own body and 		
CF | the stairs leading down. Who knows what's in the recesses of the dark? 		
CF | Probably plenty of useful things: things to keep your shoelaces tied, 		
CF | things to remind you of your dentist appointments -- even things that 		
CF | could save your own life. But who knows? It's just a pile of stuff you 		
CF | don't know how to sort through. 		
CF | 		
CF | The music downstairs is insistent, even burning. 		
CF | 		
CF | > 		Jade says, "Yes I also agree"
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Not Exactly the Same Attic 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a cough syrup bottle, your wallet, your keys and a 		
CF | pager. 		
CF | 		
CF | > 		Knight_Otu says, "Okay. Same inventory."
		Jacqueline nods.
Jacqueline says (to ClubFloyd), "x bottle" 		
CF ] Not Exactly the Same Attic 		
CF | 		
CF | > X BOTTLE 		
CF | 		
CF | The label on the side of the bottle reads: PHOLCODINE 5 mg. Mm-hmm. 		
CF | Right now it's empty. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wallet" 		
CF ] Not Exactly the Same Attic 		
CF | 		
CF | > X WALLET 		
CF | 		
CF | Right now, the wallet is empty. 		
CF | 		
CF | > 		Jacqueline says, "Nice."
Roger has arrived. 		
Jacqueline says (to ClubFloyd), "x pager" 		
CF ] Not Exactly the Same Attic 		
CF | 		
CF | > X PAGER 		
CF | 		
CF | The pager's screen is blank right now. 		
CF | 		
CF | > 		Roger says, "whoops; disoriented by the long weekend"
		Knight_Otu says, "Hey, Roger."
		Jacqueline says, "We're not *that* far in, if you want to read and catch up. It's something you probably played back in the day, fwiw."
		Jade says, "We are just at the beggining"
		Roger says, "I've spent so much more time in IF attics than in real-life attics"
		Jacqueline says, "I hadn't really thought about it before. I would say 'same', except that I did use to spend a fair amount of time in my grandparents' creepy attic because I wanted to see if it was haunted."
		Knight_Otu says, "They tend to be more adventure-inducing and less visibly spidery than real ones."
		Roger asks, "Is someone actively-driving, or are we just soaking in all this grandeur?"
		Jacqueline says, "We were waiting for you to catch up."
		Jacqueline says, "I take it you are caught up."
		Roger exclaims, "I am!"
		Jacqueline exclaims, "Yay!"
		Jacqueline says, "Also, if you want to drive I am looking for a driver and no one wanted to."
		Jacqueline says, "But I will otherwise drive."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Second Floor Landing 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Second Floor Landing 		
CF | Christmas lights twist around the railing leading down. There are 		
CF | enough of them that the the walls of the stairway are the hue of fruit 		
CF | salad, the kind with tiny oranges, not the other kind, the kind with 		
CF | apple slices. Ugh. That awful shade of brown they turn once they're 		
CF | exposed to air for too long. 		
CF | 		
CF | The music's louder now, and there are echoes of synthesizer burble and 		
CF | cymbal crashes. It's starting to make sense in your head. 		
CF | 		
CF | Stairs go up and down, and there's a hallway to the west. 		
CF | 		
CF | > 		Jacqueline says, "I say that we explore this floor before descending."
Jacqueline says (to ClubFloyd), "x lights" 		
CF ] Second Floor Landing 		
CF | 		
CF | > X LIGHTS 		
CF | 		
CF | Just typical college-student decor. Which is of course is a little 		
CF | odd, seeing as how the people throwing the party -- friends of a 		
CF | friend -- are at least four years out of UMBC. Old habits die hard. 		
CF | 		
CF | > 		Knight_Otu says, "Sure."
Jacqueline says (to ClubFloyd), "listen to music" 		
CF ] Second Floor Landing 		
CF | 		
CF | > LISTEN TO MUSIC 		
CF | 		
CF | It's hard to follow just one thread of it; you keep losing track of 		
CF | it, like voices in a bar. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Short Hallway 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Short Hallway 		
CF | It's a regular old hallway with blank off-white walls. Undoubtedly 		
CF | you'll forget all about this one in a couple days -- isn't that sort 		
CF | of sad? Then again, it's just a hallway, one of thousands, one of 		
CF | millions of moments your brain will eventually discard as unimportant. 		
CF | 		
CF | There's a door north -- you think it's to a bathroom -- the hallway 		
CF | continues west, and the landing is back to the east. 		
CF | 		
CF | You hear someone cackling hysterically -- not sure what direction it's 		
CF | coming from, though. 		
CF | 		
CF | > 		Jacqueline says, "Heading to the bathroom..."
Jacqueline says (to ClubFloyd), "listen to laughter" 		
CF ] A Short Hallway 		
CF | 		
CF | > LISTEN TO LAUGHTER 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Jade exclaims, "oh my god!"
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Short Hallway 		
CF | 		
CF | > N 		
CF | 		
CF | You can't, since the bathroom door is in the way. 		
CF | 		
CF | > 		Jacqueline asks (of Jade), "oh your god what?"
Jacqueline says (to ClubFloyd), "open bathroom door" 		
CF ] A Short Hallway 		
CF | 		
CF | > OPEN BATHROOM DOOR 		
CF | 		
CF | It's locked. 		
CF | 		
CF | "Hey," a male voice calls from inside. "I'm in here. Please don't 		
CF | bother me." 		
CF | 		
CF | > 		Roger says, "we're not going to turn into an alien bug again are we"
		Jacqueline says, "Maaaaaybeeee"
Jacqueline says (to ClubFloyd), "knock" 		
CF ] A Short Hallway 		
CF | 		
CF | > KNOCK 		
CF | 		
CF | (on the bathroom door) 		
CF | "Look," the voice says. "I just want to be left alone." 		
CF | 		
CF | A pause, and then a quiet question: "Have you ever felt alone as me?" 		
CF | 		
CF | >> 		Jacqueline says, "Gosh"
		Jacqueline asks, "So, um, be empathetic and say yes?"
		Roger says, "This is a pretty specific level of alone"
		Knight_Otu asks, "I dunno, how alone do they feel?"
		Roger says, "sure, if it'll help him get off the pot"
		Jacqueline says, "How I've missed you, Roger."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] A Short Hallway 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yeah," you say. "Assuming of course you are not suffering from any--" 		
CF | 		
CF | "Do you make things up just like me?" the voice asks. "I think 		
CF | sometimes that I should believe in made-up things." 		
CF | 		
CF | There's an audible crack: the door is open a smidge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x man" 		
CF ] A Short Hallway 		
CF | 		
CF | > X MAN 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] A Short Hallway 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Short Hallway 		
CF | It's a regular old hallway with blank off-white walls. Undoubtedly 		
CF | you'll forget all about this one in a couple days -- isn't that sort 		
CF | of sad? Then again, it's just a hallway, one of thousands, one of 		
CF | millions of moments your brain will eventually discard as unimportant. 		
CF | 		
CF | There's a door north -- you think it's to a bathroom -- the hallway 		
CF | continues west, and the landing is back to the east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] An Empty Bathroom 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | 		
CF | An Empty Bathroom 		
CF | What the fuck? There's nobody in here. There's nothing in here. The 		
CF | fuck? Seriously. This is not cool. 		
CF | 		
CF | (To the south is the hallway...) 		
CF | 		
CF | > 		Jacqueline says, "oho"
Jacqueline says (to ClubFloyd), "n" 		
CF ] An Empty Bathroom 		
CF | 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Knight_Otu asks, "What was in those drugs, man?"
		Jacqueline says, "I'm sure it was just cough syrup."
		Jacqueline says, "Oh, it put us in the bathroom."
Jacqueline says (to ClubFloyd), "l" 		
CF ] An Empty Bathroom 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | An Empty Bathroom 		
CF | What the fuck? There's nobody in here. There's nothing in here. The 		
CF | fuck? Seriously. This is not cool. 		
CF | 		
CF | (To the south is the hallway...) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] A Short Hallway 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Short Hallway 		
CF | It's a regular old hallway with blank off-white walls. Undoubtedly 		
CF | you'll forget all about this one in a couple days -- isn't that sort 		
CF | of sad? Then again, it's just a hallway, one of thousands, one of 		
CF | millions of moments your brain will eventually discard as unimportant. 		
CF | 		
CF | There's a door north that leads to a bathroom; the hallway continues 		
CF | west, and the landing is back to the east. 		
CF | 		
CF | You lose your balance momentarily -- weird. You don't feel 		
CF | intoxicated, exactly, not yet... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] End of the Hallway 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | End of the Hallway 		
CF | It stops abruptly at a poster of the Sahara desert -- a pretty big 		
CF | one, too. All you can hear of the music is the bass line, a steady 		
CF | four-four beat straight out of middle school band class. 		
CF | 		
CF | To the north is an open doorway, and a closed door is south; the 		
CF | hallway returns to the landing to the east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In a Bedroom with Two Mysterious Girls 		
CF | Well, this isn't as cool as you had hoped this kind of thing would be. 		
CF | The bed's been pushed to one side of the room, presumably to make more 		
CF | room for some kind of insane board game that's being played on a 		
CF | ridiculous number of tables, each of which is set up in some obviously 		
CF | important position. There are weird little tiles all over them. 		
CF | 		
CF | As previously advertised, there are two girls kneeling beside the 		
CF | tables, planning out some kind of strategy. They look briefly up at 		
CF | you, but it's clear that their priorities are elsewhere. The music 		
CF | thrums loudly below you, but the girls don't seem to care about that, 		
CF | either. 		
CF | 		
CF | To the south is the hallway. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask girls about game" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > ASK GIRLS ABOUT GAME 		
CF | 		
CF | "Excuse me if I'm being kind of rude here, but what are you guys 		
CF | doing?" you ask. 		
CF | 		
CF | "We're playing Carcassonne," the girl nearest you says. "We're 		
CF | building a city." 		
CF | 		
CF | "Soon it's going to be big enough to have its own airport and ice 		
CF | cream factory," the other girl explains. 		
CF | 		
CF | > 		Jacqueline says, "I have not played that particular Carcasonne expansion."
Jacqueline says (to ClubFloyd), "x girls" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > X GIRLS 		
CF | 		
CF | The girls are difficult to regard individually. Your eyes just slide 		
CF | from one to the other naturally. They're both maybe seventeen if 		
CF | you're generous, with black hair they've got done up in matching red 		
CF | handkerchiefs. T-shirts and jeans, of course -- you're not sure 		
CF | exactly how to classify these two beyond, of course, Too Young for A 		
CF | Roll in the Hay But Lest We Not Forget Our Purpose, Probably Old 		
CF | Enough to Drive. 		
CF | 		
CF | > 		Knight_Otu says, "Carcasonne: Build the Whole Damn World edition."
Jacqueline says (to ClubFloyd), "kiss girls" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > KISS GIRLS 		
CF | 		
CF | Come on, man. You're twenty-three years old. These kids are probably 		
CF | in high school or something. That ain't right. 		
CF | 		
CF | You lose your balance momentarily -- weird. You don't feel 		
CF | intoxicated, exactly, not yet... 		
CF | 		
CF | One of the girls pauses for a moment, murmurs a couple words to 		
CF | herself, and places a tile down. 		
CF | 		
CF | "That's interesting," the other says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x game" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > X GAME 		
CF | 		
CF | The tiles depict little roads and castles and things -- together, they 		
CF | form a weird sort of pseudo-medieval landscape. Except there are a 		
CF | couple of roads that just run in circles, and there are odd little 		
CF | gaps in the map. 		
CF | 		
CF | > 		Jacqueline says, "Carcassone: A Game That I Don't Care If I Win, So Long As All The Gaps Get Filled"
		Jacqueline asks, "Anything else to do here? Leave?"
		MoyTravis asks, "Ask 'bout getting a ride?"
		Roger says, "good thinking"
		Jade says, "play the game"
		MoyTravis says, "Ask everybody about getting a ride, really."
		Jacqueline says, "Oh THAT"
Jacqueline says (to ClubFloyd), "ask girls for ride" 		
CF ] In a Bedroom with Two Mysterious Girls 		
CF | 		
CF | > ASK GIRLS FOR RIDE 		
CF | 		
CF | "Hey, is there any chance either of you could give me a ride? It's 		
CF | real important," you say. 		
CF | 		
CF | The girls look up at you, almost simultaneously, almost enough to 		
CF | freak you out. 		
CF | 		
CF | "We can't go," one says. "We really have to stay until the game is 		
CF | over." 		
CF | 		
CF | > 		Knight_Otu says, "Why did I know that'd be the answer."
		Jacqueline asks, "So, is that two of the same girl?"
		Jacqueline says, "We may never know."
Jacqueline says (to ClubFloyd), "s" 		
CF ] End of the Hallway 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | End of the Hallway 		
CF | It stops abruptly at a poster of the Sahara desert -- a pretty big 		
CF | one, too. All you can hear of the music is the bass line, a steady 		
CF | four-four beat straight out of middle school band class. 		
CF | 		
CF | To the north is an open doorway, and a closed door is south; the 		
CF | hallway returns to the landing to the east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x poster" 		
CF ] End of the Hallway 		
CF | 		
CF | > X POSTER 		
CF | 		
CF | It's amazing how beautiful a desert is when you really look at it. 		
CF | It's not like whoever took this picture really took the time to 		
CF | compose it, exactly -- sure, there's a nice outline of a dune on the 		
CF | horizon, but still. It looks blank, blank the way no one can fake a 		
CF | photo into looking. 		
CF | 		
CF | Hmm. There's a man in the distance of the poster, almost invisible. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x man" 		
CF ] End of the Hallway 		
CF | 		
CF | > X MAN 		
CF | 		
CF | You can't really tell anything beyond that he's wearing a dark 		
CF | business suit. 		
CF | 		
CF | > 		Knight_Otu says, "For all we know, we're in purgatory and none of this is real."
Jacqueline says (to ClubFloyd), "ask man for ride" 		
CF ] End of the Hallway 		
CF | 		
CF | > ASK MAN FOR RIDE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		Jacqueline says, "See here, game, it makes sense that I might try."
		Jade says, "yes"
Jacqueline says (to ClubFloyd), "open door" 		
CF ] End of the Hallway 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | It's locked. 		
CF | 		
CF | "No moleste, por favor," a male voice calls out, obviously occupied 		
CF | with something extremely pressing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "knock" 		
CF ] End of the Hallway 		
CF | 		
CF | > KNOCK 		
CF | 		
CF | (on the door) 		
CF | The door doesn't budge. "No consiga el trastorno que no es su avería," 		
CF | someone inside says, his voice a little strained. 		
CF | 		
CF | > 		Jacqueline says, "That sounds ... not good"
Jacqueline says (to ClubFloyd), "s" 		
CF ] End of the Hallway 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the door is in the way. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "knock" 		
CF ] End of the Hallway 		
CF | 		
CF | > KNOCK 		
CF | 		
CF | (on the door) 		
CF | The door doesn't budge. "No consiga el trastorno que no es su avería," 		
CF | someone inside says, his voice a little strained. 		
CF | 		
CF | > 		Roger says, "'don't get upset -- it's not your fault' says Google Translate"
Jacqueline says (to ClubFloyd), "ask man for ride" 		
CF ] End of the Hallway 		
CF | 		
CF | > ASK MAN FOR RIDE 		
CF | 		
CF | You can only do that to something animate. 		
CF | 		
CF | > 		Jacqueline asks, "I'm not sure there's anything we can do here. Ideas?"
		Roger says, "It's probably enough"
		Jacqueline says, "So back east then."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Short Hallway 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Short Hallway 		
CF | It's a regular old hallway with blank off-white walls. Undoubtedly 		
CF | you'll forget all about this one in a couple days -- isn't that sort 		
CF | of sad? Then again, it's just a hallway, one of thousands, one of 		
CF | millions of moments your brain will eventually discard as unimportant. 		
CF | 		
CF | There's a door north that leads to a bathroom; the hallway continues 		
CF | west, and the landing is back to the east. 		
CF | 		
CF | You hear someone running upstairs -- scampering, almost. 		
CF | 		
CF | > 		Jade asks, "isn't the man something animated?"
		Knight_Otu says, "I suppose depending on how much we're tripping, we might try to enter the poster, but I suspect that isn't implemented."
		Jacqueline says (to Jade), "Yes. I guess he's just not in scope from the game's perspective."
		Roger says, "It's an ambiguous disambiguation"
		Jacqueline says (to KO), "Not a bad idea."
Jacqueline says (to ClubFloyd), "w" 		
CF ] End of the Hallway 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | End of the Hallway 		
CF | It stops abruptly at a poster of the Sahara desert -- a pretty big 		
CF | one, too. All you can hear of the music is the bass line, a steady 		
CF | four-four beat straight out of middle school band class. 		
CF | 		
CF | To the north is an open doorway, and a closed door is south; the 		
CF | hallway returns to the landing to the east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "enter poster" 		
CF ] End of the Hallway 		
CF | 		
CF | > ENTER POSTER 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] End of the Hallway 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline says, "Darn."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Short Hallway 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Short Hallway 		
CF | It's a regular old hallway with blank off-white walls. Undoubtedly 		
CF | you'll forget all about this one in a couple days -- isn't that sort 		
CF | of sad? Then again, it's just a hallway, one of thousands, one of 		
CF | millions of moments your brain will eventually discard as unimportant. 		
CF | 		
CF | There's a door north that leads to a bathroom; the hallway continues 		
CF | west, and the landing is back to the east. 		
CF | 		
CF | > 		Knight_Otu says, "No Mario 64ing for us."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Second Floor Landing 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Second Floor Landing 		
CF | Christmas lights twist around the railing leading down. There are 		
CF | enough of them that the the walls of the stairway are the hue of fruit 		
CF | salad, the kind with tiny oranges, not the other kind, the kind with 		
CF | apple slices. Ugh. That awful shade of brown they turn once they're 		
CF | exposed to air for too long. 		
CF | 		
CF | Stairs go up and down, and there's a hallway to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "d" 		
CF ] In A Foyer, Among the Stoners 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | In A Foyer, Among the Stoners 		
CF | The music is incredibly loud, booming even, but that hasn't stopped 		
CF | some fucking stoners, too unmotivated to even get up and dance, from 		
CF | watching Dr. Who on the old TV set sitting against one wall. They're 		
CF | all slumped in different positions on an orange couch, staring idly at 		
CF | the newest adventures of a British dude in space. 		
CF | 		
CF | To the west is what used to be the living room but is now a solid mass 		
CF | of people dancing, grooving, groping. They've set up one of those 		
CF | budget disco-ball projectors and because of it, you can't distinguish 		
CF | people at all in there. It's all just once big dance. The weird part 		
CF | is that it looks like there's a pole in the middle of the whole thing. 		
CF | What's the story on that? 		
CF | 		
CF | The front door's to the south, and the kitchen -- which for some 		
CF | reason appears to be empty -- is north. 		
CF | 		
CF | > 		Jacqueline says, "Pole dance time! I hear it's a great workout."
		Roger says, "really blast the abs"
		Jacqueline says, "Yeah."
		Jacqueline says, "But first, I think we should go to the kitchen."
		Knight_Otu says, "I suppose this transcript gets the content warning sticker."
		Jacqueline says, "Yeah. I think you're right."
Jacqueline says (to ClubFloyd), "n" 		
CF ] Kitchen 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Kitchen 		
CF | An island of calm and fluorescence. The music is just muffled enough 		
CF | by the walls that you can't hear any of the words -- instead it's a 		
CF | steady humdrum. The kitchen's the usual first-apartment affair: aging 		
CF | white tile floor, 60's era cabinets. A dishwasher, maybe still 		
CF | functional beyond its design life, and a refrigerator humming softly. 		
CF | There's not much decor beyond the series of photographs of drunk 		
CF | people, love letters, and past-due notices stuck on the fridge. 		
CF | 		
CF | To the south is the foyer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x notices" 		
CF ] Kitchen 		
CF | 		
CF | > X NOTICES 		
CF | 		
CF | Enh, you've kind of already seen it all before. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x photos" 		
CF ] Kitchen 		
CF | 		
CF | > X PHOTOS 		
CF | 		
CF | Enh, you've kind of already seen it all before. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x letters" 		
CF ] Kitchen 		
CF | 		
CF | > X LETTERS 		
CF | 		
CF | Enh, you've kind of already seen it all before. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read letters!" 		
CF ] Kitchen 		
CF | 		
CF | > READ LETTERS! 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Jacqueline says, "Darn it, Chris."
Jacqueline says (to ClubFloyd), "open cabinet" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN CABINET 		
CF | 		
CF | A quick search of the cabinets reveals an unexciting collection of 		
CF | food: sugar, flour, salt... three boxes of fettucini... oh hey, look, 		
CF | there's a flashlight in here. Why do people keep emergency supplies in 		
CF | their kitchen, anyway? You do it too, but thinking over it now, it 		
CF | doesn't really make sense. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take flashlight" 		
CF ] Kitchen 		
CF | 		
CF | > TAKE FLASHLIGHT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x fridge" 		
CF ] Kitchen 		
CF | 		
CF | > X FRIDGE 		
CF | 		
CF | It's that beautiful light brown color old home appliances have -- the 		
CF | kind your parents did, and maybe their parents before them. 		
CF | 		
CF | You hear someone running upstairs -- scampering, almost. 		
CF | 		
CF | > 		Knight_Otu says, "They got to be somewhere if they exist."
		Jade says, "something more for the inventory"
		Roger says, "everyone's somewhere"
		Jacqueline says, "I kept mind in the bathroom, but that's just because it was the only room with no windows, where I would go when the nukes or hurricanes came."
Jacqueline says (to ClubFloyd), "x dishwasher" 		
CF ] Kitchen 		
CF | 		
CF | > X DISHWASHER 		
CF | 		
CF | You know, the usual kind that you don't normally pay attention to. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open fridge" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN FRIDGE 		
CF | 		
CF | The fridge door opens, revealing a meager selection of beer. Granted, 		
CF | a step above a case of Natty Boh, but still. 		
CF | 		
CF | "Hey, what's your shirt mean?" this girl who apparently has silently 		
CF | queued up nearby in hopes you would sometime get around to opening the 		
CF | fridge. 		
CF | 		
CF | "It's a geeky joke," you say. 		
CF | 		
CF | "Yeah, but what makes it funny?" She seems to earnest on this point, 		
CF | not trolling you high school style. 		
CF | 		
CF | "Uh..." you say, desperately trying to think of some way to turn this 		
CF | conversation around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tell girl about ip addresses" 		
CF ] Kitchen 		
CF | 		
CF | > TELL GIRL ABOUT IP ADDRESSES 		
CF | 		
CF | "Uh..." you bravely venture. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "tell girl about shirt" 		
CF ] Kitchen 		
CF | 		
CF | > TELL GIRL ABOUT SHIRT 		
CF | 		
CF | "Well, the thing about the shirt is it's a joke based on the way the 		
CF | Internet works... I mean, like everything has an address and stuff, 		
CF | just like in real life, so 127.0.0.1" -- here you point at your shirt 		
CF | like a dumbass, like she's illiterate -- "is the address for the 		
CF | machine you're on... like, it's your home." 		
CF | 		
CF | "Uh hunh," she says, clearly not really up for IPv4 101. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask girl about girl" 		
CF ] Kitchen 		
CF | 		
CF | > ASK GIRL ABOUT GIRL 		
CF | 		
CF | "So, like, what do you do?" you ask. 		
CF | 		
CF | "For a living?" she asks. "I'm a waitress." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask girl for ride" 		
CF ] Kitchen 		
CF | 		
CF | > ASK GIRL FOR RIDE 		
CF | 		
CF | "Hey, would you mind giving me a ride?" you ask. 		
CF | 		
CF | the girl looks at you, weighing things for a second. "What, back to 		
CF | your place?" she asks. 		
CF | 		
CF | >> 		Jacqueline says, "oh dear"
		Knight_Otu exclaims, "No, not 101 - 127001!"
		Jacqueline says, "hahaha"
Jacqueline says (to ClubFloyd), "no" 		
CF ] Kitchen 		
CF | 		
CF | > NO 		
CF | 		
CF | "Sorry, but no," you say. "I'm on a mission." 		
CF | 		
CF | "A mission," she says. "A mission. For serious." 		
CF | 		
CF | She looks at you. 		
CF | 		
CF | "Can I get a rain check?" you ask. 		
CF | 		
CF | "Sorry," The girl says. "I'm not Super Fresh." 		
CF | 		
CF | She turns and walks away a little, then adds just as she turns a 		
CF | corner and disappears from your life forever: "I wish sometimes things 		
CF | didn't happen the way they do." 		
CF | 		
CF | Before you can agree, she's gone. 		
CF | 		
CF | > 		Jacqueline says, "huh"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Kitchen 		
CF | Kitchen 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Kitchen 		
CF | Kitchen 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Kitchen 		
CF | An island of calm and fluorescence. The music is just muffled enough 		
CF | by the walls that you can't hear any of the words -- instead it's a 		
CF | steady humdrum. The kitchen's the usual first-apartment affair: aging 		
CF | white tile floor, 60's era cabinets. A dishwasher, maybe still 		
CF | functional beyond its design life, and a refrigerator humming softly. 		
CF | There's not much decor beyond the series of photographs of drunk 		
CF | people, love letters, and past-due notices stuck on the fridge. 		
CF | 		
CF | To the south is the foyer. 		
CF | 		
CF | The girl stands in front of you, looking kind of amused. 		
CF | 		
CF | The fridge door's open, displaying a depressing selection of beer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask girl for ride" 		
CF ] Kitchen 		
CF | 		
CF | > ASK GIRL FOR RIDE 		
CF | 		
CF | "Hey, would you mind giving me a ride?" you ask. 		
CF | 		
CF | the girl looks at you, weighing things for a second. "What, back to 		
CF | your place?" she asks. 		
CF | 		
CF | >> 		
Jacqueline says (to ClubFloyd), "yes" 		
CF ] Kitchen 		
CF | 		
CF | > YES 		
CF | 		
CF | "Normally, the answer would be yes," you say. "But I'm on a mission." 		
CF | 		
CF | "A mission," she says. "A mission. For serious." 		
CF | 		
CF | She looks at you. 		
CF | 		
CF | "Can I get a rain check?" you ask. 		
CF | 		
CF | "Sorry," The girl says. "I'm not Super Fresh." 		
CF | 		
CF | She turns and walks away a little, then adds just as she turns a 		
CF | corner and disappears from your life forever: "I wish sometimes things 		
CF | didn't happen the way they do." 		
CF | 		
CF | Before you can agree, she's gone. 		
CF | 		
CF | > 		Jacqueline says, "Aw. Darn. Illusion of choice."
		Jade says, "yep"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Kitchen 		
CF | An island of calm and fluorescence. The music is just muffled enough 		
CF | by the walls that you can't hear any of the words -- instead it's a 		
CF | steady humdrum. The kitchen's the usual first-apartment affair: aging 		
CF | white tile floor, 60's era cabinets. A dishwasher, maybe still 		
CF | functional beyond its design life, and a refrigerator humming softly. 		
CF | There's not much decor beyond the series of photographs of drunk 		
CF | people, love letters, and past-due notices stuck on the fridge. 		
CF | 		
CF | To the south is the foyer. 		
CF | 		
CF | The fridge door's open, displaying a depressing selection of beer. 		
CF | 		
CF | There's a crash somewhere else in the house -- you can't tell where, 		
CF | exactly -- followed by a happy shout. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take beer" 		
CF ] Kitchen 		
CF | 		
CF | > TAKE BEER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "close fridge" 		
CF ] Kitchen 		
CF | 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | You shut the fridge door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open beer" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN BEER 		
CF | 		
CF | You open the bottle of beer. Ah, the wonder and majesty of twist-offs. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "drink beer" 		
CF ] Kitchen 		
CF | 		
CF | > DRINK BEER 		
CF | 		
CF | No poison like the present. It tastes kind of... chocolate-y? But 		
CF | really, thinking about what it's doing to your taste buds is missing 		
CF | the point. You feel different -- in a different kind of way than 		
CF | before. You aren't as worried, not as rushed: you're looser, if you 		
CF | need a word to describe it. 		
CF | 		
CF | > 		Jacqueline asks, "Should I drink more beer before we leave?"
		Jade says, "try..."
		Knight_Otu says, "Now let's find some joints to complete the drug trinity."
Jacqueline says (to ClubFloyd), "open fridge" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN FRIDGE 		
CF | 		
CF | The fridge door opens, revealing a meager selection of beer. Granted, 		
CF | a step above a case of Natty Boh, but still. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take beer" 		
CF ] Kitchen 		
CF | 		
CF | > TAKE BEER 		
CF | 		
CF | (the beer in the fridge) 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open beer" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN BEER 		
CF | 		
CF | Which do you mean, a beer in the fridge or the empty bottle of beer? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open beer in fridge" 		
CF ] Kitchen 		
CF | 		
CF | > OPEN BEER IN FRIDGE 		
CF | 		
CF | Which do you mean, a beer in the fridge or the empty bottle of beer? 		
CF | 		
CF | > 		Jacqueline says, "oh dear"
		Knight_Otu exclaims, "Halp!"
Jacqueline says (to ClubFloyd), "beer in fridge" 		
CF ] Kitchen 		
CF | 		
CF | > BEER IN FRIDGE 		
CF | 		
CF | Which do you mean, a beer in the fridge or the empty bottle of beer? 		
CF | 		
CF | > 		Jacqueline says, "Okay, enough of that."
Jacqueline says (to ClubFloyd), "close fridge" 		
CF ] Kitchen 		
CF | 		
CF | > CLOSE FRIDGE 		
CF | 		
CF | You shut the fridge door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Kitchen 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Kitchen 		
CF | An island of calm and fluorescence. The music is just muffled enough 		
CF | by the walls that you can't hear any of the words -- instead it's a 		
CF | steady humdrum. The kitchen's the usual first-apartment affair: aging 		
CF | white tile floor, 60's era cabinets. A dishwasher, maybe still 		
CF | functional beyond its design life, and a refrigerator humming softly. 		
CF | There's not much decor beyond the series of photographs of drunk 		
CF | people, love letters, and past-due notices stuck on the fridge. 		
CF | 		
CF | To the south is the foyer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] In A Foyer, Among the Stoners 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | In A Foyer, Among the Stoners 		
CF | The music is incredibly loud, booming even, but that hasn't stopped 		
CF | some fucking stoners, too unmotivated to even get up and dance, from 		
CF | watching Dr. Who on the old TV set sitting against one wall. They're 		
CF | all slumped in different positions on an orange couch, staring idly at 		
CF | the newest adventures of a British dude in space. 		
CF | 		
CF | To the west is what used to be the living room but is now a solid mass 		
CF | of people dancing, grooving, groping. They've set up one of those 		
CF | budget disco-ball projectors and because of it, you can't distinguish 		
CF | people at all in there. It's all just once big dance. The weird part 		
CF | is that it looks like there's a pole in the middle of the whole thing. 		
CF | What's the story on that? 		
CF | 		
CF | The front door's to the south, and the kitchen -- which for some 		
CF | reason appears to be empty -- is north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] In A Foyer, Among the Stoners 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the front door is in the way. 		
CF | 		
CF | > 		Jacqueline says, "Man, these were the days."
Jacqueline says (to ClubFloyd), "open door" 		
CF ] In A Foyer, Among the Stoners 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You open the front door. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Front Porch 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Front Porch 		
CF | You love night breezes. It's hard to say why exactly they make you 		
CF | feel as though as something is changing -- swiftly, invisibly -- about 		
CF | the whole world. As though you could fly, but only as long as you 		
CF | could see the moon. 		
CF | 		
CF | The porch is built maybe ten feet above ground, and through some weird 		
CF | configuration of architecture, the night breeze is stronger than 		
CF | you've ever remembered it. Not like a real wind or anything. Just... 		
CF | constant. Jesus. Things were getting weird in there. It was too hot in 		
CF | there. Unnaturally hot. Something isn't right about that place. 		
CF | 		
CF | There's a guy passed out in a lawn chair, a photograph clutched to his 		
CF | chest, snoring as peacefully as a dog. Downward is the street, and the 		
CF | front door is north. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		Knight_Otu says, "Put a person in an interactive fiction, and they run head on into all the doors."
		Jacqueline says, "Yes."
		Knight_Otu says, "At least X works here."
Jacqueline says (to ClubFloyd), "wake guy" 		
CF ] Front Porch 		
CF | 		
CF | > WAKE GUY 		
CF | 		
CF | He doesn't stir. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "kiss guy" 		
CF ] Front Porch 		
CF | 		
CF | > KISS GUY 		
CF | 		
CF | No thanks. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x guy" 		
CF ] Front Porch 		
CF | 		
CF | > X GUY 		
CF | 		
CF | He's forty years old, which is sort of weird. Most everybody else 		
CF | you've seen here has been in their twenties, same as you. And more 		
CF | than being old, he's downright scruffy: wife beaters matched with a 		
CF | goatee that belongs to a different, uglier place than 2004. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		Jacqueline says, "He is forty. He is old."
Jacqueline says (to ClubFloyd), "search guy" 		
CF ] Front Porch 		
CF | 		
CF | > SEARCH GUY 		
CF | 		
CF | You don't see anything unusual. 		
CF | 		
CF | > 		Jacqueline says, "I guess the guy is just setting."
		Knight_Otu says, "He had a photograph, if you insist on prying."
		Jacqueline says, "Oh right"
Jacqueline says (to ClubFloyd), "x photo" 		
CF ] Front Porch 		
CF | 		
CF | > X PHOTO 		
CF | 		
CF | Between the guy's fingers, you can see a young man -- not quite enough 		
CF | of his face to be sure if you've seen him before. Maybe posed behind a 		
CF | mountain of some kind? Maybe smiling? 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take photo" 		
CF ] Front Porch 		
CF | 		
CF | > TAKE PHOTO 		
CF | 		
CF | With a little deftness, it's yours. You've always wanted to do 		
CF | something like that... even though you feel a bit like a bastard for 		
CF | stealing a fucking photograph, of all things. Too bad it isn't a 		
CF | prison key or something else instead. 		
CF | 		
CF | > 		Jacqueline asks, "Too bad it... isn't a prison key??"
		Knight_Otu says, "Wow, Dante."
Jacqueline says (to ClubFloyd), "x photo" 		
CF ] Front Porch 		
CF | 		
CF | > X PHOTO 		
CF | 		
CF | The photograph is of you. 		
CF | 		
CF | It falls to the ground. 		
CF | 		
CF | > 		Jacqueline asks, "THE WHAT?"
		Jacqueline says, "It is not."
		Jacqueline says, "We trippin"
Jacqueline says (to ClubFloyd), "x photo" 		
CF ] Front Porch 		
CF | 		
CF | > X PHOTO 		
CF | 		
CF | You were wrong. It's just someone who looks a lot like you -- a little 		
CF | thinner, honestly, and a tad better looking. He's standing in front of 		
CF | some kind of tropical forest, you know, the kind of thing you'd expect 		
CF | out of South America. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		Jacqueline says, "This game, man."
Jacqueline says (to ClubFloyd), "d" 		
CF ] Standing By the Street 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Standing By the Street 		
CF | The rowhouses up and down the block are lit up with people and noise, 		
CF | maybe even with parties just like the one you were just in. So many 		
CF | people. It's kind of weird if you think about it for too long. Are 		
CF | they all dancing? Are they all in love? Is there somebody like you, 		
CF | who doesn't really know why they've wandered out here? Maybe hoping 		
CF | for someone random to enter their lives and give them a ride? 		
CF | 		
CF | Fuck it. It's a city block, just like any other in Baltimore. Your 		
CF | parked car is a little bit down to the east, and the porch steps lead 		
CF | up, back to the house. 		
CF | 		
CF | > 		Knight_Otu says, "You know, us being named Dante, we could in fact be in purgatory..."
		Roger says, "I sense parsing problems, but is it possible to look at the back of the photo"
		Jacqueline says (to KO), "True dat"
		Jacqueline says (to Roger), "Oh, sure."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Front Porch 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Front Porch 		Jade asks, "?"
CF | You love night breezes. It's hard to say why exactly they make you 		
CF | feel as though as something is changing -- swiftly, invisibly -- about 		
CF | the whole world. As though you could fly, but only as long as you 		
CF | could see the moon. 		
CF | 		
CF | The porch is built maybe ten feet above ground, and through some weird 		
CF | configuration of architecture, the night breeze is stronger than 		
CF | you've ever remembered it. Not like a real wind or anything. Just... 		
CF | constant. 		
CF | 		
CF | There's a guy passed out in a lawn chair, snoring as peacefully as a 		
CF | dog. Downward is the street, and the front door is north. 		
CF | 		
CF | You can also see a photograph here. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take photo" 		
CF ] Front Porch 		
CF | 		
CF | > TAKE PHOTO 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look behind photo" 		
CF ] Front Porch 		
CF | 		
CF | > LOOK BEHIND PHOTO 		
CF | 		
CF | You don't see anything unusual. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look at back of photo" 		
CF ] Front Porch 		
CF | 		
CF | > LOOK AT BACK OF PHOTO 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read photo" 		
CF ] Front Porch 		
CF | 		
CF | > READ PHOTO 		
CF | 		
CF | You were wrong. It's just someone who looks a lot like you -- a little 		
CF | thinner, honestly, and a tad better looking. He's standing in front of 		
CF | some kind of tropical forest, you know, the kind of thing you'd expect 		
CF | out of South America. 		
CF | 		
CF | > 		Knight_Otu asks, "Turn or flip?"
Jacqueline says (to ClubFloyd), "flip photo" 		
CF ] Front Porch 		
CF | 		
CF | > FLIP PHOTO 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jade says, "flip"
		Jacqueline says, "d"
		Jacqueline says, "er"
Jacqueline says (to ClubFloyd), "d" 		
CF ] Standing By the Street 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Standing By the Street 		
CF | The rowhouses up and down the block are lit up with people and noise, 		
CF | maybe even with parties just like the one you were just in. So many 		
CF | people. It's kind of weird if you think about it for too long. Are 		
CF | they all dancing? Are they all in love? Is there somebody like you, 		
CF | who doesn't really know why they've wandered out here? Maybe hoping 		
CF | for someone random to enter their lives and give them a ride? 		
CF | 		
CF | Fuck it. It's a city block, just like any other in Baltimore. Your 		
CF | parked car is a little bit down to the east, and the porch steps lead 		
CF | up, back to the house. 		
CF | 		
CF | > 		Jade says, "nop"
		Jacqueline says, "Hm. Maybe I came out here too soon and we should explore the throng of bodies in the living room."
Jacqueline says (to ClubFloyd), "u" 		
CF ] Front Porch 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Front Porch 		
CF | You love night breezes. It's hard to say why exactly they make you 		
CF | feel as though as something is changing -- swiftly, invisibly -- about 		
CF | the whole world. As though you could fly, but only as long as you 		
CF | could see the moon. 		
CF | 		
CF | The porch is built maybe ten feet above ground, and through some weird 		
CF | configuration of architecture, the night breeze is stronger than 		
CF | you've ever remembered it. Not like a real wind or anything. Just... 		
CF | constant. 		
CF | 		
CF | There's a guy passed out in a lawn chair, snoring as peacefully as a 		
CF | dog. Downward is the street, and the front door is north. 		
CF | 		
CF | "Zzzzzz," the guy snores. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] In A Foyer, Among the Stoners 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | In A Foyer, Among the Stoners 		
CF | The music is incredibly loud, booming even, but that hasn't stopped 		
CF | some fucking stoners, too unmotivated to even get up and dance, from 		
CF | watching Dr. Who on the old TV set sitting against one wall. They're 		
CF | all slumped in different positions on an orange couch, staring idly at 		
CF | the newest adventures of a British dude in space. 		
CF | 		
CF | To the west is what used to be the living room but is now a solid mass 		
CF | of people dancing, grooving, groping. They've set up one of those 		
CF | budget disco-ball projectors and because of it, you can't distinguish 		
CF | people at all in there. It's all just once big dance. The weird part 		
CF | is that it looks like there's a pole in the middle of the whole thing. 		
CF | What's the story on that? 		
CF | 		
CF | The front door's to the south, and the kitchen -- which for some 		
CF | reason appears to be empty -- is north. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] The Edge of the Dance 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | The Edge of the Dance 		
CF | The only detail you can seize on is the hardwood floor. This probably 		
CF | once was a regular old living room, with bookcases, an easy chair with 		
CF | the stuffing half missing -- all that good stuff. But now it's all a 		
CF | mess. You can't even count how many people are dancing. Every time you 		
CF | start, people start shifting around and you can't remember whether 		
CF | you'd counted the guy with highlighter-yellow hair already or left him 		
CF | for later. And the pole -- what's up with that pole? It's not exactly 		
CF | a pole. It doesn't reach the ceiling entirely but you can't make out 		
CF | any other detail. 		
CF | 		
CF | The music is insane: some Linkin Park shit mixed in with The Flaming 		
CF | Lips and maybe the Beatles' Abbey Road, and whoever it is that's DJing 		
CF | this thing has got it cranked so loud that you can barely float two 		
CF | thoughts in your head at once. 		
CF | 		
CF | It looks like there's a slight opening in the crowd to the northwest, 		
CF | and back east is the foyer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x polr" 		
CF ] The Edge of the Dance 		
CF | 		
CF | > X POLR 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x pole" 		
CF ] The Edge of the Dance 		
CF | 		
CF | > X POLE 		
CF | 		
CF | It isn't so much a problem of distance as it is persistence of vision. 		
CF | Whatever it is, it's about six-and-a-half feet tall. And you keep 		
CF | catching glimpses of what looks like clothing: is it a totem pole or 		
CF | something dressed up a person? It's almost certainly not a real 		
CF | person. It's too still to be alive. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "dance" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > DANCE 		
CF | 		
CF | Okay. Time to give it a shot. 		
CF | 		
CF | Something deep in your stomach goes into action -- you'd like to 		
CF | imagine that it's something fundamentally cool, buried deep down 		
CF | inside your body. But let's be honest. It isn't anything cool. All the 		
CF | beer ever did for you is stop you from thinking you're an idiot. 		
CF | 		
CF | But what the fuck. It's good enough. 		
CF | 		
CF | Dancing in the Dance 		
CF | You can go anywhere you want. You can see anything you want. Where are 		
CF | you? There are five hundred people crammed into this room -- it's a 		
CF | miracle of genetic instinct and secular humanism that no one's bumping 		
CF | into anyone else, except when they want to, which is always... Why 		
CF | don't you touch people more? You never hug people except when they hug 		
CF | you first. Your grandmother leaving for a trip to New Orleans, to see 		
CF | where her body will reside once she's gone up to wherever it is that 		
CF | grandmothers belong after they die... 		
CF | 		
CF | The pole -- the pole? -- you had noticed before is to the southwest. 		
CF | 		
CF | "True love is hard to find," a mutated voice sings. 		
CF | 		
CF | > 		Jacqueline says, "Ah. I'm guessing we wouldn't have danced prior to the beer."
		Knight_Otu says, "Seems likely, yes."
		Jacqueline says, "That was fun how we went from human genetics to people groping one another to why don't I grope people to grandma to grandma dying some day."
Jacqueline says (to ClubFloyd), "se" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > SE 		
CF | 		
CF | You try hard to move where you need to, but people push back against 		
CF | you, like you're their enemy. 		
CF | 		
CF | Dancing in the Dance 		
CF | You can hear it all now. You can know everything. You brush hands with 		
CF | someone and for a long descending guitar riff, you have a partner. Who 		
CF | it is -- even male or female, hair color, Alice or Alicia -- you don't 		
CF | know, but what difference does identity make, anyway? Just be cool for 		
CF | once in your life. Just fucking dance. Do you still have a goal in 		
CF | mind here? Maybe you should just stay here all night. Maybe this is 		
CF | poisonous and you don't know it, and maybe you shouldn't care. 		
CF | 		
CF | The pole you had noticed before is to the southwest. 		
CF | 		
CF | "There are 80 windows we can see," a mutated voice sings. 		
CF | 		
CF | > 		olethros asks, "groping?"
		Knight_Otu says, "Fun? I guess for certain definitions of fun."
		olethros says, "ah, the Klimas one"
		olethros says, "I remember that"
		Jacqueline says (to olethros), "Yeah."
		Jacqueline | There are five hundred people crammed into this room -- it's a miracle of genetic instinct and secular humanism that no one's bumping into anyone else, except when they want to, which is always... Why don't you touch people more?
		Jade says, "and what about the pole"
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > SW 		
CF | 		
CF | You try your best to direct your groove, but people push back against 		
CF | you, like you're their enemy... plus this beer is fucking you up. 		
CF | Fucking cheapass swill. 		
CF | 		
CF | Dancing in the Dance 		
CF | Wobble the wobble. Sing the song. How do people write songs? Do the 		
CF | words come first or the melody? Probably it depends... 		
CF | 		
CF | The pole you had noticed before is a few feet away, to the southwest. 		
CF | 		
CF | "I wanna see their faces," a mutated voice sings. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > SW 		
CF | 		
CF | You try your best to direct your groove, but people push back against 		
CF | you, like you're their enemy. 		
CF | 		
CF | Dancing in the Dance 		
CF | Once there was a boy named you, and one night he awoke with a start 		
CF | because he had forgotten to shut the windows of the house, and all the 		
CF | monsters of the world sneaked in... Jesus Christ, you're freaking out 		
CF | here. Better get somewhere definite before you're gibbering like a 		
CF | children's book author. 		
CF | 		
CF | The pole you had noticed before is to the west. 		
CF | 		
CF | "409..." 		
CF | 		
CF | > 		Knight_Otu asks, "Gibbering like a children's book author?"
		Jacqueline says, "Apparently."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > W 		
CF | 		
CF | You try your best to direct your groove, but people push back against 		
CF | you, like you're their enemy. 		
CF | 		
CF | Dancing in the Dance 		
CF | You can barely move now -- no, you can barely think. Your brain is 		
CF | changing, you think, but it's just the heat. Why is it so hot? It's 		
CF | April, isn't it? 		
CF | 		
CF | The pole you had noticed before is to the west. 		
CF | 		
CF | "You were dreams..." 		
CF | 		
CF | > 		Jacqueline says, "It's April, and there were Christmas lights in the hallway."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > W 		
CF | 		
CF | You try hard to move where you need to, but it's like swimming in a 		
CF | pool full of screaming children. 		
CF | 		
CF | Dancing in the Dance 		
CF | You find yourself for the briefest moment face to face with someone 		
CF | else -- maybe only inches separating the two of you. But then they're 		
CF | gone, and you can't remember a thing, so maybe they were never there 		
CF | at all. Maybe you are dreaming. 		
CF | 		
CF | The pole you had noticed before is maybe ten feet away, to the west. 		
CF | 		
CF | "409..." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > W 		
CF | 		
CF | You try your best to direct your groove, but people push back against 		
CF | you, like you're their enemy. 		
CF | 		
CF | Dancing in the Dance 		
CF | This doesn't feel right at all. Something's wrong. Something's really 		
CF | wrong and you keep dancing. 		
CF | 		
CF | The pole you had noticed before is maybe ten feet away, to the west. 		
CF | 		
CF | (every morn I saw) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Dancing in the Dance 		
CF | 		
CF | > W 		
CF | 		
CF | You try hard to move where you need to, but it's like swimming in a 		
CF | pool full of screaming children. 		
CF | 		
CF | Dancing in the Dance 		
CF | Lost lost lost lost lost lost. 		
CF | 		
CF | The pole you had noticed before is a few feet away, to the west. 		
CF | 		
CF | (every morn I saw) 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] At the Center 		
CF | 		
CF | > W 		
CF | 		
CF | One final step in the right direction and you're in a weird pocket at 		
CF | the center of the crowd. A few square feet of emptiness. It feels good 		
CF | to be able to breathe. 		
CF | 		
CF | The music changes. No more beat, no more vocals, no more almost 		
CF | anything. It's just a steady tone -- maybe synthesized, maybe not. 		
CF | Like the hum of a slot machine paying out three million dollars. 		
CF | 		
CF | At the Center 		
CF | It wasn't a pole at all you were looking at. What the hell is wrong 		
CF | with you? It's a guy -- granted, a tall guy who's nearly catatonic. 		
CF | His eyes stare straight ahead and his arms are as limp as a mackerel. 		
CF | 		
CF | Everyone else is still dancing, as if they still hear the music? So 		
CF | maybe it's just you? Maybe you've gone selectively deaf? Or maybe they 		
CF | lost their hearing a long time ago, but they're so used to dancing 		
CF | that they don't even know that everything is different now? 		
CF | 		
CF | You could probably make cut eastward through the crowd, back to the 		
CF | foyer. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "talk to guy" 		
CF ] At the Center 		
CF | 		
CF | > TALK TO GUY 		
CF | 		
CF | Try asking or telling it about a particular subject. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask guy for ride" 		
CF ] At the Center 		
CF | 		
CF | > ASK GUY FOR RIDE 		
CF | 		
CF | He doesn't even blink in response. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "smack guy" 		
CF ] At the Center 		
CF | 		
CF | > SMACK GUY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hit guy" 		
CF ] At the Center 		
CF | 		
CF | > HIT GUY 		
CF | 		
CF | You give him a little shove on his shoulder. He startles awake, like 		
CF | he really has been dreaming all this time. 		
CF | 		
CF | "Are you here to rescue me?" he asks. 		
CF | 		
CF | >> 		Jacqueline asks, "Are we?"
		Knight_Otu says, "..."
		Jacqueline says, "I don't think it matters."
		Knight_Otu asks, "Maybe?"
		Jacqueline says, "Sure"
Jacqueline says (to ClubFloyd), "yes" 		
CF ] At the Center 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yeah," you say. "I'm your Prince Charming." 		
CF | 		
CF | "Weird," the guy says. "I always thought I'd get rescued by a hot 		
CF | chick, myself." 		
CF | 		
CF | "Me too," you admit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask guy for ride" 		
CF ] At the Center 		
CF | 		
CF | > ASK GUY FOR RIDE 		
CF | 		
CF | "Hey, could you by any chance give me a ride?" you ask. 		
CF | 		
CF | He looks surprised for a moment, then smiles. "Yeah, sure. This party 		
CF | kind of sucks, anyway." 		
CF | 		
CF | On the way out, he says, "By the way, my name's Chris." 		
CF | [...] 		Jacqueline says, "heh"
		Jacqueline asks, "You got a last name, Chris?"
Jacqueline pushes the green 'space' button. 		
CF ] Driving Through Baltimore 		
CF | 		
CF | 		
CF | Driving Through Baltimore 		
CF | You're cruising through some side streets -- turns out Chris knows an 		
CF | easier way to 83 than you do. He seems to have come out of whatever 		
CF | weird state he was in back at the party. Though he hasn't said that 		
CF | much so far, he at least seems alert and somewhat coherent. 		
CF | 		
CF | His car is kind of nice, though not quite nice enough to write home 		
CF | about: there's a decent aftermarket stereo in the middle of the dash 		
CF | and only the very bare minimum of crud on the floor. A couple 		
CF | Blockbuster receipts, an ice scraper in the back seat. That kind of 		
CF | thing. 		
CF | 		
CF | You've both got your windows up, so the scene is silent and almost 		
CF | tranquil. 		
CF | 		
CF | > 		Knight_Otu says, ""Nah, I'm like Cher and the Pope in that.""
		Jacqueline says, "Okay, Elvis."
		Jacqueline says, "Blockbuster receipts... that makes me smile."
Jacqueline says (to ClubFloyd), "ask Chris about Chris" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > ASK CHRIS ABOUT CHRIS 		
CF | 		
CF | "Hmm," Chris says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x Chris" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > X CHRIS 		
CF | 		
CF | He looks straight ahead at the road, barely blinking. 		
CF | 		
CF | It's sort of warm in here, now that you think of it -- which is weird, 		
CF | considering that the heat's off. 		
CF | 		
CF | Chris scratches at his ear a little anxiously. 		
CF | 		
CF | > 		Jacqueline says, "Oh dear"
		Jacqueline asks, "Will our face melt?"
Jacqueline says (to ClubFloyd), "scratch Chris" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > SCRATCH CHRIS 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x me" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're in full party dress uniform: black jeans and neo-geek T-shirt 		
CF | (tonight, "THERE'S NO PLACE LIKE 127.0.0.1") which is admittedly Not 		
CF | Cool At All, but you've always held out hope that the shirt will 		
CF | someday flag down some amazingly hot chick who also happens to be a 		
CF | closet Unix freak. It could happen. Until then, it at least confuses 		
CF | people into thinking you might be cool. 		
CF | 		
CF | It's getting warmer, and you don't understand why. 		
CF | 		
CF | Chris leans over and turns the stereo on. What is this? None other 		
CF | that Miss Avril Lavigne. Jesus. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn on air" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > TURN ON AIR 		
CF | 		
CF | Hey, don't mess with another man's climate control. Best to ask first. 		
CF | 		
CF | Goddamn, it's warm. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask Chris about air" 		
CF ] Driving Through Baltimore 		
CF | 		
CF | > ASK CHRIS ABOUT AIR 		
CF | 		
CF | "Hey, can you turn on the AC or something? I'm really warm," you say. 		
CF | 		
CF | Chris gives you a weird look. "Come on, man. It's fifty out there. If 		
CF | you're too hot, open a window or something." 		
CF | 		
CF | It's unbearably warm. You've got to do something about it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open window" 		
CF ] January 20, in a Limousine 		
CF | 		
CF | > OPEN WINDOW 		
CF | 		
CF | You crack the window. For some reason, the air outside is freezing 		
CF | cold. Cold even for nighttime, cold even for: 		
CF | 		
CF | January 20, in a Limousine 		
CF | It's just before dawn, but you can tell it's going to be a fine day 		
CF | for an inauguration, finer by far than 2000 -- too cold that day, too 		
CF | many signs held up by the haters, the people who never understood that 		
CF | you won it fair and square. Their time has passed. The stars outside 		
CF | are magnificent. They all love you. 		
CF | 		
CF | You decided to ride shotgun this time since Laura and the kids 		
CF | couldn't make it, and there's nothing worse than sitting in the back 		
CF | of an empty limo. 		
CF | 		
CF | The limo driver beside you scowls a little at the pace of the 		
CF | motorcade and scratches his head. Nervous twitch that guy's got. He's 		
CF | been putting you on edge all day with that. Needs to calm down. 		
CF | 		
CF | > 		Jacqueline says, "wow"
		Knight_Otu says, "Game, what are you doing."
		Jacqueline asks, "What the heck, we're W?"
		Jacqueline says, "I remembered that this game was weird, but I did not remember this."
Jacqueline says (to ClubFloyd), "x me" 		
CF ] January 20, in a Limousine 		
CF | 		
CF | > X ME 		
CF | 		
CF | You're dressed in your finest, of course. Laura helped pick the suit 		
CF | out with you, a long time ago, a nice afternoon it must have been 		
CF | though you don't quite recall... 		
CF | 		
CF | > 		Knight_Otu says, "There was something about a President in the trippy chopped messages."
		Jacqueline asks, "Not sure what to do. Watch this play out? Try to invade Iraq?"
		Jacqueline says (to KO), "Oh, that's true. There was."
Jacqueline says (to ClubFloyd), "listen" 		
CF ] January 20, in a Limousine 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You don't hear anything weird. 		
CF | 		
CF | The limo comes to a stop. "Congratulations, Mr. President," the driver 		
CF | says. 		
CF | 		
CF | It's time to take the last leg of the journey from the ceremony to the 		
CF | White House; it's time to take a walk. 		
CF | 		
CF | "Mr. President," the driver says, looking at the door. "They're 		
CF | waiting for you." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] On the Path to the White House 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | "Good luck, sir," the driver says. "I've been praying for you ever 		
CF | since the day I turned twenty-three." 		
CF | 		
CF | On the Path to the White House 		
CF | It's a desert. Sand the color of cocoa, as fine a powder as a man can 		
CF | ask for. It stretches to the horizon in every direction. Fortunately, 		
CF | the White House is exactly due east -- maybe a half hour's leisurely 		
CF | walk -- and there seem to be signs stuck in the sand along the way, so 		
CF | there's no chance you'll get lost. 		
CF | 		
CF | This is different from four years ago, of course, but wasn't 		
CF | everything? It was so gray then. 		
CF | 		
CF | The motorcade speeds off into the distance. 		
CF | 		
CF | > 		Jacqueline says, "23 again."
		MoyTravis says, "Oh! Laura. hA."
		Jacqueline says, "Yeah. That Laura."
		Knight_Otu asks, "The super secret 23rd circle of hell?"
		MoyTravis says, "It took me a while."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Bit Closer to the White House 		
CF | The desert has a way of clouding a man's mind -- more so even than the 		
CF | string of McDonald'ses and churches that once constituted America 		
CF | could. There's no dimension to it, no geography beyond sun and 		
CF | horizon. You're lucky you know where you're going. To the east, toward 		
CF | the White House. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x sign" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | "I want to be rescued," the sign, half-sunk in the sand, reads. 		
CF | 		
CF | > 		Knight_Otu asks, "Are we secretly in Shade?"
		Jacqueline says, "Or invading Iraq, like I said earlier."
		Jacqueline says, "Not sure."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | "Can I ask you a question, Mr. President--" a voice says from behind 		
CF | you. You turn and smile immediately; there must be cameras watching. A 		
CF | reporter -- she must have run here to catch you, her face is so red -- 		
CF | is a few feet behind you. 		
CF | 		
CF | "Anything," you say. 		
CF | 		
CF | "Were you in love with Beatrice?" the reporter asks. 		
CF | 		
CF | >> 		Jade exclaims, "how poethic!"
Jacqueline says (to ClubFloyd), "yes" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > YES 		
CF | 		
CF | "Yeah," you say. "I thought we were supposed to fall in love with each 		
CF | other. I kept running into her my first year of college. I thought it 		
CF | was fate. I used to believe in it. I used to think things happened for 		
CF | a reason. But it was just that her last name was almost the same as 		
CF | mine." 		
CF | 		
CF | "I never tried to talk to her or anything, even though I thought she 		
CF | was pretty. It was almost sort of a game. Like in the middle of Intro 		
CF | to Poli Sci, I'd glance at her and try to guess what her favorite ice 		
CF | cream flavor was. She looked kind of like a mint chocolate chip girl." 		
CF | 		
CF | "Were you right?" the reporter asks. 		
CF | 		
CF | "Close," you say. "Peppermint." 		
CF | 		
CF | > 		Jacqueline says, "..."
Jacqueline says (to ClubFloyd), "x her" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > X HER 		
CF | 		
CF | You can't see "her" (the the girl) at the moment. 		
CF | 		
CF | > 		Knight_Otu says, "Another word from the choppy text."
		Jacqueline asks, "oh?"
		Jacqueline asks, "Peppermint?"
		Knight_Otu says, "Peppermint, yes."
Jacqueline says (to ClubFloyd), "l" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Bit Closer to the White House 		
CF | The desert has a way of clouding a man's mind -- more so even than the 		
CF | string of McDonald'ses and churches that once constituted America 		
CF | could. There's no dimension to it, no geography beyond sun and 		
CF | horizon. You're lucky you know where you're going. To the east, toward 		
CF | the White House. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x sign" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | "I want to be rescued," the sign, half-sunk in the sand, reads. 		
CF | 		
CF | > 		Roger says, "maybe the pole in the crowd was a poll in the crowd"
Jacqueline says (to ClubFloyd), "x reporter" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > X REPORTER 		
CF | 		
CF | She's beautiful, you know. Almost all the Washington press are -- not 		
CF | in a beauty pageant kind of way. More like a sleeping princess. She's 		
CF | got her blonde hair tied tightly back in a bun, and while her slick 		
CF | black suit is certainly professional, she could be so much prettier... 		
CF | if she just changed a little bit... 		
CF | 		
CF | > 		Knight_Otu says, "Sheesh."
		Jacqueline says, "Maybe we should tell the reporter to smile."
Jacqueline says (to ClubFloyd), "ask reporter about reporter" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > ASK REPORTER ABOUT REPORTER 		
CF | 		
CF | Karl warned you: don't try to engage these fuckers in real 		
CF | conversation. Just answer the questions they want to ask you. Things 		
CF | get complicated when you jump off the script. 		
CF | 		
CF | > 		Jacqueline says, "Man. Karl."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Further in the Desert 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Further in the Desert 		
CF | You're at the peak of a dune, a pretty high one at that -- you can see 		
CF | for miles and miles perhaps. Shame there's really not too much to see: 		
CF | just sand and more sand. Not even footprints. Folks must have packed 		
CF | it in this year. Ah well. No sense in worrying about it. To the east 		
CF | is the White House, and you can perhaps pick out the way you came to 		
CF | the west. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | "Did you finally make a move?" the reporter asks. 		
CF | 		
CF | >> 		Jacqueline says, "We were the man in the poster."
		Knight_Otu says, "Hm."
Jacqueline says (to ClubFloyd), "yes" 		
CF ] Further in the Desert 		
CF | 		
CF | > YES 		
CF | 		
CF | "It took me three years. Can you believe it?" 		
CF | 		
CF | The reporter chortles good-naturedly, ingratiatingly, readying herself 		
CF | to ask the deep, incisive question she's waited to ask the leader of 		
CF | the free world all her career. 		
CF | 		
CF | "It was all luck, maybe from start to finish. I decided one night 		
CF | senior year to get totally shitfaced. My thesis was done and I was 		
CF | just killing time. And I'd never really gotten trashed before. Never 		
CF | even had a hangover. I was good at drinking. 		
CF | 		
CF | "I was walking back, not really knowing where in the hell I was 		
CF | walking, and there she was. Just sitting on a curb." 		
CF | 		
CF | "What was she doing there?" 		
CF | 		
CF | "I don't know. I didn't even try to guess. I must've said hello or 		
CF | tried to talk to her or something, but all I remember is just kissing 		
CF | her. Just out of nowhere. Or it's just that I don't remember what 		
CF | happened. But somehow it all just... worked. 		
CF | 		
CF | "I never told her about all the years before then. It would have just 		
CF | been creepy. To her, I was just some kid she found, beginning of the 		
CF | day, just some kid... 		
CF | 		
CF | "It was really good," you say. "It was really good for almost a year." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x white house" 		
CF ] Further in the Desert 		
CF | 		
CF | > X WHITE HOUSE 		
CF | 		
CF | It is the most perfect sandcastle you have ever seen. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "x sign" 		
CF ] Further in the Desert 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | "No one knows my name," the sign, half-sunk in the sand, reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "remember beatrice" 		
CF ] Further in the Desert 		
CF | 		
CF | > REMEMBER BEATRICE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline asks, "Keep walking?"
		Knight_Otu says, "I guess."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Halfway to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Halfway to the White House 		
CF | It's only maybe another fifteen minutes' walk to the White House. The 		
CF | sand rises and falls around you and for some reason, you are acutely 		
CF | aware that the air is still cool, that this is the desert's resting 		
CF | point. There's a smell of cinnamon in the air for some reason -- just 		
CF | a faint smell, the kind that ought to trigger an old memory but 		
CF | doesn't. You can continue to the east, to where the sun is rising -- 		
CF | but then you could always try west. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | "Was it her fault that you broke up?" the reporter asks. 		
CF | 		
CF | >> 		
Jacqueline says (to ClubFloyd), "no" 		
CF ] Halfway to the White House 		
CF | 		
CF | > NO 		
CF | 		
CF | "No. It was me. I moved. I got this job up in Philly after college -- 		
CF | turned out to be just another loser startup. Somehow the bust didn't 		
CF | catch everyone it should've. But you have to understand why I left. It 		
CF | felt like I was going to live the dream." 		
CF | 		
CF | "The American dream?" the reporter asks. 		
CF | 		
CF | "No," you say. "The American dream is dead. What used to be the 		
CF | American dream, anyway. There's a new one now. 		
CF | 		
CF | "Breaking up was a mutual thing. It was just logical, you know? She 		
CF | liked her life in Maryland. I never liked the state, not even when I 		
CF | was a kid. I promised to call her, but I never did." 		
CF | 		
CF | "Why didn't you?" the reporter asks. 		
CF | 		
CF | "I don't know, you say. I wish I knew. And when the whole job thing 		
CF | fell through and I had to move back in with my parents for a few 		
CF | months, I didn't call her. I was ashamed then. I know that. But I 		
CF | don't know why I didn't try to call her when I moved out again. It's 		
CF | been a long time. 		
CF | 		
CF | "But then, she never tried to call me either." 		
CF | 		
CF | > 		Knight_Otu says, "Well, you had no cell, Dante."
		Jacqueline says, "hahahaha"
		Jacqueline says, "Thank you. That was great."
Jacqueline says (to ClubFloyd), "read sign" 		
CF ] Halfway to the White House 		
CF | 		
CF | > READ SIGN 		
CF | 		
CF | "I'm dreaming," the sign, half-sunk in the sand, reads. 		
CF | 		
CF | > 		Jade exclaims, "hahahaha!"
		Jacqueline asks, "It keeps saying that we could go back west. Should we?"
		Knight_Otu says, "Sure, let's try."
Jacqueline says (to ClubFloyd), "w" 		
CF ] Further in the Desert 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Further in the Desert 		
CF | You're at the peak of a dune, a pretty high one at that -- you can see 		
CF | for miles and miles perhaps. Shame there's really not too much to see: 		
CF | just sand and more sand. Not even footprints. Folks must have packed 		
CF | it in this year. Ah well. No sense in worrying about it. To the east 		
CF | is the White House, and you can perhaps pick out the way you came to 		
CF | the west. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		Jacqueline says, "nah. Nothing."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Halfway to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Halfway to the White House 		
CF | It's only maybe another fifteen minutes' walk to the White House. The 		
CF | sand rises and falls around you and for some reason, you are acutely 		
CF | aware that the air is still cool, that this is the desert's resting 		
CF | point. There's a smell of cinnamon in the air for some reason -- just 		
CF | a faint smell, the kind that ought to trigger an old memory but 		
CF | doesn't. You can continue to the east, to where the sun is rising -- 		
CF | but then you could always try west. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Close to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Close to the White House 		
CF | A man could go mad trying to describe the desert to another man -- 		
CF | it's easy enough to talk sand, mind you. It's harder to get down to 		
CF | brass tacks with endlessness and loneliness, to talk the truth about 		
CF | anything, really, except the long white curves of the desert. But 		
CF | they're not even curves, really. Maybe closer to waves, maybe closer 		
CF | to doodles drawn by a half-asleep Picasso. 		
CF | 		
CF | The White House is just a little bit to the east, and you can follow 		
CF | the trail of footsteps you left behind to the west. 		
CF | 		
CF | The reporter's not done with you yet, apparently -- she's still 		
CF | following you. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | "I just have one last question, Mr. President," the reporter says. 		
CF | 		
CF | "Shoot." 		
CF | 		
CF | "Is any of what you just told me real?" 		
CF | 		
CF | >> 		Jacqueline says, "No>"
		Jacqueline asks, "er, No?"
		Knight_Otu says, "Your choice."
Jacqueline says (to ClubFloyd), "no" 		
CF ] Close to the White House 		
CF | 		
CF | > NO 		
CF | 		
CF | "I don't like the word 'real' because I don't understand what people 		
CF | mean by it. Beatrice told me once that I was the most real person she 		
CF | knew." 		
CF | 		
CF | You turn, look at the reporter squarely. 		
CF | 		
CF | "I mean, what does it mean to be real? Something's real if you can 		
CF | touch if you can see it -- isn't that right? So I'm touchable? So 		
CF | people can see me? So I'm really actually a human being? Is that all 		
CF | that means?" 		
CF | 		
CF | The reporter says nothing. 		
CF | 		
CF | "No more questions," you say. "I've got to get to my office. It's 		
CF | almost certainly not real, but at least it's safe." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x sign" 		
CF ] Close to the White House 		
CF | 		
CF | > X SIGN 		
CF | 		
CF | "I'm waiting for you," the sign, half-sunk in the sand, reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Outside the White House 		
CF | 		
CF | > E 		
CF | 		
CF | There's a weird noise behind you -- you look, and the reporter's gone. 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x statue" 		
CF ] Outside the White House 		
CF | 		
CF | > X STATUE 		
CF | 		
CF | It's made from an almost black metal -- you're terrible with the names 		
CF | of metals once you get past the Olympics. But whoever made this spent 		
CF | a lot of time on it. The young man depicted looks like he's just woken 		
CF | up, with scraggly hair and half-closed eyes. As if he's afraid to even 		
CF | look to see that he's still alive. He's got on a pair of jeans and a 		
CF | T-shirt, of all things, with this mysterious message: "THERE'S NO 		
CF | PLACE LIKE 127.0.0.1." 		
CF | 		
CF | There's a small circular hole at the statue's feet. Not quite wide 		
CF | enough for a broomstick, but larger than, say, the point of a sword. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		Jacqueline looks at KO.
		Roger says, "let's not stick any part of our body in there"
		Jacqueline says, "Don't stop being you, man."
Jacqueline says (to ClubFloyd), "put finger in hole" 		
CF ] Outside the White House 		
CF | 		
CF | > PUT FINGER IN HOLE 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Roger exclaims, "that's the theme of this game!"
Jacqueline says (to ClubFloyd), "x hole" 		
CF ] Outside the White House 		
CF | 		
CF | > X HOLE 		
CF | 		
CF | It's perfectly circular, and maybe a few inches deep. 		
CF | 		
CF | > 		Knight_Otu asks, "What does our inventory look like?"
Jacqueline says (to ClubFloyd), "i" 		
CF ] Outside the White House 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying nothing. 		
CF | 		
CF | > 		Roger says, "we could try taking sand. Or go back for one of those signs"
Jacqueline says (to ClubFloyd), "take sand" 		
CF ] Outside the White House 		
CF | 		
CF | > TAKE SAND 		
CF | 		
CF | You let a few grains fall through your fingers. Kind of a nice 		
CF | sensation. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Beneath the Pediment 		
CF | There would be shade here if it were afternoon. But it isn't, and 		
CF | instead it feels almost clammy. The warmth you felt walking the desert 		
CF | is gone. The main doors -- two stories tall, plain iron -- are the 		
CF | main feature of this face of the White House. The sand wall still 		
CF | holds some suggestion of what this house once was: a filigree here, a 		
CF | window frame directly above you. But soon it'll all be gone. Sand can 		
CF | only hold memory for so long. 		
CF | 		
CF | You can head back out to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The doors don't budge when you pull on them. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "knock" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > KNOCK 		
CF | 		
CF | (on the iron doors) 		
CF | The sound is like a church bell. There's no response from inside -- 		
CF | but then, your staff haven't arrived yet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Outside the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] White House, North Side 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | White House, North Side 		
CF | This side of the White House is a blank wall, as if someone didn't 		
CF | feel up to finishing the blueprint. Quirky. That's what the word for 		
CF | it might be. Modern life demands quirkiness -- and what you end up 		
CF | with is a blank face and perfect corners. To the southwest is the 		
CF | front of the White House; southeast is the rear. 		
CF | 		
CF | A statue of a beautiful woman stares into the desert. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] White House, East Side 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | White House, East Side 		
CF | At last you can see the sun. It's just over the horizon now, and glows 		
CF | a bright orangish red. The back of the White House is all leftovers -- 		
CF | doors that once led somewhere, a balcony without an entrance. All of 		
CF | it is just a surface to reflect the sun's rosy hue. An entire building 		
CF | the color of a heart not yet broken. The only door that works is the 		
CF | front one, back northwest or southwest. 		
CF | 		
CF | A statue of a young woman smiles at you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x statue" 		
CF ] White House, East Side 		
CF | 		
CF | > X STATUE 		
CF | 		
CF | She's got a goofy smile on her face, that kind of look girls take on 		
CF | when they've decided you're cute. And what's more, there's hope in her 		
CF | eyes, that somehow she believes things will be different in a second, 		
CF | that everything from now on will be surprising. 		
CF | 		
CF | The jeans she wears are rumpled, with a patch sewn on her left knee. 		
CF | It's amazing how they can capture fabric and skin so realistically 		
CF | with cold metal. 		
CF | 		
CF | There's a small circular hole at the statue's feet. Not quite wide 		
CF | enough for a broomstick, but larger than, say, the point of a sword. 		
CF | 		
CF | > 		Jacqueline says, "x hole"
Jacqueline says (to ClubFloyd), "x hole" 		
CF ] White House, East Side 		
CF | 		
CF | > X HOLE 		
CF | 		
CF | It's perfectly circular, and maybe a few inches deep. 		
CF | 		
CF | > 		Roger says, "we might need to circumnavigate the House"
		Jacqueline says, "So, we need signs."
		Jacqueline says (to Roger), "Yeah, have done so."
		Roger says, "signs are my guess"
Jacqueline says (to ClubFloyd), "sw" 		
CF ] White House, South Side 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | White House, South Side 		
CF | The remains of a garden: a square stone wall that once separated 		
CF | dandelions from orchids. Aside from that, there's not much worth 		
CF | remembering here. It's always the inside of things that counts. The 		
CF | east side of the White House is to the northeast; to the northwest is 		
CF | the entrance. 		
CF | 		
CF | A statue of a tall man is here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] White House, South Side 		
CF | 		
CF | > W 		
CF | 		
CF | No, in that direction is your grandmother's grave. There's no time -- 		
CF | you have a job to do. 		
CF | 		
CF | > 		Roger says, "Oh! I thought it would take longer"
Jacqueline says (to ClubFloyd), "e" 		
CF ] White House, South Side 		
CF | 		
CF | > E 		
CF | 		
CF | No, in that direction is your grandmother's grave. There's no time -- 		
CF | you have a job to do. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] White House, South Side 		
CF | 		
CF | > W 		
CF | 		
CF | No, in that direction is your grandmother's grave. There's no time -- 		
CF | you have a job to do. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] White House, South Side 		
CF | 		
CF | > N 		
CF | 		
CF | There isn't any way into the White House on this side. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] White House, South Side 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | White House, South Side 		
CF | The remains of a garden: a square stone wall that once separated 		
CF | dandelions from orchids. Aside from that, there's not much worth 		
CF | remembering here. It's always the inside of things that counts. The 		
CF | east side of the White House is to the northeast; to the northwest is 		
CF | the entrance. 		
CF | 		
CF | A statue of a tall man is here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Outside the White House 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Close to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Close to the White House 		
CF | A man could go mad trying to describe the desert to another man -- 		
CF | it's easy enough to talk sand, mind you. It's harder to get down to 		
CF | brass tacks with endlessness and loneliness, to talk the truth about 		
CF | anything, really, except the long white curves of the desert. But 		
CF | they're not even curves, really. Maybe closer to waves, maybe closer 		
CF | to doodles drawn by a half-asleep Picasso. 		
CF | 		
CF | The White House is just a little bit to the east, and you can follow 		
CF | the trail of footsteps you left behind to the west. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take sign" 		
CF ] Close to the White House 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | The fourth sign comes free of the sand easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Halfway to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Halfway to the White House 		
CF | It's only maybe another fifteen minutes' walk to the White House. The 		
CF | sand rises and falls around you and for some reason, you are acutely 		
CF | aware that the air is still cool, that this is the desert's resting 		
CF | point. There's a smell of cinnamon in the air for some reason -- just 		
CF | a faint smell, the kind that ought to trigger an old memory but 		
CF | doesn't. You can continue to the east, to where the sun is rising -- 		
CF | but then you could always try west. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take sign" 		
CF ] Halfway to the White House 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | (the third sign) 		
CF | The third sign comes free of the sand easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Further in the Desert 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Further in the Desert 		
CF | You're at the peak of a dune, a pretty high one at that -- you can see 		
CF | for miles and miles perhaps. Shame there's really not too much to see: 		
CF | just sand and more sand. Not even footprints. Folks must have packed 		
CF | it in this year. Ah well. No sense in worrying about it. To the east 		
CF | is the White House, and you can perhaps pick out the way you came to 		
CF | the west. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take sign" 		
CF ] Further in the Desert 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | (the second sign) 		
CF | The second sign comes free of the sand easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] On the Path to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | On the Path to the White House 		
CF | It's a desert. Sand the color of cocoa, as fine a powder as a man can 		
CF | ask for. It stretches to the horizon in every direction. Fortunately, 		
CF | the White House is exactly due east -- maybe a half hour's leisurely 		
CF | walk. 		
CF | 		
CF | This is different from four years ago, of course, but wasn't 		
CF | everything? It was so gray then. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take sign" 		
CF ] On the Path to the White House 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | (the sighs) 		
CF | That's too far away. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] On the Path to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | No, in that direction is Cape Canaveral. There's no time -- you have a 		
CF | job to do. 		
CF | 		
CF | > 		Jacqueline says, "heh"
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Bit Closer to the White House 		
CF | The desert has a way of clouding a man's mind -- more so even than the 		
CF | string of McDonald'ses and churches that once constituted America 		
CF | could. There's no dimension to it, no geography beyond sun and 		
CF | horizon. You're lucky you know where you're going. To the east, toward 		
CF | the White House. 		
CF | 		
CF | A sign is stuck in the sand here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take sign" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > TAKE SIGN 		
CF | 		
CF | (the first sign) 		
CF | The first sign comes free of the sand easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying the first sign, the second sign, the third sign and 		
CF | the fourth sign. 		
CF | 		
CF | > 		Jacqueline says, "I saw the sign."
		Jacqueline says, "It opened up my eyes."
		Jacqueline says, "I am happy now."
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | There's nothing there, son. Not anymore. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > W 		
CF | 		
CF | There's nothing there, son. Not anymore. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] A Bit Closer to the White House 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Bit Closer to the White House 		
CF | The desert has a way of clouding a man's mind -- more so even than the 		
CF | string of McDonald'ses and churches that once constituted America 		
CF | could. There's no dimension to it, no geography beyond sun and 		
CF | horizon. You're lucky you know where you're going. To the east, toward 		
CF | the White House. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Further in the Desert 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Further in the Desert 		
CF | You're at the peak of a dune, a pretty high one at that -- you can see 		
CF | for miles and miles perhaps. Shame there's really not too much to see: 		
CF | just sand and more sand. Not even footprints. Folks must have packed 		
CF | it in this year. Ah well. No sense in worrying about it. To the east 		
CF | is the White House, and you can perhaps pick out the way you came to 		
CF | the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Halfway to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Halfway to the White House 		
CF | It's only maybe another fifteen minutes' walk to the White House. The 		
CF | sand rises and falls around you and for some reason, you are acutely 		
CF | aware that the air is still cool, that this is the desert's resting 		
CF | point. There's a smell of cinnamon in the air for some reason -- just 		
CF | a faint smell, the kind that ought to trigger an old memory but 		
CF | doesn't. You can continue to the east, to where the sun is rising -- 		
CF | but then you could always try west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Close to the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Close to the White House 		
CF | A man could go mad trying to describe the desert to another man -- 		
CF | it's easy enough to talk sand, mind you. It's harder to get down to 		
CF | brass tacks with endlessness and loneliness, to talk the truth about 		
CF | anything, really, except the long white curves of the desert. But 		
CF | they're not even curves, really. Maybe closer to waves, maybe closer 		
CF | to doodles drawn by a half-asleep Picasso. 		
CF | 		
CF | The White House is just a little bit to the east, and you can follow 		
CF | the trail of footsteps you left behind to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Outside the White House 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x first sign" 		
CF ] Outside the White House 		
CF | 		
CF | > X FIRST SIGN 		
CF | 		
CF | "I want to be rescued," the sign reads. It's mounted on a thin steel 		
CF | pole. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x second sign" 		
CF ] Outside the White House 		
CF | 		
CF | > X SECOND SIGN 		
CF | 		
CF | "No one knows my name," the sign reads. It's mounted on a thin steel 		
CF | pole. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x third sign" 		
CF ] Outside the White House 		
CF | 		
CF | > X THIRD SIGN 		
CF | 		
CF | "I'm dreaming," the sign reads. It's mounted on a thin steel pole. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x fourth sign" 		
CF ] Outside the White House 		
CF | 		
CF | > X FOURTH SIGN 		
CF | 		
CF | "I'm waiting for you," the sign reads. It's mounted on a thin steel 		
CF | pole. 		
CF | 		
CF | > 		Knight_Otu asks, "Third sign for here?"
Jacqueline says (to ClubFloyd), "put third sign in hole" 		
CF ] Outside the White House 		
CF | 		
CF | > PUT THIRD SIGN IN HOLE 		
CF | 		
CF | The third sign slips into the hole easily. 		
CF | 		
CF | > 		Jacqueline asks, "which one for her?"
		Jacqueline asks, "I'm waiting?"
		Jacqueline asks, "Fourth one?"
Jacqueline says (to ClubFloyd), "l" 		
CF ] Outside the White House 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		Knight_Otu says, "Waiting seems approriate."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] White House, North Side 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | White House, North Side 		
CF | This side of the White House is a blank wall, as if someone didn't 		
CF | feel up to finishing the blueprint. Quirky. That's what the word for 		
CF | it might be. Modern life demands quirkiness -- and what you end up 		
CF | with is a blank face and perfect corners. To the southwest is the 		
CF | front of the White House; southeast is the rear. 		
CF | 		
CF | A statue of a beautiful woman stares into the desert. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put fourth sign in hole" 		
CF ] White House, North Side 		
CF | 		
CF | > PUT FOURTH SIGN IN HOLE 		
CF | 		
CF | The fourth sign slips into the hole easily. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x statue" 		
CF ] White House, North Side 		
CF | 		
CF | > X STATUE 		
CF | 		
CF | She peers into the distance through her hands, as if she cannot 		
CF | believe what she is seeing. Waiting for someone, maybe, who may not be 		
CF | coming. Her dress clings to her body, caught in a slow breeze forever. 		
CF | 		
CF | How do you know she's beautiful, if you can't see her face? You just 		
CF | -- know. Maybe you've met before and just don't remember. You meet so 		
CF | many people these days. 		
CF | 		
CF | "I'm waiting for you," a sign in front of the statue reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x statue" 		
CF ] White House, North Side 		
CF | 		
CF | > X STATUE 		
CF | 		
CF | She peers into the distance through her hands, as if she cannot 		
CF | believe what she is seeing. Waiting for someone, maybe, who may not be 		
CF | coming. Her dress clings to her body, caught in a slow breeze forever. 		
CF | 		
CF | How do you know she's beautiful, if you can't see her face? You just 		
CF | -- know. Maybe you've met before and just don't remember. You meet so 		
CF | many people these days. 		
CF | 		
CF | "I'm waiting for you," a sign in front of the statue reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Outside the White House 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x statue" 		
CF ] Outside the White House 		
CF | 		
CF | > X STATUE 		
CF | 		
CF | It's made from an almost black metal -- you're terrible with the names 		
CF | of metals once you get past the Olympics. But whoever made this spent 		
CF | a lot of time on it. The young man depicted looks like he's just woken 		
CF | up, with scraggly hair and half-closed eyes. As if he's afraid to even 		
CF | look to see that he's still alive. He's got on a pair of jeans and a 		
CF | T-shirt, of all things, with this mysterious message: "THERE'S NO 		
CF | PLACE LIKE 127.0.0.1." 		
CF | 		
CF | "I'm dreaming," a sign in front of the statue reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Beneath the Pediment 		
CF | There would be shade here if it were afternoon. But it isn't, and 		
CF | instead it feels almost clammy. The warmth you felt walking the desert 		
CF | is gone. The main doors -- two stories tall, plain iron -- are the 		
CF | main feature of this face of the White House. The sand wall still 		
CF | holds some suggestion of what this house once was: a filigree here, a 		
CF | window frame directly above you. But soon it'll all be gone. Sand can 		
CF | only hold memory for so long. 		
CF | 		
CF | You can head back out to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "knock" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > KNOCK 		
CF | 		
CF | (on the iron doors) 		
CF | The sound is like a church bell. There's no response from inside -- 		
CF | but then, your staff haven't arrived yet. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Outside the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Outside the White House 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying the first sign and the second sign. 		
CF | 		
CF | > 		Roger says, "there's the tall man statue too around here somewhere"
		Jacqueline asks, "Is there?"
		Roger says, "and maybe another woman? I lost track"
		Roger says, "yeah I think so"
		Jacqueline says, "I guess I'm tired and missed the other sign holes."
		Jacqueline says, "I'll walk around the building again."
Jacqueline says (to ClubFloyd), "e" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Beneath the Pediment 		
CF | There would be shade here if it were afternoon. But it isn't, and 		
CF | instead it feels almost clammy. The warmth you felt walking the desert 		
CF | is gone. The main doors -- two stories tall, plain iron -- are the 		
CF | main feature of this face of the White House. The sand wall still 		
CF | holds some suggestion of what this house once was: a filigree here, a 		
CF | window frame directly above you. But soon it'll all be gone. Sand can 		
CF | only hold memory for so long. 		
CF | 		
CF | You can head back out to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Outside the White House 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		Knight_Otu says, "Yeah, tall guy Chris and a young woman."
Jacqueline says (to ClubFloyd), "se" 		
CF ] White House, South Side 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | White House, South Side 		
CF | The remains of a garden: a square stone wall that once separated 		
CF | dandelions from orchids. Aside from that, there's not much worth 		
CF | remembering here. It's always the inside of things that counts. The 		
CF | east side of the White House is to the northeast; to the northwest is 		
CF | the entrance. 		
CF | 		
CF | A statue of a tall man is here. 		
CF | 		
CF | > 		Jacqueline says, "Oh, yeah, I walked right past these"
Jacqueline says (to ClubFloyd), "x man" 		
CF ] White House, South Side 		
CF | 		
CF | > X MAN 		
CF | 		
CF | Oddly, he's wearing a T-shirt and jeans, though his clothes aren't 		
CF | otherwise notable. He clutches a paperback book in his hands. He 		
CF | slouches slightly, as if it had taken him a long time to learn how to 		
CF | be tall. 		
CF | 		
CF | There's a small circular hole at the statue's feet. Not quite wide 		
CF | enough for a broomstick, but larger than, say, the point of a sword. 		
CF | 		
CF | > 		Knight_Otu says, "At least I think that's Chris."
		Knight_Otu says, "If so, then "Rescued?""
		Jacqueline says, "So, 'I want to be rescued' or 'No one knows my name'"
		Jacqueline says, "So yeah, I guess rescued."
Jacqueline says (to ClubFloyd), "put first sign in hole" 		
CF ] White House, South Side 		
CF | 		
CF | > PUT FIRST SIGN IN HOLE 		
CF | 		
CF | The first sign slips into the hole easily. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] White House, South Side 		
CF | 		
CF | > SW 		
CF | 		
CF | No, in that direction is Cape Canaveral. There's no time -- you have a 		
CF | job to do. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] White House, South Side 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | White House, South Side 		
CF | The remains of a garden: a square stone wall that once separated 		
CF | dandelions from orchids. Aside from that, there's not much worth 		
CF | remembering here. It's always the inside of things that counts. The 		
CF | east side of the White House is to the northeast; to the northwest is 		
CF | the entrance. 		
CF | 		
CF | A statue of a tall man is here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ne" 		
CF ] White House, East Side 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | White House, East Side 		
CF | At last you can see the sun. It's just over the horizon now, and glows 		
CF | a bright orangish red. The back of the White House is all leftovers -- 		
CF | doors that once led somewhere, a balcony without an entrance. All of 		
CF | it is just a surface to reflect the sun's rosy hue. An entire building 		
CF | the color of a heart not yet broken. The only door that works is the 		
CF | front one, back northwest or southwest. 		
CF | 		
CF | A statue of a young woman smiles at you. 		
CF | 		
CF | > 		Knight_Otu says, "But Cape Carnival sounds... Oh, Canaveral? Never mind then."
Jacqueline says (to ClubFloyd), "sw" 		
CF ] White House, South Side 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | White House, South Side 		
CF | The remains of a garden: a square stone wall that once separated 		
CF | dandelions from orchids. Aside from that, there's not much worth 		
CF | remembering here. It's always the inside of things that counts. The 		
CF | east side of the White House is to the northeast; to the northwest is 		
CF | the entrance. 		
CF | 		
CF | A statue of a tall man is here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "nw" 		
CF ] Outside the White House 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		Jacqueline says, "Okay, sorry."
Jacqueline says (to ClubFloyd), "ne" 		
CF ] White House, North Side 		
CF | 		
CF | > NE 		
CF | 		
CF | 		
CF | White House, North Side 		
CF | This side of the White House is a blank wall, as if someone didn't 		
CF | feel up to finishing the blueprint. Quirky. That's what the word for 		
CF | it might be. Modern life demands quirkiness -- and what you end up 		
CF | with is a blank face and perfect corners. To the southwest is the 		
CF | front of the White House; southeast is the rear. 		
CF | 		
CF | A statue of a beautiful woman stares into the desert. 		
CF | 		
CF | > 		Knight_Otu says, "The young woman smilig should be he last statue."
Jacqueline says (to ClubFloyd), "x woman" 		
CF ] White House, North Side 		
CF | 		
CF | > X WOMAN 		
CF | 		
CF | She peers into the distance through her hands, as if she cannot 		
CF | believe what she is seeing. Waiting for someone, maybe, who may not be 		
CF | coming. Her dress clings to her body, caught in a slow breeze forever. 		
CF | 		
CF | How do you know she's beautiful, if you can't see her face? You just 		
CF | -- know. Maybe you've met before and just don't remember. You meet so 		
CF | many people these days. 		
CF | 		
CF | "I'm waiting for you," a sign in front of the statue reads. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "se" 		
CF ] White House, East Side 		
CF | 		
CF | > SE 		
CF | 		
CF | 		
CF | White House, East Side 		
CF | At last you can see the sun. It's just over the horizon now, and glows 		
CF | a bright orangish red. The back of the White House is all leftovers -- 		
CF | doors that once led somewhere, a balcony without an entrance. All of 		
CF | it is just a surface to reflect the sun's rosy hue. An entire building 		
CF | the color of a heart not yet broken. The only door that works is the 		
CF | front one, back northwest or southwest. 		
CF | 		
CF | A statue of a young woman smiles at you. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x woman" 		
CF ] White House, East Side 		
CF | 		
CF | > X WOMAN 		
CF | 		
CF | She's got a goofy smile on her face, that kind of look girls take on 		
CF | when they've decided you're cute. And what's more, there's hope in her 		
CF | eyes, that somehow she believes things will be different in a second, 		
CF | that everything from now on will be surprising. 		
CF | 		
CF | The jeans she wears are rumpled, with a patch sewn on her left knee. 		
CF | It's amazing how they can capture fabric and skin so realistically 		
CF | with cold metal. 		
CF | 		
CF | There's a small circular hole at the statue's feet. Not quite wide 		
CF | enough for a broomstick, but larger than, say, the point of a sword. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put sign in hole" 		
CF ] White House, East Side 		
CF | 		
CF | > PUT SIGN IN HOLE 		
CF | 		
CF | The second sign slips into the hole easily. 		
CF | 		
CF | There's a dull, scraping-metal kind of noise. It's coming from 		
CF | somewhere nearby, but you're not sure where exactly. 		
CF | 		
CF | > 		Jacqueline asks, "Check the doors?"
		Knight_Otu says, "I... Yes."
		Roger says, "sure"
Jacqueline says (to ClubFloyd), "nw" 		
CF ] White House, North Side 		
CF | 		
CF | > NW 		
CF | 		
CF | 		
CF | White House, North Side 		
CF | This side of the White House is a blank wall, as if someone didn't 		
CF | feel up to finishing the blueprint. Quirky. That's what the word for 		
CF | it might be. Modern life demands quirkiness -- and what you end up 		
CF | with is a blank face and perfect corners. To the southwest is the 		
CF | front of the White House; southeast is the rear. 		
CF | 		
CF | A statue of a beautiful woman stares into the desert. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sw" 		
CF ] Outside the White House 		
CF | 		
CF | > SW 		
CF | 		
CF | 		
CF | Outside the White House 		
CF | Steps -- milky white sand, packed tightly -- rise from the desert in 		
CF | front of you. It takes a careful eye to tell sand from sand, to see 		
CF | where nature ends and man's work begins. How long did it take to build 		
CF | all the pillars that support the White House's pediment? How long to 		
CF | pack all the sand as tight as a man's last breath, to carve perfect 		
CF | grooves from top to bottom, and to make sure it never falls? 		
CF | 		
CF | The great iron doors of the White House are beneath the pediment to 		
CF | the east. If you'd like, you can also walk around the White House to 		
CF | the northeast and southeast. 		
CF | 		
CF | A statue of a young man is a few feet in front of the steps. Funny. It 		
CF | wasn't here four years ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Beneath the Pediment 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Beneath the Pediment 		
CF | There would be shade here if it were afternoon. But it isn't, and 		
CF | instead it feels almost clammy. The warmth you felt walking the desert 		
CF | is gone. The main doors -- two stories tall, plain iron -- are the 		
CF | main feature of this face of the White House. The sand wall still 		
CF | holds some suggestion of what this house once was: a filigree here, a 		
CF | window frame directly above you. But soon it'll all be gone. Sand can 		
CF | only hold memory for so long. 		
CF | 		
CF | You can head back out to the west. 		
CF | 		
CF | The doors leading inside are open, but you can't see inside. It's too 		
CF | dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Darkness 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Darkness 		
CF | This isn't right. There ought to be gilded halls, red carpets, an 		
CF | agenda and a mission statement. A reason. That's all you really need 		
CF | to get by. All it is is darkness. You can't even really tell how big 		
CF | it is in here -- whether this is the entirety of the White House, or 		
CF | maybe just one room. 		
CF | 		
CF | There is one option, however. 		
CF | 		
CF | A blue chair waits a few feet from you. It's highlighted by a circle 		
CF | of light whose source you can't see. 		
CF | 		
CF | There's a noise behind you and the meek light coming from the doors 		
CF | behind you disappears; the doors have closed themselves. 		
CF | 		
CF | > 		Jacqueline asks, "Chris, what were you on in 2004?"
Jacqueline says (to ClubFloyd), "x chair" 		
CF ] Darkness 		
CF | 		
CF | > X CHAIR 		
CF | 		
CF | Simple and ergonomic. The kind you'd see in every cubicle across 		
CF | America -- well, when there were cubicles. 		
CF | 		
CF | > 		Knight_Otu asks, "A blue chair? What's that doing here?"
Jacqueline says (to ClubFloyd), "sit" 		
CF ] Darkness 		
CF | 		
CF | > SIT 		
CF | 		
CF | (on top of the blue chair) 		
CF | It's so nice to finally sit down after your walk across the desert. 		
CF | The chair is comfortable, but then all blue chairs are. 		
CF | 		
CF | "Can you do me a favor?" a voice asks. 		
CF | 		
CF | Familiar. It's familiar. 		
CF | 		
CF | "Anything," you say. 		
CF | [...] 		
Jacqueline pushes the green 'space' button. 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | "Would you run in and grab me a doughnut?" 		
CF | 		
CF | It hurts to wake up. You feel scared but don't know why. Your throat's 		
CF | dry, which always happens to you when you take a nap, and your arms 		
CF | hurt, which is new. You're not sure what to think, what to feel. 		
CF | 		
CF | There's not much to see but you feel confused anyway. The car's parked 		
CF | beside a gas pump now, and there's a slight breeze coming through the 		
CF | window beside you. The air is just cold enough to be considered cool. 		
CF | Your eyes keep shifting over the same things, like you're going to 		
CF | catch something being wrong, being fake, being part of the dream 		
CF | still. 		
CF | 		
CF | But you're awake. You really are. 		
CF | 		
CF | "A doughnut?" you ask. 		
CF | 		
CF | "Yeah, I gotta fill up the tank," Chris says. "If they have Krispy 		
CF | Kreme, that would be ideal." 		
CF | 		
CF | He plops a couple wrinked bills in your hand and gets out of the car. 		
CF | You're still not sure what to do, but what the fuck? Start with 		
CF | something simple. Follow his lead, get out of the car. Standing up 		
CF | feels weird for half a second, like maybe you're going to faint but 		
CF | you've never fainted before or anything, it's just how you imagine it 		
CF | might feel. And then the feeling's gone. 		
CF | 		
CF | You are awake. This is an important fact to remember -- you tell 		
CF | yourself this a couple times, to make sure it sinks in. 		
CF | 		
CF | A Gas Station in the Middle of Nowhere 		
CF | Everything's so fucking yellow, like you're a zombie now and your 		
CF | optic nerves have fermented or something. It's because of those stupid 		
CF | low-energy lights overhead. Saving the planet by turning it ugly. 		
CF | Goddammit -- your eyes hurt now. 		
CF | 		
CF | No one else is here, but that kind of makes sense. You're not sure 		
CF | what time it is, but it must be late. The gas station's off some 		
CF | two-lane highway, but there aren't any road signs, so you have no idea 		
CF | where you are, either. But it doesn't really matter, you guess. Chris 		
CF | knows where to go -- you told him, after all. 		
CF | 		
CF | There's a mini-mart to the east that looks open. Above it is a sign 		
CF | that reads LUCKY'S in kind-of shoddy painter's script. 		
CF | 		
CF | Chris is occupied pumping gas -- he's humming this random sort of song 		
CF | to himself that you don't recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Mini-Mart 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's a classic three-aisle setup: chips, nuts, and sunflower seeds 		
CF | down one aisle; chewing gum, cookies, and down another; and canned 		
CF | meat and other miscellaneous survivalist/maniac stuff down the third. 		
CF | No slurpee machine, which for some reason is kind of a bummer. You've 		
CF | always been a fan, though you're not really thirsty at the moment or 		
CF | anything. 		
CF | 		
CF | In clear violation of child labor laws, there's a Chinese kid (we're 		
CF | talking middle school here) at the counter, thumbing through an anime 		
CF | comic book. 		
CF | 		
CF | The store continues to the east, and you can head out to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > X KID 		
CF | 		
CF | He's got on a faded yellow t-shirt that maybe at one point had a 		
CF | cartoon character on it -- maybe. You can see the outlines of a face 		
CF | on it. He's pretty engrossed in his comic book, or at least 		
CF | unconcerned you're going to steal some Slim Jims or something equally 		
CF | critical to this little convenience store microcosm. 		
CF | 		
CF | The kid laughs at something he's reading and turns the page. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask kid about donuts" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT DONUTS 		
CF | 		
CF | "Excuse me, could you tell me where the doughnuts are?" you say. 		
CF | 		
CF | The kid grins, like you've just made his day, and says, "Back corner! 		
CF | Open door." 		
CF | 		
CF | The kid yawns. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Back of the Mini-Mart 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Back of the Mini-Mart 		
CF | Rows and rows of milk peer at you through the doors of the 		
CF | refrigerated case. Well, except one door that's completely empty. Not 		
CF | even a display rack inside. Kind of weird, you guess -- maybe it 		
CF | wasn't economically feasible or something? To the west is the front of 		
CF | the store. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Back of the Mini-Mart 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Back of the Mini-Mart 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | A blast of cold air hits your face. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Back of the Mini-Mart 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Back of the Mini-Mart 		
CF | Rows and rows of milk peer at you through the doors of the 		
CF | refrigerated case. Well, except one door that's completely empty. Not 		
CF | even a display rack inside. Kind of weird, you guess -- maybe it 		
CF | wasn't economically feasible or something? To the west is the front of 		
CF | the store. 		
CF | 		
CF | > 		Jacqueline says, "I am in the back corner and have opened the door."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | There is no back to the case -- it just keeps going until you've 		
CF | almost forgotten what you're after, what your goal is, who you are -- 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and assuming the laws of physics are 		
CF | still in effect and the universe is internally consistent, the mini 		
CF | mart is west. 		
CF | 		
CF | > 		Jacqueline says, "oho"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Aisle 8 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | This is a supermarket aisle -- you're sure of it though it doesn't 		
CF | make sense -- but the shelves here are completely empty. A sign 		
CF | indicates this would be the snacks aisle (Doritos, pretzels, chewing 		
CF | gum -- all the food you wished you could eat as a meal all by 		
CF | themselves) if there were anything to buy. Overhead lights at regular 		
CF | intervals and an odd melody too soft to be understood... 		
CF | 		
CF | The north end of the aisle becomes an entrance to what appears to be a 		
CF | tunnel, and a gash in the aisle leads west. 		
CF | 		
CF | > 		Knight_Otu says, "That's a big assumption there in the last paragraph."
		Jacqueline says, "It is.'"
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You can see very little beyond the light of the supermarket to the 		
CF | south. You think that perhaps the passage is sloped, but you can't say 		
CF | for sure how much or for how long. The passage continues to the north 		
CF | as well, further into darkness. 		
CF | 		
CF | > 		Jacqueline says, "I'm guessing this is where we turn into an insect, then eat our children, right? I think it all begins in a tunnel..."
		Jacqueline says, "I'm afraid to go north now."
		Knight_Otu says, "More it ends i a a tunnel."
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You're in almost complete darkness here; it's only by groping around 		
CF | with your hands that you can tell how the passage runs. East, west, 		
CF | and south. It's impossible to tell anything further... how far things 		
CF | continue... whether the sensation of going deeper and deeper into the 		
CF | earth is really true... 		
CF | 		
CF | > 		Roger says, "be not afraid"
		Jacqueline asks (of Roger), "For thou art with me?"
		Knight_Otu asks, "Do we still have that flashlight?"
		Jacqueline says, "Oh, I was thinking about that earlier when we were George Bush, but yeah, we probably do."
Jacqueline says (to ClubFloyd), "turn on flashlight" 		
CF ] A Darkened Passage 		
CF | 		
CF | > TURN ON FLASHLIGHT 		
CF | 		
CF | You click the flashlight on. 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		Roger says, "nothing bad has ever happened to anyone trying to find a donut for his friend"
		Jacqueline says, "hee"
		Jade says, "ah, the flashlight"
		Jacqueline says, "Mmm... moistness."
		Jacqueline asks, "So. Moist or non-moist?"
		Jacqueline says, "brb"
		Roger says, "I'll vote east"
		Jacqueline says, "MOIST IT IS"
Jacqueline says (to ClubFloyd), "e" 		
CF ] Mini-Mart 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | > 		Jacqueline frowns.
Jacqueline says (to ClubFloyd), "x items" 		
CF ] Mini-Mart 		
CF | 		
CF | > X ITEMS 		
CF | 		
CF | Inside a clear plastic case, the kind you might keep doughnuts or 		
CF | maybe birthday cakes, there is a single ornate blue key. 		
CF | 		
CF | > 		MoyTravis says, "'everything is different about him' pray tell game."
Jacqueline says (to ClubFloyd), "i" 		
CF ] Mini-Mart 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying some money that Chris gave you, a photograph, a beer, 		
CF | an empty bottle of beer, a flashlight, a cough syrup bottle, your 		
CF | wallet, your keys and a pager. 		
CF | 		
CF | > 		Knight_Otu says, "That sure was some potent off-green liquid we bought."
Jacqueline says (to ClubFloyd), "x kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > X KID 		
CF | 		
CF | His face is painted obsidian -- you can tell it's just paint because 		
CF | in parts it's faded to a sort of charcoal. He grimaces, though you 		
CF | aren't sure whether it's in pain or some long-standing, 		
CF | hard-to-contain mirth. The comic book he's reading is completely 		
CF | blank. 		
CF | 		
CF | > 		MoyTravis says, "Oh yeah that's pretty different huh."
		Jacqueline says (to KO), "Hey. We paid $23. Expensive stuff."
		Jacqueline says, "Let's trade the empty bottle of beer for that key"
Jacqueline says (to ClubFloyd), "take key" 		
CF ] Mini-Mart 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | "No!" the kid snaps. He's pretty protective of it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give empty to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE EMPTY TO KID 		
CF | 		
CF | "No," the kid says. "Drink only show dreams." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give pager to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE PAGER TO KID 		
CF | 		
CF | "No," the kid says. "Is useful only to you." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give beer to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE BEER TO KID 		
CF | 		
CF | Which do you mean, the beer or the empty bottle of beer? 		
CF | 		
CF | > 		Jacqueline says, "oh dear"
		Knight_Otu says, "Uh oh."
Jacqueline says (to ClubFloyd), "drop empty" 		
CF ] Mini-Mart 		
CF | 		
CF | > DROP EMPTY 		
CF | 		
CF | Dropped. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give beer to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE BEER TO KID 		
CF | 		
CF | (the beer to the Chinese kid) 		
CF | "No," the kid says. "Drink only show dreams." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give keys to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE KEYS TO KID 		
CF | 		
CF | "No," the kid says. "Is useful only to you." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give photo to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE PHOTO TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Mini-Mart 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying some money that Chris gave you, a photograph, a beer, 		
CF | a flashlight, a cough syrup bottle, your wallet, your keys and a 		
CF | pager. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give flashlight to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE FLASHLIGHT TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give money to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE MONEY TO KID 		
CF | 		
CF | "No money," the kid says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give flashlight to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE FLASHLIGHT TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give syrup to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE SYRUP TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		Jacqueline exclaims, "That's right, folks, I'm just trying to brute force this thing!"
		Roger says, "that's the spirit"
Jacqueline says (to ClubFloyd), "give wallet to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE WALLET TO KID 		
CF | 		
CF | "No," the kid says. "Is useful only to you." 		
CF | 		
CF | > 		Knight_Otu asks, "I think the kid literally wants our life?"
		Jacqueline asks, "So I guess we go back and take the non-moist tunnel?"
		Roger says, "With this sort of game, I'm not sure there's any alternative"
		Jacqueline says (to KO), "Oh gosh. Maybe. Dang."
		Roger says, "I would guess this needs more exploring"
Jacqueline says (to ClubFloyd), "give kid my life" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE KID MY LIFE 		
CF | 		
CF | (first taking the display) 		
CF | "No!" the kid snaps. He's pretty protective of it. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Mini-Mart 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Aisle 2 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x girl" 		
CF ] Aisle 2 		
CF | 		
CF | > X GIRL 		
CF | 		
CF | Erin turns nine years old in a few days. It will be the happiest day 		
CF | of her life, she knows. All the birthdays before this one don't count. 		
CF | They came before she had a daddy. 		
CF | 		
CF | Her life before her daddy was weird, but she doesn't know it. Maybe if 		
CF | she knew the word, she'd call it exciting. There were nighttime 		
CF | escapes and lots of hotel rooms. There were bad people everywhere. Her 		
CF | mother told her so and Erin believes everything her mom tells her. She 		
CF | was the only good person she knew before her daddy became her daddy. 		
CF | 		
CF | He wakes her up early the morning of her ninth birthday. He whispers 		
CF | something to her but she can't hear what he's saying. 		
CF | 		
CF | This is how it happens. This is how her life changes. 		
CF | 		
CF | > 		Jacqueline says, "It's times like this that I wish we were all in the same room and could therefore exchange weird glances."
Jacqueline says (to ClubFloyd), "dad" 		
CF ] Aisle 2 		
CF | 		
CF | > DAD 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dad" 		
CF ] Aisle 2 		
CF | 		
CF | > X DAD 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		Jacqueline says, "I'm starting to wish I had mapped."
		Jacqueline says, "one sec"
		Jade says, "I thought also this game wasn't so big."
		Roger says, "I'd forgotten most of this part"
Jacqueline says (to ClubFloyd), "w" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Here in the anteroom of the PO is a wall of mailboxes -- more than 		
CF | you've ever seen before, and all in an intense shade of blue, too. One 		
CF | of them is open. A mail slot beside them barely registers in your 		
CF | mind. The floor is dingy; the air's stale. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look in box" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > LOOK IN BOX 		
CF | 		
CF | In the opened mailbox is a folded piece of notebook paper. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take paper" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > TAKE PAPER 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read paper" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > READ PAPER 		
CF | 		
CF | It's a page torn from a spiral notebook. 		
CF | 		
CF | Dante, 		
CF | 		
CF | Today a bird landed at my feet while I was eating lunch outside. It 		
CF | looked sort of like a pigeon but it wasn't one. I thought it just 		
CF | wanted some of my peanut-butter-and-jelly sandwich but I was wrong. I 		
CF | threw a little piece on the ground but the bird kept staring at me. I 		
CF | didn't know what to do. I felt like there was something I could do for 		
CF | it, but I wasn't smart enough to know what it was. I keep thinking 		
CF | about it but I don't know why. 		
CF | 		
CF | What is it like to live a big and exciting life up in Philadelphia? Is 		
CF | it fun all the time? Or just most of the time? I think sometimes I 		
CF | should get a real job and a real career like you... but I don't think 		
CF | I could do it. You're stronger than I am... but you don't need me to 		
CF | tell you that. 		
CF | 		
CF | I still love you. But don't tell anybody I said that... it's a secret. 		
CF | 		
CF | Beatrice 		
CF | 		
CF | > 		Jacqueline asks, "We... we're the strong one?"
		Jacqueline says, "Okay."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		Knight_Otu says, "I guess it's our dream, our rules."
Jacqueline says (to ClubFloyd), "u" 		
CF ] A Darkened Passage 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		Jacqueline says (to KO), "heh. True."
		Jacqueline says, "Okay, so not really stairs, just a bend in the tunnel."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Aisle 2 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask girl about girl" 		
CF ] Aisle 2 		
CF | 		
CF | > ASK GIRL ABOUT GIRL 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "look up" 		
CF ] Aisle 2 		
CF | 		
CF | > LOOK UP 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Aisle 2 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a folded piece of notebook paper, some money that 		
CF | Chris gave you, a photograph, a beer, a flashlight, a cough syrup 		
CF | bottle, your wallet, your keys and a pager. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give photo to girl" 		
CF ] Aisle 2 		
CF | 		
CF | > GIVE PHOTO TO GIRL 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "girl" 		
CF ] Aisle 2 		
CF | 		
CF | > GIRL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x girl" 		
CF ] Aisle 2 		
CF | 		
CF | > X GIRL 		
CF | 		
CF | Erin turns nine years old in a few days. It will be the happiest day 		
CF | of her life, she knows. All the birthdays before this one don't count. 		
CF | They came before she had a daddy. 		
CF | 		
CF | Her life before her daddy was weird, but she doesn't know it. Maybe if 		
CF | she knew the word, she'd call it exciting. There were nighttime 		
CF | escapes and lots of hotel rooms. There were bad people everywhere. Her 		
CF | mother told her so and Erin believes everything her mom tells her. She 		
CF | was the only good person she knew before her daddy became her daddy. 		
CF | 		
CF | He wakes her up early the morning of her ninth birthday. He whispers 		
CF | something to her but she can't hear what he's saying. 		
CF | 		
CF | This is how it happens. This is how her life changes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "whisper" 		
CF ] Aisle 2 		
CF | 		
CF | > WHISPER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		Jacqueline asks, "Anything to try here?"
Roger says (to f), "girl, follow me" 		
CF ] Aisle 2 		
CF | 		
CF | > GIRL, FOLLOW ME 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		
Roger says (to f), "take girl" 		
CF ] Aisle 2 		
CF | 		
CF | > TAKE GIRL 		
CF | 		
CF | She seems too heavy to pick up, which is strange... 		
CF | 		
CF | > 		
Roger says (to f), "search girl" 		
CF ] Aisle 2 		
CF | 		
CF | > SEARCH GIRL 		
CF | 		
CF | You don't see anything unusual. 		
CF | 		
CF | > 		Knight_Otu says, "Possibly, but if there is, I don't know it."
Roger says (to f), "hug girl" 		
CF ] Aisle 2 		
CF | 		
CF | > HUG GIRL 		
CF | 		
CF | It seems wrong somehow. 		
CF | 		
CF | > 		
Roger says (to f), "kiss girl" 		
CF ] Aisle 2 		
CF | 		
CF | > KISS GIRL 		
CF | 		
CF | It seems wrong somehow. 		
CF | 		
CF | > 		
Roger says (to girl), "girl, wake up" 		Jacqueline says, "That's because it *IS* wrong, game."
Roger says (to f), "girl, wake up" 		
CF ] Aisle 2 		
CF | 		
CF | > GIRL, WAKE UP 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		Roger says, "alright, that's enough out of me"
		Jacqueline says, "heh"
		Jacqueline says, "It's okay, Prince Charming. I get it."
		MoyTravis asks, "dump liquid on girl?"
		MoyTravis asks, "attack girl?"
		Jacqueline says, "gosh"
Jacqueline says (to ClubFloyd), "give beer to girl" 		
CF ] Aisle 2 		
CF | 		
CF | > GIVE BEER TO GIRL 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		MoyTravis asks, "smelling salts?"
		MoyTravis asks, "yell?"
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		MoyTravis says, "I don't think we have smelling salts."
Jacqueline says (to ClubFloyd), "r" 		
CF ] A Darkened Passage 		
CF | 		
CF | > R 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Mini-Mart 		MoyTravis says, "I'm not even sure what smelling salts are."
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Mini-Mart 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the blue door is in the way. 		
CF | 		
CF | > 		MoyTravis says, "Oh ask him about the girl."
Jacqueline says (to ClubFloyd), "ask kid about girl" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT GIRL 		
CF | 		
CF | "Ha! Ha!" the kid says, giving you a disconcertingly serious look. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask kid about covid" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT COVID 		
CF | 		
CF | "Ha! Ha!" the kid says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Mini-Mart 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | "Employees only," the kid says by way of warning. 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "unlock door with key" 		
CF ] Mini-Mart 		
CF | 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | (first taking the ornate blue key) 		
CF | "No!" the kid snaps. He's pretty protective of it. 		
CF | 		
CF | > 		MoyTravis asks, "...wait. So was that a custom response or a semi-random one?"
		Jacqueline says, "I think it was random, yeah."
		MoyTravis says, "Ask kid about kid."
Jacqueline says (to ClubFloyd), "ask kid about girl" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT GIRL 		
CF | 		
CF | "Ha! Ha! Ha! Ha!" the kid says, giving you a disconcertingly serious 		
CF | look. 		
CF | 		
CF | > 		
Roger says (to f), "take comic" 		
CF ] Mini-Mart 		
CF | 		
CF | > TAKE COMIC 		
CF | 		
CF | "No!" the kid shouts. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask kid about kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT KID 		
CF | 		
CF | "Ha! Ha! Ha! Ha!" the kid says, giving you a disconcertingly serious 		
CF | look. 		
CF | 		
CF | > 		MoyTravis says, "RIP"
Jacqueline says (to ClubFloyd), "ask kid about me" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT ME 		
CF | 		
CF | "Ha! Ha!" the kid says. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "ask kid about key" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK KID ABOUT KEY 		
CF | 		
CF | "Is trade," the kid says, like he's telling you a secret. "Trade 		
CF | useful thing for key." 		
CF | 		
CF | > 		MoyTravis says, "oh, hey"
		Roger says, "maybe we should try mailing something? The letter or maybe the photo..."
		Jacqueline asks (of Travis), "hm?"
		MoyTravis says, "Nevermind."
		Jacqueline says, "mmkay"
Roger says (to f), "open flashlight" 		
CF ] Mini-Mart 		
CF | 		
CF | > OPEN FLASHLIGHT 		
CF | 		
CF | That's not something you can open. 		
CF | 		
CF | > 		Jacqueline asks (of Roger), "Want me to go put the photo in the mail?"
		Roger says, "It seems weird to have a slot with no use"
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Aisle 2 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Here in the anteroom of the PO is a wall of mailboxes -- more than 		
CF | you've ever seen before, and all in an intense shade of blue, too. One 		
CF | of them is open. A mail slot beside them barely registers in your 		
CF | mind. The floor is dingy; the air's stale. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		Roger says, "oh, I have more girl abuse ideas too"
		Jacqueline says, "That sounds wrong, but I'll let that go."
Jacqueline says (to ClubFloyd), "x mailbox" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > X MAILBOX 		
CF | 		
CF | The mailbox is empty. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "put photo in box" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > PUT PHOTO IN BOX 		
CF | 		
CF | You put the photograph into the opened mailbox. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "wait" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > WAIT 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Roger says (to f), "x slot" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > X SLOT 		
CF | 		
CF | A label above the slot reads, FOR LOCAL DELIVERIES ONLY. 		
CF | 		
CF | > 		Knight_Otu asks, "I look away for a minute and wha do I see?"
		Jacqueline asks (of KO), "Roger having girl ideas?"
		Knight_Otu says, "Yeah."
Roger says (to f), "put letter in slot" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > PUT LETTER IN SLOT 		
CF | 		
CF | The folded piece of notebook paper disappears into the slot without a 		
CF | sound. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "take photo" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > TAKE PHOTO 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		Roger says, "I hope that was ok"
		Jacqueline says, "Oh the slot, not the box."
		Jacqueline says, "I hope it was okay, too."
		Jacqueline says, "I can undo"
		Jacqueline says, "There is multiple undo."
		Jacqueline asks, "Did I try to give the kid the letter?"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Post Office, Hopeless 		
CF | Post Office, Hopeless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "und" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > UND 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Post Office, Hopeless 		
CF | Post Office, Hopeless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying some money that Chris gave you, a beer, a flashlight, 		
CF | a cough syrup bottle, your wallet, your keys and a pager. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Post Office, Hopeless 		
CF | Post Office, Hopeless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Post Office, Hopeless 		
CF | Post Office, Hopeless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Post Office, Hopeless 		
CF | Post Office, Hopeless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Post Office, Hopeless 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a folded piece of notebook paper, some money that 		
CF | Chris gave you, a beer, a flashlight, a cough syrup bottle, your 		
CF | wallet, your keys and a pager. 		
CF | 		
CF | > 		Jacqueline says, "What are your girl ideas? Because I don't think the letter will get us the key."
		Jacqueline says, "(Though maybe)"
		Roger says, "go over there and I'll show you"
		Jacqueline says, "Well okay then"
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Aisle 2 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		Jacqueline says, "Go fer it"
Roger says (to f), "lie down" 		
CF ] Aisle 2 		
CF | 		
CF | > LIE DOWN 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Roger says (to f), "lie" 		
CF ] Aisle 2 		
CF | 		
CF | > LIE 		
CF | 		
CF | (on top of Erin) 		
CF | That's not something you can lie down on. 		
CF | 		
CF | > 		Jacqueline says, "ROGER"
Roger says (to fl), "lie on floor" 		
Roger says (to f), "lie on floor" 		
CF ] Aisle 2 		
CF | 		
CF | > LIE ON FLOOR 		
CF | 		
CF | (the floor) 		
CF | That's not something you can lie down on. 		
CF | 		
CF | > 		Roger says, "Well I guess I'm out of ideas"
Roger says (to f), "ask girl about daddy" 		
CF ] Aisle 2 		
CF | 		
CF | > ASK GIRL ABOUT DADDY 		
CF | 		
CF | She doesn't react. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "sleep" 		
CF ] Aisle 2 		
CF | 		
CF | > SLEEP 		
CF | 		
CF | You don't feel sleepy. 		
CF | 		
CF | > 		
Roger says (to f), "push girl" 		
CF ] Aisle 2 		
CF | 		
CF | > PUSH GIRL 		
CF | 		
CF | It seems wrong somehow. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "hit girl with beer" 		
CF ] Aisle 2 		
CF | 		
CF | > HIT GIRL WITH BEER 		
CF | 		
CF | It seems wrong somehow. 		
CF | 		
CF | > 		Jacqueline says, "That's because it is wrong."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Mini-Mart 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "give letter to kid" 		
CF ] Mini-Mart 		
CF | 		
CF | > GIVE LETTER TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		Jacqueline says, "Hrm."
Roger says (to f), "s" 		
CF ] Mini-Mart 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the blue door is in the way. 		
CF | 		
CF | > 		Jacqueline says, "Wish we could write a letter back. That feels like something worth mailing."
		Knight_Otu asks, "I forget, were we further east from here?"
Roger says (to f), "ask boy about donut" 		
CF ] Mini-Mart 		
CF | 		
CF | > ASK BOY ABOUT DONUT 		
CF | 		
CF | "Ha! Ha! Ha!" the kid says, giving you a disconcertingly serious look. 		
CF | 		
CF | > 		Jacqueline says, "No. This is as far east as we've been in the weird place."
		Roger says, "yeah I think so"
		Jacqueline says, "Wonder if Chris is out there. Still pumping gas."
		Roger asks, "man who built this crazy map? A couple of young kids playing Carcassone?"
		Jacqueline says, "Mysterious ladies."
		Roger says, "let's see what awaits us to the east"
		Jacqueline says, "I am almost tempted to look for a hint."
		Jacqueline says, "We never even found the donuts."
		Knight_Otu says, "The donut is a lie."
		Jacqueline says, "yay"
Roger says (to f), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage undulates as it moves west to east, curving back and forth 		
CF | with a kind of reassuring regularity. The walls are rough here, as if 		
CF | the passage had just been carved hours ago. 		
CF | 		
CF | > 		Roger says, "err, whoops"
		Jacqueline says, "No, this is good, i think"
		Roger says, "oh good"
Roger says (to f), "e" 		
CF ] Aisle 10 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. Passages lead west and east. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		Knight_Otu says, "I guess at least we aren't transforming into some weird alien worm insect."
		Roger says, "Hey it's the janitor from Control"
		Jacqueline says (to KO), "Yeah, there's that."
		Jacqueline says, "I thank the universe every day when that doesn't happen to me."
Jacqueline says (to ClubFloyd), "x man" 		
CF ] Aisle 10 		
CF | 		
CF | > X MAN 		
CF | 		
CF | Michael has worked at the supermarket coming up on three years. He 		
CF | doesn't need the money -- he's long been retired. He just likes 		
CF | feeling useful. 		
CF | 		
CF | On a Tuesday afternoon, 2:13 pm precisely, he falls to the floor of 		
CF | aisle 10, his heart stopped. His life is saved, but the doctors tell 		
CF | him it will happen again someday soon, and when it does, there will be 		
CF | no coming back. There is no way to fix anything permanently, but there 		
CF | are ways to mitigate the risk. That what the doctor says: mitigate. 		
CF | When he really should say postpone. 		
CF | 		
CF | This is how it happens. This is how his life changes. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The path turns from west to south, high above a vast, still pool of 		
CF | water. You can just barely see it from here -- it must be hundreds of 		
CF | feet below you. The water goes on as far as you can see, though that 		
CF | not may be saying much, and the roof above you becomes cavernous, with 		
CF | thin stalactites. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bank Lobby, Bottomless 		
CF | There is a hole -- maybe better described as a pit -- about fifteen 		
CF | feet wide, right in the middle of the lobby. It looks as though no one 		
CF | has been here in a long time: the glass separating tellers from people 		
CF | is cracked in several places, and a desk (the kind new accounts, 		
CF | loans, and foreclosures are negotiated over) teeters halfway into the 		
CF | pit, rocking gently in a breeze you can't feel. 		
CF | 		
CF | To the north is the darkened passage you entered from, and south is 		
CF | the safe deposit vault. For some reason, the metal of the vault door 		
CF | is painted blue. 		
CF | 		
CF | > 		Jacqueline says, "It is either blue or has the number 23 on it. Everything does."
Jacqueline says (to ClubFloyd), "x desk" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > X DESK 		
CF | 		
CF | The desk is rotting away at one corner, and its surface is covered in 		
CF | useless papers. It doesn't even have drawers -- but the customer would 		
CF | never know that. So many things you aren't allowed to see. A placard 		
CF | on one corner reads: ASST BANK MANAGER. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x pit" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > X PIT 		
CF | 		
CF | The light of your flashlight ends sometime before the pit itself does, 		
CF | though you can see odd bits of construction -- wiring, concrete, rebar 		
CF | -- embedded along the sides of the pit. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > S 		
CF | 		
CF | You can't, since the safe deposit vault door is in the way. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open vault" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > OPEN VAULT 		
CF | 		
CF | The vault door doesn't budge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x lock" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > X LOCK 		
CF | 		
CF | Numbers from 0 to 36 run along the circumference of the combination 		
CF | lock's knob. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "turn lock to 23" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > TURN LOCK TO 23 		
CF | 		
CF | You turn the dial to 23. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open door" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The vault door doesn't budge. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x dial" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > X DIAL 		
CF | 		
CF | Numbers from 0 to 36 run along the circumference of the combination 		
CF | lock's knob. 		
CF | 		
CF | > 		Knight_Otu says, "But, but."
		Jacqueline asks, "IKR??"
Jacqueline says (to ClubFloyd), "unlock door" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > UNLOCK DOOR 		
CF | 		
CF | What do you want to unlock the safe deposit vault door with? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "my mind" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > MY MIND 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Knight_Otu says, "Harsh."
		Jacqueline looks at the floor.
		Jacqueline says, "I'm so demoralized after the game insulted my intelligence that I don't know what to do now."
Roger says (to f), "push desk" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > PUSH DESK 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		
Roger says (to f), "kick desk" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > KICK DESK 		
CF | 		
CF | You've never been a very violent kind of guy. 		
CF | 		
CF | > 		Roger says, "I thought for sure that would work"
Roger says (to f), "d" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > D 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Roger says (to f), "enter pit" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > ENTER PIT 		
CF | 		
CF | For a second, you really consider doing it. But you stop yourself -- 		
CF | this is insanity... 		
CF | 		
CF | > 		
Roger says (to f), "g" 		
CF ] Bank Lobby, Bottomless 		
CF | 		
CF | > G 		
CF | 		
CF | The feeling of nothingness is... comfortable? It doesn't feel like 		
CF | falling, doesn't feel like you may die at any moment -- 		
CF | [...] 		
Roger says (to f), "push space" 		
CF ] Half-Asleep 		
CF | 		
CF | 		
CF | It's hard to explain how you found your way back to your apartment and 		
CF | slept until your mind ran out of dreams -- hard to say how you are 		
CF | here again, where everything is safe and temperate. The office has a 		
CF | way of making memory slip from your fingers, of erasing everything but 		
CF | a present that plods forward. 		
CF | 		
CF | Half-Asleep 		
CF | It gets warm down here in the afternoon -- something to do with poor 		
CF | ventilation, maintenance told you once. The day has been slow, 		
CF | thankfully. A chance to get yourself together, to re-establish a sense 		
CF | of reality. 		
CF | 		
CF | The computer on your desk beeps and brings up an alert box you've 		
CF | never seen before: "Would you like to RESTART, RESTORE a saved game or 		
CF | QUIT?" 		
CF | 		
CF | > 		Roger says, "erm... whoops? I dunno"
Knight_Otu says (to ClubFloyd), "undo" 		
CF ] Bank Lobby, Bottomless 		
CF | Bank Lobby, Bottomless 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		Knight_Otu says, "Whew."
		Jacqueline says, "So, I think we missed a thing."
		Roger says, "there's a lot of numbers in this game"
		MoyTravis says, "Hahaha, that's an interesting early end."
		Jacqueline says, "One sec."
		Jacqueline says, "I think (maybe) we were supposed to do more before we entered the fridge."
		Jacqueline asks, "May I?"
		Knight_Otu says, "Sure."
		Roger says, "go for it"
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The path turns from west to south, high above a vast, still pool of 		
CF | water. You can just barely see it from here -- it must be hundreds of 		
CF | feet below you. The water goes on as far as you can see, though that 		
CF | not may be saying much, and the roof above you becomes cavernous, with 		
CF | thin stalactites. 		
CF | 		
CF | A fluttering of wings in the distance. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Aisle 10 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. Passages lead west and east. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage undulates as it moves west to east, curving back and forth 		
CF | with a kind of reassuring regularity. The walls are rough here, as if 		
CF | the passage had just been carved hours ago. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Mini-Mart 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] A Darkened Passage 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage is subtly graded, sloping downward and widening as it 		
CF | heads north. The air grows colder and thinner -- there was a humidity 		
CF | you hadn't noticed before -- the further down you go. Upward, to the 		
CF | south, is the light of the supermarket. 		
CF | 		
CF | "Dante," a voice says... but you're just imagining things... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Aisle 8 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | This is a supermarket aisle -- you're sure of it though it doesn't 		
CF | make sense -- but the shelves here are completely empty. A sign 		
CF | indicates this would be the snacks aisle (Doritos, pretzels, chewing 		
CF | gum -- all the food you wished you could eat as a meal all by 		
CF | themselves) if there were anything to buy. Overhead lights at regular 		
CF | intervals and an odd melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- your flashlight reveals that the walls look 		
CF | something close to clay, with kind of a deep reddish tint -- without 		
CF | twist or turning. 		
CF | 		
CF | Things get brighter to the east, and assuming the laws of physics are 		
CF | still in effect and the universe is internally consistent, the mini 		
CF | mart is west. 		
CF | 		
CF | Far off, a single note on a harp sounds. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] Aisle 4 		
CF | 		
CF | > W 		
CF | 		
CF | The tunnel feels unfamiliar, like it turns a different way now than 		
CF | you remember it, but the light grows and grows, a familiar friend, a 		
CF | sign that you aren't lost, not really this time, just maybe a little 		
CF | misplaced, and then you emerge in: 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at a solitary can of tunafish here. He 		
CF | doesn't seem to notice your presence. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x man" 		
CF ] Aisle 4 		
CF | 		
CF | > X MAN 		
CF | 		
CF | Jeff is twenty-six now; married for four years now. It was so sudden, 		
CF | the way it happened, but it also felt inescapably right. He is in 		
CF | love, maybe always will be. He has a graveyard shift job, but it's not 		
CF | important. It's enough right now to be able to come home to a home 		
CF | whose every corner he knows, and Amanda asleep for so long already. 		
CF | 		
CF | His father leaves messages for him at work -- somehow he found him. 		
CF | Jeff deletes them all without listening to them. Some things can't be 		
CF | forgiven. 		
CF | 		
CF | One night after work, he notices a light on in his house. He doesn't 		
CF | know what to think -- the front door is still locked. The stairs in 		
CF | his house creak so loudly. He doesn't hear anything happening. He 		
CF | opens the bedroom door. 		
CF | 		
CF | This is how it happens. This is how his life changes. 		
CF | 		
CF | > 		Knight_Otu says, "..."
		Jacqueline says, "damn"
		MoyTravis says, "Hmm."
Jacqueline says (to ClubFloyd), "s" 		
CF ] A Darkened Passage 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The moist clay walls of this tunnel curve from north to west, maybe 		
CF | twenty feet long. The ceiling's so low -- not quite short enough you 		
CF | have to stoop to walk, but low enough to feel weird, like this was 		
CF | designed for someone else. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | A Blue Chair in the Dark 		
CF | You can see nothing but a single blue chair in the center of the room. 		
CF | A spotlight whose... this seems familiar? But you can't remember why. 		
CF | There's nothing else here to fix your eye on. Everything is darkness; 		
CF | everything else is gone and forgotten. 		
CF | 		
CF | (Didn't you have your flashlight on or something? Didn't you have a 		
CF | flashlight?) 		
CF | 		
CF | A darkened passage leads east. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
Jacqueline says (to ClubFloyd), "i" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a folded piece of notebook paper, some money that 		
CF | Chris gave you, a beer, a cough syrup bottle, your wallet, your keys 		
CF | and a pager. 		
CF | 		
CF | > 		Jacqueline asks, "Where is the damn flashlight??"
		Jacqueline asks, "Are we George W again?"
Jacqueline says (to ClubFloyd), "x me" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > X ME 		
CF | 		
CF | Dante is lost. He has a collection of belongings, a place to live, a 		
CF | job, even a retirement plan. But he's never tasted hardship -- the 		
CF | real kind, that leaves scars -- and never really tasted happiness 		
CF | either -- the real kind, that lasts forever. 		
CF | 		
CF | He wants to have a story. So badly. He tries not to think of himself 		
CF | as a princess trapped in a tower, though he surely is trapped. Maybe 		
CF | he can be a pilgrim lost in the dark, or an antihero waiting for the 		
CF | right moment to stage his return. These are all fictions -- not 		
CF | stories. They are comfortable. 		
CF | 		
CF | He reads so many books now. He watches so many people. 		
CF | 		
CF | > 		Jade exclaims, "oops!"
Jacqueline says (to ClubFloyd), "sit" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > SIT 		
CF | 		
CF | (on top of the blue chair) 		
CF | The chair feels nice. The chair feels calm. Same as it always does. 		
CF | 		
CF | "Happy birthday to you..." voices sing. You can't see where they're 		
CF | coming from, but they are familiar and scary for a reason you don't 		
CF | understand... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "listen" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > LISTEN 		
CF | 		
CF | You don't hear anything weird. 		
CF | 		
CF | "Happy birthday to you..." Faces becomes just barely apparent-- your 		
CF | mother, your father. But different somehow. One on the left, one on 		
CF | the right. Both singing. Their voices are odd, like you are 		
CF | underwater, maybe drowning... maybe still asleep... 		
CF | 		
CF | > 		Jacqueline says, "I do think we hear something weird, honestly."
Jacqueline says (to ClubFloyd), "x mother" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > X MOTHER 		
CF | 		
CF | Are these really your parents? They certainly look like it. Your 		
CF | father's nose, your mother's eyes. 		
CF | 		
CF | Wait, no, these aren't your parents at all... something about their 		
CF | eyes... 		
CF | 		
CF | "Don't worry," the one you thought was your mother says. "We're 		
CF | monsters. We're here to help you..." 		
CF | 		
CF | > 		Jacqueline says, "..."
		Jacqueline says, "I am never, ever, ever doing drugs again."
Jacqueline says (to ClubFloyd), "father" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > FATHER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x father" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > X FATHER 		
CF | 		
CF | Their eyes are different. That's what makes them monsters. They're 		
CF | black, solid black -- all pupil, all reflections of your own face. 		
CF | 		
CF | "Happy birthday, dear Dante..." they sing. What you thought was your 		
CF | mother is carrying a cake in front of her. Twenty-three candles. 		
CF | Simultaneously they smile. Pointed teeth. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x cake" 		
CF ] A Blue Chair in the Dark 		
CF | 		
CF | > X CAKE 		
CF | 		
CF | They got you chocolate this year -- you never figured out why. You 		
CF | hate chocolate cake, always have, and your parents know it. 		
CF | 		
CF | There are twenty-three candles on the cake, of course. 		
CF | 		
CF | "Happy birthday to you..." the monsters sing. Their breath is awful, 		
CF | like a July afternoon dumpster... 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "blow out candles" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > BLOW OUT CANDLES 		
CF | 		
CF | A quick puff of air and they're all gone. 		
CF | 		
CF | Congratulations. 		
CF | 		
CF | You've just turned twenty-three. This is the year where things stop 		
CF | feeling fun, where you no longer look forward to summer. You still 		
CF | nurse crushes in a distant kind of way, but you don't bother anymore 		
CF | to daydream of leaving those girls a note (they always look just 		
CF | barely like Beatrice, like you are doomed to one true love), finding 		
CF | the right words, kissing them... You worry about the future, but only 		
CF | in a logistical sense. Where will you live? How will you pay the rent? 		
CF | What to eat on a Tuesday night? How to spend Friday? 		
CF | 		
CF | The question of who you will be no longer seems relevant. Because you 		
CF | aren't growing anymore -- this is the year you finish all that. 		
CF | 		
CF | This year is when things end. 		
CF | 		
CF | Bare Light, Empty 		
CF | The room is superordinary. The walls are blank, formless, pale green. 		
CF | Someday this could be a bustling office or a hospital room or even a 		
CF | bedroom -- but that would take furniture and care. Until then, it's 		
CF | the kind of room you spend too much time in, the kind of room you wish 		
CF | you could forget entirely. 		
CF | 		
CF | Darkened passages lead north and east. 		
CF | 		
CF | A tiny yellow envelope lies where the blue chair was before. 		
CF | 		
CF | > 		Jacqueline says, "Yikes"
		Knight_Otu says, "That's not bleak at all."
		Jacqueline says, "Nope. Not at all."
		Jacqueline says, "Also, I'm now not sure where we are. Like, those aren't the directions that I was expecting."
		Jacqueline exclaims, "Oh! Envelope!"
Jacqueline says (to ClubFloyd), "take envelope" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > TAKE ENVELOPE 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x envelope" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > X ENVELOPE 		
CF | 		
CF | It's just barely as wide as your thumb is long, and sealed tight. Your 		
CF | mother's handwriting on the front lists the address of your apartment 		
CF | over in Dundalk -- it even has a stamp in the upper-right corner. 		
CF | 		
CF | > 		MoyTravis asks, "'Dundalk'?"
		Jacqueline asks, "I... guess we mail this?"
		MoyTravis says, "Oh it's a place in Baltimore okay."
		Jacqueline says (to Travis), "Yeah, it was referenced earlier."
		MoyTravis says, "Sure why not."
		Knight_Otu asks, "Or ope it?"
		Jacqueline says, "Hrm. I guess we could open it."
		MoyTravis says, "I mean it's for us."
		Jacqueline says, "There is, after all, undo."
		Jacqueline says (to Travis), "Oh, true."
Jacqueline says (to ClubFloyd), "open envelope" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > OPEN ENVELOPE 		
CF | 		
CF | You have to rip the envelope apart to open it, it's sealed so tight. 		
CF | There's a birthday card inside. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "read card" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > READ CARD 		
CF | 		
CF | A cartoon bear waves at you from the front of the card. "A Special 		
CF | Message For Our Special Son," it says in cute, cartoony writing. 		
CF | 		
CF | > 		Jacqueline asks, "Why do I imagine this bear as being a Five Nights At Freddies bear?"
		MoyTravis says, "I wonder if this was before 'special' was euphamism treadmill'd."
		Jacqueline says, "I think it's just meant to be nice, maybe."
		Jacqueline says, "I still want to try mailing it."
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a tiny yellow envelope, a folded piece of notebook 		
CF | paper, some money that Chris gave you, a beer, a cough syrup bottle, 		
CF | your wallet, your keys and a pager. 		
CF | 		
CF | > 		Roger asks, "we're not even going to read it?"
		Jacqueline asks, "I thought we did?"
Jacqueline says (to ClubFloyd), "open envelope" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > OPEN ENVELOPE 		
CF | 		
CF | You have to rip the envelope apart to open it, it's sealed so tight. 		
CF | There's a birthday card inside. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x card" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > X CARD 		
CF | 		
CF | A cartoon bear waves at you from the front of the card. "A Special 		
CF | Message For Our Special Son," it says in cute, cartoony writing. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "open card" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > OPEN CARD 		
CF | 		
CF | The inside of the card is nearly blank. Where a message would be, 		
CF | there's only a typewritten number: 6620. 		
CF | 		
CF | > 		Jacqueline says, "Oh"
		MoyTravis says, "We didn't read it."
		Jacqueline says, "OH"
		Roger says, "Thank you"
		MoyTravis says, "Ha! The safe."
		Jacqueline says, "What the heck, game? WHYYYY"
		Knight_Otu says, "I mean, until now I would have said we read it..."
		Jade says, "6620"
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "undo" 		
CF ] Bare Light, Empty 		
CF | Bare Light, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x envelope" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > X ENVELOPE 		
CF | 		
CF | It's just barely as wide as your thumb is long, and sealed tight. Your 		
CF | mother's handwriting on the front lists the address of your apartment 		
CF | over in Dundalk -- it even has a stamp in the upper-right corner. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "l" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | Bare Light, Empty 		
CF | The room is superordinary. The walls are blank, formless, pale green. 		
CF | Someday this could be a bustling office or a hospital room or even a 		
CF | bedroom -- but that would take furniture and care. Until then, it's 		
CF | the kind of room you spend too much time in, the kind of room you wish 		
CF | you could forget entirely. 		
CF | 		
CF | Darkened passages lead north and east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage ends abruptly to the north at a plain gray wall. It 		
CF | doesn't look like the wall has been painted gray, though its surface 		
CF | is smooth, almost like drywall. 		
CF | 		
CF | Seems like your only option is to return south. 		
CF | 		
CF | > 		Knight_Otu asks, "But didn't the safe only go to 36?"
Jacqueline says (to ClubFloyd), "hit wall" 		
CF ] A Darkened Passage 		
CF | 		
CF | > HIT WALL 		
CF | 		
CF | You don't even put a dent into the wall. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "i" 		
CF ] A Darkened Passage 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying a tiny yellow envelope, a folded piece of notebook 		
CF | paper, some money that Chris gave you, a beer, a cough syrup bottle, 		
CF | your wallet, your keys and a pager. 		
CF | 		
CF | You lose your balance for a second. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "x wall" 		
CF ] A Darkened Passage 		
CF | 		
CF | > X WALL 		
CF | 		
CF | You stare at it for a little, trying to see if there's a hidden 		
CF | entrance or something like that, but you come up empty. 		
CF | 		
CF | Applause rings out in the distance. 		
CF | 		
CF | > 		Roger says, "lack of a flashlight is hurting us, I think"
Jacqueline says (to ClubFloyd), "z" 		
CF ] A Darkened Passage 		
CF | 		
CF | > Z 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		Jacqueline asks, "What happened to it?"
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		Knight_Otu asks, "Game purloined it I guess?"
		Jacqueline says, "It seems so."
Jacqueline says (to ClubFloyd), "s" 		
CF ] Bare Light, Empty 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Bare Light, Empty 		
CF | The room is superordinary. The walls are blank, formless, pale green. 		
CF | Someday this could be a bustling office or a hospital room or even a 		
CF | bedroom -- but that would take furniture and care. Until then, it's 		
CF | the kind of room you spend too much time in, the kind of room you wish 		
CF | you could forget entirely. 		
CF | 		
CF | Darkened passages lead north and east. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage curves -- you can tell that much at least by trailing a 		
CF | hand against the wall -- but it's hard to say how much, or even how 		
CF | far the passage goes. There is light to the north and west. The 		
CF | supermarket? 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Aisle 4 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at a solitary can of tunafish here. He 		
CF | doesn't seem to notice your presence. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and the tunnel continues to the west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "e" 		
CF ] Aisle 8 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] A Darkened Passage 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You can see very little beyond the light of the supermarket to the 		
CF | south. You think that perhaps the passage is sloped, but you can't say 		
CF | for sure how much or for how long. The passage continues to the north 		
CF | as well, further into darkness. 		
CF | 		
CF | A bird flutters its wings somewhere you can't see. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "w" 		
CF ] A Darkened Passage 		
CF | 		
CF | > W 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | "Dante," a voice says... but you're just imagining things... 		
CF | 		
CF | > 		Jacqueline says, "Did we make this unwinnable? The PO is to the west."
		Jacqueline says, "Well, W, then N, then W."
Jacqueline says (to ClubFloyd), "e" 		
CF ] A Darkened Passage 		
CF | 		
CF | > E 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] Aisle 8 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Jacqueline says (to ClubFloyd), "s" 		
CF ] A Darkened Passage 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's hard to see anything at all in this passage, beyond the fact that 		
CF | it turns from north to east -- it's just too dark. There's a small 		
CF | breeze, though it's hard to say where it's coming from. 		
CF | 		
CF | > 		Jacqueline says, "Okay, actually angry."
		Jacqueline says, "One sec, going to pull the transcript, see what happened to the darn light."
		Roger says, "back when men were men and cruel games were cruel"
		Knight_Otu says, "It disappeared before we got to the second blue chair, I think."
		Jacqueline says, "Nothing happened to our flashlight in the transcript."
		Jacqueline says, "We just had it, and then we did not have it and were asked 'Didn't you have your flashlight on or something? Didn't you have a flashlight?'"
		MoyTravis says, "Game yoinked it."
		Roger says, "thanks a lot, George W Bush"
		Jacqueline says, "hahaha"
		Knight_Otu says, "That said, we're at the three hour mark."
		Roger says, "That's also a good point"
		Jacqueline says (to Roger), "No, no, no. I'm sure this is Obama's fault."
		Jacqueline says, "Yeah, I guess we call it."
		Jacqueline says, "Super weird, though."
Knight_Otu says (to ClubFloyd), "save" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
Knight_Otu says (to ClubFloyd), "cfheymyflashlight" 		
CF ] A Darkened Passage 		
CF | Ok. 		
CF | 		
CF | > 		Jacqueline says, "Sure. Save it. But I feel like it's maybe unwinn-hahahaha. Good save name."
		Knight_Otu says, "I suppose it might be."
		Jacqueline says, "I am tempted to look for a hint."
Jacqueline says (to ClubFloyd), "hint" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] > Prologue 		
CF ] The Party 		
CF ] In Chris's Car 		
CF ] The Desert 		
CF ] The Gas Station 		
CF ] Darkened Passages 		
CF ] After You've Finished 		
CF | 		Jacqueline says, "OH THERE ARE HINTS"
Jacqueline says (to ClubFloyd), "n" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] > The Party 		
CF ] In Chris's Car 		
CF ] The Desert 		
CF ] The Gas Station 		
CF ] Darkened Passages 		
CF ] After You've Finished 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] The Party 		
CF ] > In Chris's Car 		
CF ] The Desert 		
CF ] The Gas Station 		
CF ] Darkened Passages 		
CF ] After You've Finished 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] The Party 		
CF ] In Chris's Car 		
CF ] > The Desert 		
CF ] The Gas Station 		
CF ] Darkened Passages 		
CF ] After You've Finished 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] The Party 		
CF ] In Chris's Car 		
CF ] The Desert 		
CF ] > The Gas Station 		
CF ] Darkened Passages 		
CF ] After You've Finished 		
Jacqueline says (to ClubFloyd), "n" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] The Party 		
CF ] In Chris's Car 		
CF ] The Desert 		
CF ] The Gas Station 		
CF ] > Darkened Passages 		
CF ] After You've Finished 		Jacqueline says, "Wel, at least this indicates that we are near the end."
Jacqueline presses the yellow enter button. 		
CF ] Darkened Passages 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = previous menu 		
CF ] 		
CF ] 		
CF ] > This maze sucks. 		
CF ] What am I supposed to be doing here? 		
CF ] I'm totally stuck. 		
CF ] What's up with the people in here? 		
CF ] What can I do with the can of tunafish? 		
CF ] What can I do with the lantern? 		
CF ] How do I survive the room with the blue chair? 		
CF ] What can I do with this tile I've been given? 		
CF ] What can I do in the bank lobby? 		
CF ] What can I do in the mini-mart? 		
CF ] What can I do in the post office? 		
CF ] What can I do in the waiting room? 		
CF ] How do I get to the pool? 		
CF | 		Jacqueline asks, "Wait. There's a lantern?"
		Jacqueline says, "Okay, okay, fine. We can pick this up next week."
		Knight_Otu asks, "Lantern?"
		Jacqueline exclaims, "Apparently!"
		Jade says, "it seems so"
		Jacqueline says, "Also, I did not think to take the tuna."
		
*** SESSION TWO *** 		
		Knight_Otu says, "We started Blue Chairs, I think, last week."
		DavidW says, "gosh"
		Knight_Otu says, "It's been, literally, a trip."
		Roger says, "I can't remember if we got to an ending or not"
		DavidW says, "yes. I never finished that game."
		DavidW asks, "I think I got as far as a convenience store?"
		Knight_Otu says, "We didn't get to an ending. We are in some kind of dream cavern/mall/town, looking for, I want to say donuts for our aquaintance."
Jade has arrived. 		DavidW says, "fwiw, I've moved from Waterloo to Kitchener and I've regained what-passes-for-normal internet."
		Knight_Otu says, "We've sat on two blue chairs so far, and our flashlight has been stolen."
		Jade says, "Hello"
		DavidW says, "hi Jade"
		Knight_Otu exclaims (at David), "Glad to hear that!"
		DavidW says, "Who would dare steal an adventurer's flashlight? Besides zombies, of course."
		MoyTravis says, "I think we're near the end of Blue Chairs though."
		Knight_Otu says, "The game itself, apparently."
		DavidW says, "A zombie stole my flashlight in an old DOS game."
		Jade exclaims, "ah, the flashlight, of course!"
		Knight_Otu says, "Jacq was afraid that this meant the game might be unwinnable, but apparently, there is a lantern somewhere."
		DavidW says, "hm. In another game, there was a lantern in a side alley beside a museum under renovation. One of the construction workers left it there."
		Jade asks, "how do you know about a lantern?"
		Jade says, "ok, answered."
		DavidW says, "no, that wasn't an answer"
		Knight_Otu says, "Jacq tried the hint menu. Just the titles, no specifics."
		DavidW says, "Lanterns can also be in barns/stables. It could be jack-o-lantern on a porch, I suppose."
		DavidW says, "And there's always the pawnshop."
		Knight_Otu says, "Since Jacq was driving, I'm uncertain about the geography, but I suspect it may have changed as well."
		DavidW says, "I don't know the geography at all."
Knight_Otu says (to ClubFloyd), "l" 		
CF ] Darkened Passages 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = previous menu 		
CF ] 		
CF ] 		
CF ] > This maze sucks. 		
CF ] What am I supposed to be doing here? 		
CF ] I'm totally stuck. 		
CF ] What's up with the people in here? 		
CF ] What can I do with the can of tunafish? 		
CF ] What can I do with the lantern? 		
CF ] How do I survive the room with the blue chair? 		
CF ] What can I do with this tile I've been given? 		
CF ] What can I do in the bank lobby? 		
CF ] What can I do in the mini-mart? 		
CF ] What can I do in the post office? 		
CF ] What can I do in the waiting room? 		
CF ] How do I get to the pool? 		
Knight_Otu says (to ClubFloyd), "q" 		
CF ] Hints for the Jaded 		
CF ] N = next subject P = previous 		
CF ] RETURN = read subject Q = resume game 		
CF ] 		
CF ] 		
CF ] Prologue 		
CF ] The Party 		
CF ] In Chris's Car 		
CF ] The Desert 		
CF ] The Gas Station 		
CF ] > Darkened Passages 		
CF ] After You've Finished 		
CF | 		
Knight_Otu says (to ClubFloyd), "q" 		
CF | 		
CF | 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's hard to see anything at all in this passage, beyond the fact that 		
CF | it turns from north to east -- it's just too dark. There's a small 		
CF | breeze, though it's hard to say where it's coming from. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a tiny yellow envelope, a folded piece of notebook 		
CF | paper, some money that Chris gave you, a beer, a cough syrup bottle, 		
CF | your wallet, your keys and a pager. 		
CF | 		
CF | > 		DavidW asks, "hm. Moisten a finger?"
Knight_Otu says (to ClubFloyd), "lick finger" 		
CF | > 		
CF | > LICK FINGER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "moisten finger" 		
CF | > 		
CF | > MOISTEN FINGER 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		DavidW says, "okay, not that then."
Knight_Otu says (to ClubFloyd), "touch walls" 		
CF | > 		
CF | > TOUCH WALLS 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		DavidW says, "If we had a match, candle, lantern, the flame would point the way the breeze is blowing to."
		Knight_Otu says, "I mean, that's kind of true."
DavidW says (to ClubFloyd), "x breeze" 		
CF | > 		
CF | > X BREEZE 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Knight_Otu says, "At the game, though David also says the truth."
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Waiting Room, Empty 		
CF | The furniture lies on its side, near the corners. Someone threw it 		
CF | there -- who knows why. A single light bulb hangs at the center of the 		
CF | room, casting odd shadows over everything. The receptionist's desk is 		
CF | empty. 		
CF | 		
CF | A blue door leads south, and the darkened passage is back to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door is plain midnight blue, with a brass knob. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | > 		DavidW says, "Considering the game is called Blue Chairs, I'm suspicious of anything that's blue here."
DavidW says (to ClubFloyd), "x knob" 		
CF | > 		
CF | > X KNOB 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		Knight_Otu asks, "I don't recall this room, but I think the door was previously in the kid's shop?"
DavidW says (to ClubFloyd), "knock on door" 		
CF | > 		
CF | > KNOCK ON DOOR 		
CF | 		
CF | There's no response from whatever's on the other side. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x desk" 		
CF | > 		
CF | > X DESK 		
CF | 		
CF | You scan over the desk quickly, just to make sure it's empty. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look under desk" 		
CF | > 		
CF | > LOOK UNDER DESK 		
CF | 		
CF | You find nothing of interest. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look behinhd desk" 		
CF | > 		
CF | > LOOK BEHINHD DESK 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "o behind" 		
CF | > 		
CF | > O BEHIND 		
CF | 		
CF | There is nothing on the receptionist's desk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x bulb" 		
CF | > 		
CF | > X BULB 		
CF | 		
CF | The bulb looks sort of strange, like there's something wrong with it 		
CF | -- but you aren't sure how. 		
CF | 		
CF | The light buzzes for a moment. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take bulb" 		
CF | > 		
CF | > TAKE BULB 		
CF | 		
CF | That's hardly portable. 		
CF | 		
CF | > 		MoyTravis says, "What's "o""
		DavidW says, "o is short for oops"
		MoyTravis says, "Ah."
		DavidW says, "It lets you correct a misspelling sometimes. Doesn't always work."
		Jade exclaims, "ah!"
DavidW says (to ClubFloyd), "stand on desk" 		
CF | > 		
CF | > STAND ON DESK 		
CF | 		
CF | That's not something you can stand on. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "unscrew bulb" 		
CF | > 		
CF | > UNSCREW BULB 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break bulb" 		
CF | > 		
CF | > BREAK BULB 		
CF | 		
CF | You stare at the light for a moment, just thinking -- then you punch 		
CF | it, an awkward, angry, sort of punch. The bulb cracks, not all the 		
CF | way, but that's enough to send the whole room into darkness. The room 		
CF | plunges into darkness and there's a brief tinkling sound, maybe like a 		
CF | dime dropping on the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "undo" 		
CF | Waiting Room, Empty 		
CF | [Previous turn undone.] 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "SAVE" 		
DavidW says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "break bulb" 		
CF | > 		
CF | > BREAK BULB 		
CF | 		
CF | You stare at the light for a moment, just thinking -- then you punch 		
CF | it, an awkward, angry, sort of punch. The bulb cracks, not all the 		
CF | way, but that's enough to send the whole room into darkness. The room 		
CF | plunges into darkness and there's a brief tinkling sound, maybe like a 		
CF | dime dropping on the floor. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "take dime" 		
CF | > 		
CF | > TAKE DIME 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "touch floor" 		
CF | > 		
CF | > TOUCH FLOOR 		
CF | 		
CF | It doesn't feel out of the ordinary. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "search floor" 		
CF | > 		
CF | > SEARCH FLOOR 		
CF | 		
CF | You don't see anything unusual. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Waiting Room, Dark 		
CF | It's pitch dark in here -- can't see anything at all, nothing, 		
CF | nothing, and what's worse is you can no longer remember what the room 		
CF | once contained, what it once was. 		
CF | 		
CF | The dim light of the darkened passage is to the west. 		
CF | 		
CF | > 		Jade says, "the bulb has something strange"
		DavidW says, "There was something inside it that fell when I broke it."
		DavidW says, "A coin or something the same size."
		DavidW says, "Like a die or a marble or computer chip."
		Knight_Otu says, "Hm."
		DavidW says, "But we can't see anything in here now."
		DavidW says, "So that might've been a mistake."
		DavidW says, "Feel free to restore."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf11" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF | Ok. 		
CF | 		
CF | > 		Jade says, "Igame says " We don't know what the room contains""
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Waiting Room, Empty 		
CF | The furniture lies on its side, near the corners. Someone threw it 		
CF | there -- who knows why. A single light bulb hangs at the center of the 		
CF | room, casting odd shadows over everything. The receptionist's desk is 		
CF | empty. 		
CF | 		
CF | A blue door leads south, and the darkened passage is back to the west. 		
CF | 		
CF | > 		DavidW says, "That's the author being weird."
DavidW says (to ClubFloyd), "x shadows" 		
CF | > 		
CF | > X SHADOWS 		
CF | 		
CF | The shadows are odd and pointed, like what a mechanical object might 		
CF | cast. 		
CF | 		
CF | > 		DavidW says, "okay, so some sort of mech is in the bulb."
		Knight_Otu says, "Or rather that we are under drug influence, or that we are dreaming."
		Jade says, "yes"
		DavidW says, "well, yes."
Knight_Otu says (to ClubFloyd), "push bulb" 		
CF | > 		
CF | > PUSH BULB 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | The light buzzes for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pull bulb" 		
CF | > 		
CF | > PULL BULB 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's hard to see anything at all in this passage, beyond the fact that 		
CF | it turns from north to east -- it's just too dark. There's a small 		
CF | breeze, though it's hard to say where it's coming from. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		DavidW asks, "I think breaking the bulb is the only way to get what's inside. Maybe if there was a bucket underneath?"
		Knight_Otu says, "I guess the lantern, whereever that maybe, is needed."
		DavidW says, "I'm not sure."
Knight_Otu says (to ClubFloyd), "listen" 		
CF | > 		
CF | > LISTEN 		
CF | 		
CF | You don't hear anything weird. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and the tunnel continues to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at a solitary can of tunafish here. He 		
CF | doesn't seem to notice your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf12" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get can" 		
CF | > 		
CF | > GET CAN 		
CF | 		
CF | You carefully pry the can from his hand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | > 		
CF | > X IT 		
CF | 		
CF | The label on the side reads: PHLOCODINE. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x man" 		
CF | > 		
CF | > X MAN 		
CF | 		
CF | Jeff is twenty-six now; married for four years now. It was so sudden, 		
CF | the way it happened, but it also felt inescapably right. He is in 		
CF | love, maybe always will be. He has a graveyard shift job, but it's not 		
CF | important. It's enough right now to be able to come home to a home 		
CF | whose every corner he knows, and Amanda asleep for so long already. 		
CF | 		
CF | His father leaves messages for him at work -- somehow he found him. 		
CF | Jeff deletes them all without listening to them. Some things can't be 		
CF | forgiven. 		
CF | 		
CF | One night after work, he notices a light on in his house. He doesn't 		
CF | know what to think -- the front door is still locked. The stairs in 		
CF | his house creak so loudly. He doesn't hear anything happening. He 		
CF | opens the bedroom door. 		
CF | 		
CF | This is how it happens. This is how his life changes. 		
CF | 		
CF | > 		Knight_Otu says, "Right. These eerie interludes."
		DavidW says, "What's phlocodine? Sounds like a drug."
DavidW says (to ClubFloyd), "x shelves" 		
CF | > 		
CF | > X SHELVES 		
CF | 		
CF | Clean, white metal. 		
CF | 		
CF | > 		Jade says, "tuna can"
		DavidW says, "I know it's on the can but that doesn't sounds like tuna at all."
		MoyTravis exclaims, "Take the drugs!"
DavidW says (to ClubFloyd), "ask jeff about can" 		
CF | > 		
CF | > ASK JEFF ABOUT CAN 		
CF | 		
CF | He doesn't react. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "open can" 		
CF | > 		
CF | > OPEN CAN 		
CF | 		
CF | You don't see how to do it without a can opener. 		
CF | 		
CF | > 		Knight_Otu says, "I was trying to search it. A misspeling did lead me to pholcodine, which is a drug I gather."
		Jade says, "ok, good search"
		DavidW says, "I know I've heard of codine before, but I don't remember if it's in pain relieve pills or sleeping pills or what."
DavidW says (to ClubFloyd), "climb shelves" 		
CF | > 		
CF | > CLIMB SHELVES 		
CF | 		
CF | That wouldn't really help. 		
CF | 		
CF | > 		DavidW says, "I guess keep moving to new locations."
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at nothing here. He doesn't seem to 		
CF | notice your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage curves -- you can tell that much at least by trailing a 		
CF | hand against the wall -- but it's hard to say how much, or even how 		
CF | far the passage goes. There is light to the north and west. The 		
CF | supermarket? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Bare Light, Empty 		
CF | The room is superordinary. The walls are blank, formless, pale green. 		
CF | Someday this could be a bustling office or a hospital room or even a 		
CF | bedroom -- but that would take furniture and care. Until then, it's 		
CF | the kind of room you spend too much time in, the kind of room you wish 		
CF | you could forget entirely. 		
CF | 		
CF | Darkened passages lead north and east. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, I think this is the room we woke up in after the second blue chair."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage ends abruptly to the north at a plain gray wall. It 		
CF | doesn't look like the wall has been painted gray, though its surface 		
CF | is smooth, almost like drywall. 		
CF | 		
CF | Seems like your only option is to return south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x wall" 		
CF | > 		
CF | > X WALL 		
CF | 		
CF | You stare at it for a little, trying to see if there's a hidden 		
CF | entrance or something like that, but you come up empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break it" 		
CF | > 		
CF | > BREAK IT 		
CF | 		
CF | You don't even put a dent into the wall. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Bare Light, Empty 		
CF | The room is superordinary. The walls are blank, formless, pale green. 		
CF | Someday this could be a bustling office or a hospital room or even a 		
CF | bedroom -- but that would take furniture and care. Until then, it's 		
CF | the kind of room you spend too much time in, the kind of room you wish 		
CF | you could forget entirely. 		
CF | 		
CF | Darkened passages lead north and east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage curves -- you can tell that much at least by trailing a 		
CF | hand against the wall -- but it's hard to say how much, or even how 		
CF | far the passage goes. There is light to the north and west. The 		
CF | supermarket? 		
CF | 		
CF | A drop of water lands on your head. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at nothing here. He doesn't seem to 		
CF | notice your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and the tunnel continues to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		DavidW asks, "was there a pipe in the ceiling where the water dripped?"
		Knight_Otu asks, "Since it was a darkened room, maybe?"
		DavidW says, "should go back and look up"
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and the tunnel continues to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at nothing here. He doesn't seem to 		
CF | notice your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage curves -- you can tell that much at least by trailing a 		
CF | hand against the wall -- but it's hard to say how much, or even how 		
CF | far the passage goes. There is light to the north and west. The 		
CF | supermarket? 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "look up" 		
CF | > 		
CF | > LOOK UP 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x ceiling" 		
CF | > 		
CF | > X CEILING 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x water" 		
CF | > 		
CF | > X WATER 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
DavidW says (to ClubFloyd), "x pipe" 		
CF | > 		
CF | > X PIPE 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		DavidW says, "hmm. Perhaps just an atmospheric message."
		DavidW says, "Sorry. Thought it was a clue."
		Knight_Otu says, "I guess if we had a light, we'd know for sure."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 4 		
CF | The sign overhead reads SOUP, PASTA, SAUCES, but the aisle is bare. 		
CF | You seem to be in a supermarket of some kind -- slick off-white tile 		
CF | floor and a faint forgotten melody -- but it's only one aisle; drab 		
CF | walls rise above the shelves. Rough holes in the walls lead east and 		
CF | south. 		
CF | 		
CF | There's a man gazing intently at nothing here. He doesn't seem to 		
CF | notice your presence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's cool, almost close to what the first day of fall feels like. This 		
CF | is a narrow passage -- hard to say much more because the light is so 		
CF | dim here -- without twist or turning. 		
CF | 		
CF | Things get brighter to the east, and the tunnel continues to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You can see very little beyond the light of the supermarket to the 		
CF | south. You think that perhaps the passage is sloped, but you can't say 		
CF | for sure how much or for how long. The passage continues to the north 		
CF | as well, further into darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You're in almost complete darkness here; it's only by groping around 		
CF | with your hands that you can tell how the passage runs. East, west, 		
CF | and south. It's impossible to tell anything further... how far things 		
CF | continue... whether the sensation of going deeper and deeper into the 		
CF | earth is really true... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x girl" 		
CF | > 		
CF | > X GIRL 		
CF | 		
CF | Erin turns nine years old in a few days. It will be the happiest day 		
CF | of her life, she knows. All the birthdays before this one don't count. 		
CF | They came before she had a daddy. 		
CF | 		
CF | Her life before her daddy was weird, but she doesn't know it. Maybe if 		
CF | she knew the word, she'd call it exciting. There were nighttime 		
CF | escapes and lots of hotel rooms. There were bad people everywhere. Her 		
CF | mother told her so and Erin believes everything her mom tells her. She 		
CF | was the only good person she knew before her daddy became her daddy. 		
CF | 		
CF | He wakes her up early the morning of her ninth birthday. He whispers 		
CF | something to her but she can't hear what he's saying. 		
CF | 		
CF | This is how it happens. This is how her life changes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You have to step carefully here; the ground is uneven though you 		
CF | aren't sure how, exactly, beyond the fact that you keep almost losing 		
CF | your balance. Making things more complicated is the fact that the 		
CF | passage itself turns from south to west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | You manage to catch yourself right before you smack into a wall. Have 		
CF | to be careful -- it's so dark. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Here in the anteroom of the PO is a wall of mailboxes -- more than 		
CF | you've ever seen before, and all in an intense shade of blue, too. One 		
CF | of them is open. A mail slot beside them barely registers in your 		
CF | mind. The floor is dingy; the air's stale. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		Jade says, "mail slot"
		Knight_Otu says, "The post office. Jacq wanted to reach that."
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a can of tunafish, a tiny yellow envelope, a folded 		
CF | piece of notebook paper, some money that Chris gave you, a beer, a 		
CF | cough syrup bottle, your wallet, your keys and a pager. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open envelope" 		
CF | > 		
CF | > OPEN ENVELOPE 		
CF | 		
CF | You have to rip the envelope apart to open it, it's sealed so tight. 		
CF | There's a birthday card inside. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open card" 		
CF | > 		
CF | > OPEN CARD 		
CF | 		
CF | The inside of the card is nearly blank. Where a message would be, 		
CF | there's only a typewritten number: 6620. 		
CF | 		
CF | > 		Jade says, "6620"
		DavidW asks, "Is that a mailbox number?"
Knight_Otu says (to ClubFloyd), "x mailboxes" 		
CF | > 		
CF | > X MAILBOXES 		
CF | 		
CF | They aren't numbered, or named, or even locked, as far as you can 		
CF | tell. There are no keyholes, no combination locks, nothing -- you have 		
CF | no idea how to open them at all. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mailbox" 		
CF | > 		
CF | > X MAILBOX 		
CF | 		
CF | Inside the mailbox is a photograph. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get photograph" 		
CF | > 		
CF | > GET PHOTOGRAPH 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | > 		
CF | > X IT 		
CF | 		
CF | You were wrong. It's just someone who looks a lot like you -- a little 		
CF | thinner, honestly, and a tad better looking. He's standing in front of 		
CF | some kind of tropical forest, you know, the kind of thing you'd expect 		
CF | out of South America. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a photograph, a can of tunafish, a ripped yellow 		
CF | envelope, a folded piece of notebook paper, some money that Chris gave 		
CF | you, a beer, a cough syrup bottle, your wallet, your keys and a pager. 		
CF | 		
CF | > 		Jade says, "put envelope in mailbox"
		Knight_Otu says, "Huh, I was certain that we had that photograph... did Jacq put it into the slot last week? I don't recall."
		DavidW says, "I wasn't here."
Knight_Otu says (to ClubFloyd), "put envelope in slot" 		
CF | > 		
CF | > PUT ENVELOPE IN SLOT 		
CF | 		
CF | It feels a little odd to try to mail a ripped-up envelope, but you 		
CF | toss it into the slot. Nothing happens; no sound or movement or 		
CF | anything. But what were you expecting to happen, anyway? 		
CF | 		
CF | > 		Knight_Otu says, "I know."
		Jade says, "I don't remember"
Knight_Otu says (to ClubFloyd), "x mailbox" 		
CF | > 		
CF | > X MAILBOX 		
CF | 		
CF | The mailbox is empty. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf13" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put envelope in slot" 		
CF | > 		
CF | > PUT ENVELOPE IN SLOT 		
CF | 		
CF | It lands with a clank inside the mail slot. A clank? No time to think 		
CF | about why or how -- the entire matrix of mailboxes rolls upwards (how 		
CF | insubstantial they all must have been -- right?), revealing a simple, 		
CF | ordinary, blue door to the south. It remains there no matter how long 		
CF | you stare at it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door is plain midnight blue, with a brass knob. 		
CF | 		
CF | > 		Knight_Otu says, "Hello again, brass-knobbed door."
Knight_Otu says (to ClubFloyd), "open it" 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | The door opens silently. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | In A Map Room With Two Mysterious Girls 		
CF | They look up at you, smiling at you, expecting you. They're kneeling 		
CF | on the floor at opposite sides of a deep circular recess where it 		
CF | looks like they're still playing that game you saw them with before. 		
CF | The room itself is circular, and the walls are painted a brilliant 		
CF | shade of blue. You can return the way you came to the north. 		
CF | 		
CF | "You made it," one of the girls says warmly. "We're happy to see you." 		
CF | 		
CF | "We were a little worried about you," the other adds. "It took you so 		
CF | long to figure things out." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x game" 		
CF | > 		
CF | > X GAME 		
CF | 		
CF | You step in for a closer look. It's breathtaking. Spread across the 		
CF | map is the party and 83, stretching all the way from Baltimore to 		
CF | Beatrice's house and beyond. So many houses you could count them for 		
CF | days... and at the center is the mini-mart, with a tunnel extending 		
CF | from its back... 		
CF | 		
CF | There are just four spaces left to you: one is beside a mini mart; 		
CF | another is beside a waiting room; one next to a bank lobby; and one is 		
CF | in the middle of what looks to be a large underground pool of water. 		
CF | 		
CF | "It got kind of tangled up towards the end," one of the girls says. 		
CF | "So we apologize if things got confusing." 		
CF | 		
CF | "Here," one of the girls says, holding out a tile from the game. 		
CF | "We're almost done with our map. You should place the last one down." 		
CF | 		
CF | You take the tile from her and consider it for a moment. 		
CF | 		
CF | > 		MoyTravis says, "huh"
		MoyTravis says, "yeet the tile"
		Knight_Otu says, "These were the girls playing carcassone at the party."
Knight_Otu says (to ClubFloyd), "x tile" 		
CF | > 		
CF | > X TILE 		
CF | 		
CF | The tile shows a blue bed drawn in a friendly, open style. 		
CF | 		
CF | > 		DavidW says, "They're saying where the other blue doors are, I guess."
		Knight_Otu says, "That seems likely, yes."
DavidW says (to ClubFloyd), "x map" 		
CF | > 		
CF | > X MAP 		
CF | 		
CF | You step in for a closer look. It's breathtaking. Spread across the 		
CF | map is the party and 83, stretching all the way from Baltimore to 		
CF | Beatrice's house and beyond. So many houses you could count them for 		
CF | days... and at the center is the mini-mart, with a tunnel extending 		
CF | from its back... 		
CF | 		
CF | There are just four spaces left to you: one is beside a mini mart; 		
CF | another is beside a waiting room; one next to a bank lobby; and one is 		
CF | in the middle of what looks to be a large underground pool of water. 		
CF | 		
CF | > 		DavidW asks, "if you put the tile in the waiting room on the map, does a real bed appear in the actual waiting room?"
		Knight_Otu asks, "Maybe?"
		MoyTravis says, "That's what I bet will happen."
		MoyTravis says, "I wonder if this is how you pick your ending."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf14" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		DavidW asks, "So maybe the bulb thing can fall on the bed?"
		Jade says, "uf, I don't know"
Knight_Otu says (to ClubFloyd), "put tile beside waiting room" 		
CF | > 		
CF | > PUT TILE BESIDE WAITING ROOM 		
CF | 		
CF | The tile fits perfectly. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
		DavidW says, "I'm just guessing wildly."
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | In A Map Room With Two Mysterious Girls 		
CF | They look up at you, smiling at you, expecting you. They're kneeling 		
CF | on the floor at opposite sides of a deep circular recess where it 		
CF | looks like they're still playing that game you saw them with before. 		
CF | The room itself is circular, and the walls are painted a brilliant 		
CF | shade of blue. You can return the way you came to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "talk to girls" 		
CF | > 		
CF | > TALK TO GIRLS 		
CF | 		
CF | Try asking or telling them about a particular subject. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask girls about game" 		
CF | > 		
CF | > ASK GIRLS ABOUT GAME 		
CF | 		
CF | "So, what, is this part of your game?" you ask. 		
CF | 		
CF | "This isn't a game, not exactly," one of the girls says. 		
CF | 		
CF | "We'd like to think this is a story and not a dream," the other says. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask girls about tile" 		
CF | > 		
CF | > ASK GIRLS ABOUT TILE 		
CF | 		
CF | "What should I do with this tile you gave me?" you ask. 		
CF | 		
CF | "Duh," one of the girls says, gesturing towards the circular recess. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "ask girls about tuna can" 		
CF | > 		
CF | > ASK GIRLS ABOUT TUNA CAN 		
CF | 		
CF | The two girls look at you, weighing your question, and laugh a little 		
CF | bit. 		
CF | 		
CF | > 		Knight_Otu says, "I guess I'll try to get to the waiting room."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Where there was once were mailboxes, there is now a single blue door 		
CF | leading south. The rest of the wall is simple clay, the kind you've 		
CF | seen in the tunnels and passages you've passed through before. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You have to step carefully here; the ground is uneven though you 		
CF | aren't sure how, exactly, beyond the fact that you keep almost losing 		
CF | your balance. Making things more complicated is the fact that the 		
CF | passage itself turns from south to west. 		
CF | 		
CF | "I hope I'm dreaming," a voice says in the distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You're in almost complete darkness here; it's only by groping around 		
CF | with your hands that you can tell how the passage runs. East, west, 		
CF | and south. It's impossible to tell anything further... how far things 		
CF | continue... whether the sensation of going deeper and deeper into the 		
CF | earth is really true... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You can see very little beyond the light of the supermarket to the 		
CF | south. You think that perhaps the passage is sloped, but you can't say 		
CF | for sure how much or for how long. The passage continues to the north 		
CF | as well, further into darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's hard to see anything at all in this passage, beyond the fact that 		
CF | it turns from north to east -- it's just too dark. There's a small 		
CF | breeze, though it's hard to say where it's coming from. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Waiting Room, Empty 		
CF | The furniture lies on its side, near the corners. Someone threw it 		
CF | there -- who knows why. A single light bulb hangs at the center of the 		
CF | room, casting odd shadows over everything. The receptionist's desk is 		
CF | empty. 		
CF | 		
CF | A blue door leads south, and the darkened passage is back to the west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF | > 		
CF | > X DOOR 		
CF | 		
CF | The door is plain midnight blue, with a brass knob. 		
CF | 		
CF | > 		DavidW says, "no bed"
Knight_Otu says (to ClubFloyd), "open door" 		
CF | > 		
CF | > OPEN DOOR 		
CF | 		
CF | It seems to be locked. 		
CF | 		
CF | The light shifts to a red hue for a second -- you look up at it, 		
CF | confused -- and then jumps back to white. 		
CF | 		
CF | > 		Knight_Otu says, "Hm."
DavidW says (to ClubFloyd), "push desk" 		
CF | > 		
CF | > PUSH DESK 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		DavidW says, "I think there was a branch I haven't seen yet."
		Knight_Otu says, "In the fully dark portion, yes."
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | It's hard to see anything at all in this passage, beyond the fact that 		
CF | it turns from north to east -- it's just too dark. There's a small 		
CF | breeze, though it's hard to say where it's coming from. 		
CF | 		
CF | > 		DavidW says, "yeah"
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You can see very little beyond the light of the supermarket to the 		
CF | south. You think that perhaps the passage is sloped, but you can't say 		
CF | for sure how much or for how long. The passage continues to the north 		
CF | as well, further into darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | You're in almost complete darkness here; it's only by groping around 		
CF | with your hands that you can tell how the passage runs. East, west, 		
CF | and south. It's impossible to tell anything further... how far things 		
CF | continue... whether the sensation of going deeper and deeper into the 		
CF | earth is really true... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		Jade says, "oniric world"
Knight_Otu says (to ClubFloyd), "x display" 		
CF | > 		
CF | > X DISPLAY 		
CF | 		
CF | Inside a clear plastic case, the kind you might keep doughnuts or 		
CF | maybe birthday cakes, there is a single ornate blue key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x key" 		
CF | > 		
CF | > X KEY 		
CF | 		
CF | There are curves and swirls carved into the surface of the key. 		
CF | 		
CF | > 		Jade says, "trade for flashlight"
Knight_Otu says (to ClubFloyd), "trade life for key" 		
CF | > 		
CF | > TRADE LIFE FOR KEY 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF | > 		
CF | > I 		
CF | 		
CF | You are carrying a can of tunafish, a tiny yellow envelope, a folded 		
CF | piece of notebook paper, some money that Chris gave you, a beer, a 		
CF | cough syrup bottle, your wallet, your keys and a pager. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "give can to kid" 		
CF | > 		
CF | > GIVE CAN TO KID 		
CF | 		
CF | The kid just shakes his head: "No trade." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage runs at odd angles -- you keep one hand on a wall to keep 		
CF | from getting confused. To the west, things grow lighter; to the east, 		
CF | darker. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. There are passages west and 		
CF | east, and a gap in the shelves leads north. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		Jade says, "aisle 10"
Knight_Otu says (to ClubFloyd), "x man" 		
CF | > 		
CF | > X MAN 		
CF | 		
CF | Michael has worked at the supermarket coming up on three years. He 		
CF | doesn't need the money -- he's long been retired. He just likes 		
CF | feeling useful. 		
CF | 		
CF | On a Tuesday afternoon, 2:13 pm precisely, he falls to the floor of 		
CF | aisle 10, his heart stopped. His life is saved, but the doctors tell 		
CF | him it will happen again someday soon, and when it does, there will be 		
CF | no coming back. There is no way to fix anything permanently, but there 		
CF | are ways to mitigate the risk. That what the doctor says: mitigate. 		
CF | When he really should say postpone. 		
CF | 		
CF | This is how it happens. This is how his life changes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get mop" 		
CF | > 		
CF | > GET MOP 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage here is airy, though you aren't sure why. There's no wall 		
CF | along the outside part of the curve -- the path seems to curve from 		
CF | west to south -- and you can hear a faint wind, and maybe... water? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Bank Lobby, Bottomless 		
CF | There is a hole -- maybe better described as a pit -- about fifteen 		
CF | feet wide, right in the middle of the lobby. It looks as though no one 		
CF | has been here in a long time: the glass separating tellers from people 		
CF | is cracked in several places, and a desk (the kind new accounts, 		
CF | loans, and foreclosures are negotiated over) teeters halfway into the 		
CF | pit, rocking gently in a breeze you can't feel. 		
CF | 		
CF | To the north is the darkened passage you entered from, and south is 		
CF | the safe deposit vault. For some reason, the metal of the vault door 		
CF | is painted blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x vault" 		
CF | > 		
CF | > X VAULT 		
CF | 		
CF | In the center of the door is a simple combination lock, the kind you 		
CF | remember from middle school. It's marked with numbers from 0 to 36. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set lock to 6" 		
CF | > 		
CF | > SET LOCK TO 6 		
CF | 		
CF | You turn the dial to 6. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set lock to 6" 		
CF | > 		
CF | > SET LOCK TO 6 		
CF | 		
CF | You turn the dial to 6. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "set lock to 20" 		
CF | > 		
CF | > SET LOCK TO 20 		
CF | 		
CF | You turn the dial to 20, and the vault door clicks satisfyingly. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open vault" 		
CF | > 		
CF | > OPEN VAULT 		
CF | 		
CF | The door opens silently. 		
CF | 		
CF | > 		Jade says, "the number on the postcard"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf15" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		Knight_Otu nods.
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Gray Room 		
CF | The room is square, gray, featureless. Not even clay: just flat. A 		
CF | door returns north. 		
CF | 		
CF | > 		Knight_Otu says, "I guess the tile would have been better plced here."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Bank Lobby, Bottomless 		
CF | There is a hole -- maybe better described as a pit -- about fifteen 		
CF | feet wide, right in the middle of the lobby. It looks as though no one 		
CF | has been here in a long time: the glass separating tellers from people 		
CF | is cracked in several places, and a desk (the kind new accounts, 		
CF | loans, and foreclosures are negotiated over) teeters halfway into the 		
CF | pit, rocking gently in a breeze you can't feel. 		
CF | 		
CF | To the north is the darkened passage you entered from, and south is 		
CF | the safe deposit vault. For some reason, the metal of the vault door 		
CF | is painted blue. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage here is airy, though you aren't sure why. There's no wall 		
CF | along the outside part of the curve -- the path seems to curve from 		
CF | west to south -- and you can hear a faint wind, and maybe... water? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. There are passages west and 		
CF | east, and a gap in the shelves leads north. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage feels claustrophobic -- you can see the rough surface of 		
CF | the ceiling above, and you can run your hands against both sides of 		
CF | the tunnel just by stretching your arms a little. The passage runs 		
CF | north and south. 		
CF | 		
CF | "Are you lost?" a voice asks, somewhere in the distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 1 		
CF | The produce aisle is wider and larger than the aisles you've passed 		
CF | through before, and it is dead empty. Where there would be canteloupe, 		
CF | watermelon, strawberries, lettuce, even radishes, there are only bare 		
CF | green plastic displays. Darkened passages lead north and south. 		
CF | 		
CF | In the center of the room is a mirror. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x mirror" 		
CF | > 		
CF | > X MIRROR 		
CF | 		
CF | Dante is lost. He has a collection of belongings, a place to live, a 		
CF | job, even a retirement plan. But he's never tasted hardship -- the 		
CF | real kind, that leaves scars -- and never really tasted happiness 		
CF | either -- the real kind, that lasts forever. 		
CF | 		
CF | He wants to have a story. So badly. He tries not to think of himself 		
CF | as a princess trapped in a tower, though he surely is trapped. Maybe 		
CF | he can be a pilgrim lost in the dark, or an antihero waiting for the 		
CF | right moment to stage his return. These are all fictions -- not 		
CF | stories. They are comfortable. 		
CF | 		
CF | He reads so many books now. He watches so many people. 		
CF | 		
CF | In the mirror, there is a familiar girl behind you, a lantern in her 		
CF | hand. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x girl" 		
CF | > 		
CF | > X GIRL 		
CF | 		
CF | Alice is good at waiting. This is a joke she tells herself and no one 		
CF | else; she works as a waitress in an Italian restaurant she would call 		
CF | "nice enough." So much of her life is nice enough. She went to a 		
CF | decent college -- not a state school, but not really prestigious, 		
CF | either. She tried to get into grad school, but she wasn't accepted 		
CF | anywhere. 		
CF | 		
CF | The funny thing is it didn't feel bad to get all those rejection 		
CF | letters. She just moved on to what was possible. A small apartment and 		
CF | a small job. Not small -- nice enough. She doesn't feel bad. When she 		
CF | knows what she wants to be, she'll know. 		
CF | 		
CF | It just takes time. She believes this without question. Does that 		
CF | count as faith? 		
CF | 		
CF | > 		Jade says, "oh, the lantern"
Knight_Otu says (to ClubFloyd), "take lantern" 		
CF | > 		
CF | > TAKE LANTERN 		
CF | 		
CF | It slides easily from her fingers. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x it" 		
CF | > 		
CF | > X IT 		
CF | 		
CF | It's an anachronism, only in reverse -- a lantern? It seems 		
CF | unbelievable. But it shines brightly, faithfully. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get mirror" 		
CF | > 		
CF | > GET MIRROR 		
CF | 		
CF | That's fixed in place. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Aisle 1 		
CF | The produce aisle is wider and larger than the aisles you've passed 		
CF | through before, and it is dead empty. Where there would be canteloupe, 		
CF | watermelon, strawberries, lettuce, even radishes, there are only bare 		
CF | green plastic displays. Darkened passages lead north and south. 		
CF | 		
CF | A girl stands looking into space. 		
CF | 		
CF | In the center of the room is a mirror. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | Stairs -- real stairs, measured carefully and cut at precise angles -- 		
CF | lead downward in a tight clockwise circle. A slight, moist breeze 		
CF | comes from below. To the south is the supermarket. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF | > 		
CF | > D 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The stairs end abruptly at a flat, blank gray wall to your north. 		
CF | Nothing. It feels wrong somehow -- you don't know what you should 		
CF | expect here, but you are certain there ought to be more. The stairway 		
CF | leading up is behind you. 		
CF | 		
CF | > 		DavidW says, "So we took the lantern from the reflection of a girl that wasn't there."
		Knight_Otu says, "Well, she is now."
Knight_Otu says (to ClubFloyd), "u" 		
CF | > 		
CF | > U 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | Stairs -- real stairs, measured carefully and cut at precise angles -- 		
CF | lead downward in a tight clockwise circle. A slight, moist breeze 		
CF | comes from below. To the south is the supermarket. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. There are passages west and 		
CF | east, and a gap in the shelves leads north. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		Knight_Otu says, "Uhm."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage runs a short way, north to south. The ceiling above you is 		
CF | just barely high enough to allow you to walk without ducking your 		
CF | head, and the walls are close around you. 		
CF | 		
CF | "Are you lost?" a voice asks, somewhere in the distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Aisle 1 		
CF | The produce aisle is wider and larger than the aisles you've passed 		
CF | through before, and it is dead empty. Where there would be canteloupe, 		
CF | watermelon, strawberries, lettuce, even radishes, there are only bare 		
CF | green plastic displays. Darkened passages lead north and south. 		
CF | 		
CF | A girl stands looking into space. 		
CF | 		
CF | In the center of the room is a mirror. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage runs a short way, north to south. The ceiling above you is 		
CF | just barely high enough to allow you to walk without ducking your 		
CF | head, and the walls are close around you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. There are passages west and 		
CF | east, and a gap in the shelves leads north. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The path turns from west to south, high above a vast, still pool of 		
CF | water. You can just barely see it from here -- it must be hundreds of 		
CF | feet below you. The water goes on as far as you can see, though that 		
CF | not may be saying much, and the roof above you becomes cavernous, with 		
CF | thin stalactites. 		
CF | 		
CF | "Hello?" a voice calls in the distance. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x stalactites" 		
CF | > 		
CF | > X STALACTITES 		
CF | 		
CF | The stalactites point like fingers downward. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look down" 		
CF | > 		
CF | > LOOK DOWN 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		Jade says, "A voice..."
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 10 		
CF | You never spend any time in this aisle: the sign above you indicates 		
CF | dog food, cat food, baby food. Not that it really counts or anything 		
CF | -- the shelves are empty here as well. There are passages west and 		
CF | east, and a gap in the shelves leads north. 		
CF | 		
CF | An elderly man stands frozen in the middle of mopping the floor. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage undulates as it moves west to east, curving back and forth 		
CF | with a kind of reassuring regularity. The walls are rough here, as if 		
CF | the passage had just been carved hours ago. 		
CF | 		
CF | > 		DavidW asks, "wasn't one door in an underground pool?"
		Knight_Otu asks, "Yeah. I think that's the one where the staircase would have led us?"
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Mini-Mart 		
CF | It's the same one you were just in... isn't it? Except everything 		
CF | isn't as it was. Where there were aisles, now there are torn-up bits 		
CF | of plywood, as if someone had only five minutes to construct the 		
CF | scene. Sawdust all over the floor and windows made of Saran Wrap. 		
CF | 		
CF | The Chinese kid is still at the counter (its left side crashing to the 		
CF | floor -- the thing was built all wrong), but everything is different 		
CF | about him, and what's more, there's a display beside him. A sign 		
CF | reads: USEFUL ITEMS FOR YOUR LIFE. PLEASE TRADES ONLY. 		
CF | 		
CF | A blue door lies behind him to the south; passages lead east and west. 		
CF | 		
CF | You can also see an empty bottle of beer here. 		
CF | 		
CF | > 		DavidW says, "I don't remember any staircase."
		Knight_Otu says, "North of aisle 1, I think."
		DavidW says, "oh, missed what's north of Aisle 1. Thought you hadn't been there yet."
		Knight_Otu says, "If I am moving too fast, please say so."
		DavidW says, "It's been okay so far."
		DavidW says, "It's just a confusing sort of game."
		Jade says, "yes, fine"
		Knight_Otu says, "I think the kid wants the lantern, but I want to explore wwith it a bit."
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf16" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		DavidW says, "Maybe we can break the bulb in the waiting room now that we have the lantern."
		Knight_Otu says, "Yeah."
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF | > 		
CF | > W 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Where there was once were mailboxes, there is now a single blue door 		
CF | leading south. The rest of the wall is simple clay, the kind you've 		
CF | seen in the tunnels and passages you've passed through before. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | In A Map Room With Two Mysterious Girls 		
CF | They look up at you, smiling at you, expecting you. They're kneeling 		
CF | on the floor at opposite sides of a deep circular recess where it 		
CF | looks like they're still playing that game you saw them with before. 		
CF | The room itself is circular, and the walls are painted a brilliant 		
CF | shade of blue. You can return the way you came to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x girls" 		
CF | > 		
CF | > X GIRLS 		
CF | 		
CF | They're wearing pajamas now -- cute ones, with little moons and stars 		
CF | -- and their hair is done up in simple ponytails. Like this is a 		
CF | slumber party. For some reason, this is intimidating to you... maybe 		
CF | bad middle school memories. 		
CF | 		
CF | It's hard to say what they're more interested in now, you or the game 		
CF | before them. Their eyes keep darting up at you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask girls about kid" 		
CF | > 		
CF | > ASK GIRLS ABOUT KID 		
CF | 		
CF | The two girls look at you, weighing your question, and laugh a little 		
CF | bit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask girls about lantern" 		
CF | > 		
CF | > ASK GIRLS ABOUT LANTERN 		
CF | 		
CF | The two girls look at you, weighing your question, and laugh a little 		
CF | bit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF | > 		
CF | > N 		
CF | 		
CF | 		
CF | Post Office, Hopeless 		
CF | Where there was once were mailboxes, there is now a single blue door 		
CF | leading south. The rest of the wall is simple clay, the kind you've 		
CF | seen in the tunnels and passages you've passed through before. 		
CF | 		
CF | To the east is a darkened passage. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | How strange -- there are steps cut into the surface of this passage, 		
CF | though the slope downward is very gentle. The passage itself turns a 		
CF | tight curve from south to west, widening slightly as it moves west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 2 		
CF | COOKIES, CRACKERS, SNACKS, a sign above you reads. But here the 		
CF | shelves are as empty as before -- dusty, even. It's been a long time 		
CF | since anyone has been here, it seems. Darkened passages lead north and 		
CF | east. 		
CF | 		
CF | A little girl lies on the floor, staring at something in the ceiling 		
CF | you can't see. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage branches here east and west, and returns upward to the 		
CF | south. The east passage is a little narrower, the clay a bit more 		
CF | moist. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | The passage is subtly graded, sloping downward and widening as it 		
CF | heads north. The air grows colder and thinner -- there was a humidity 		
CF | you hadn't noticed before -- the further down you go. Upward, to the 		
CF | south, is the light of the supermarket. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | Aisle 8 		
CF | The shelves here are completely empty. A sign indicates this would be 		
CF | the snacks aisle (Doritos, pretzels, chewing gum -- all the food you 		
CF | wished you could eat as a meal all by themselves) if there were 		
CF | anything to buy. Overhead lights at regular intervals and an odd 		
CF | melody too soft to be understood... 		
CF | 		
CF | The north and south ends of the aisle become entrances to what appear 		
CF | to be tunnels, and a gash in the aisle leads west. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Darkened Passage 		
CF | This tunnel turns from north to east. The walls here are almost 		
CF | perfectly smooth, maybe worn down with age -- it's just a guess, 		
CF | though. There's a small breeze, though it's hard to say where it's 		
CF | coming from. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF | > 		
CF | > E 		
CF | 		
CF | 		
CF | Waiting Room, Empty 		
CF | The furniture lies on its side, near the corners. Someone threw it 		
CF | there -- who knows why. A single light bulb hangs at the center of the 		
CF | room, casting odd shadows over everything. The receptionist's desk is 		
CF | empty. 		
CF | 		
CF | A blue door leads south, and the darkened passage is back to the west. 		
CF | 		
CF | The light buzzes for a moment. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "break bulb" 		
CF | > 		
CF | > BREAK BULB 		
CF | 		
CF | You stare at the light for a moment, just thinking -- then you punch 		
CF | it, an awkward, angry, sort of punch. The bulb cracks, not all the 		
CF | way, but that's enough to send the whole room into darkness. As the 		
CF | light evaporates, you catch sight of something metallic falling from 		
CF | the bulb. It falls too fast for you to be sure what it was -- but you 		
CF | know it's important, and what's weirder is that you knew it would be 		
CF | there, too... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF | > 		
CF | > L 		
CF | 		
CF | 		
CF | Waiting Room, Dark 		
CF | Your lantern casts shadows over the furniture discarded into the 		
CF | corners of the room. The reception desk looks spooky in the dark; it 		
CF | should have a sign-in sheet, a nametag... something. 		
CF | 		
CF | A blue door leads south, and the darkened passage is back to the west. 		
CF | 		
CF | A blue key lies in the middle of the floor, surrounded by broken glass 		
CF | and debris. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get key" 		
CF | > 		
CF | > GET KEY 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "unlock door with key" 		
CF | > 		
CF | > UNLOCK DOOR WITH KEY 		
CF | 		
CF | The door unlocks without complaint. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF | > 		
CF | > OPEN IT 		
CF | 		
CF | The door opens smoothly. 		
CF | 		
CF | > 		Jade says, "ok"
Knight_Otu says (to ClubFloyd), "s" 		
CF | > 		
CF | > S 		
CF | 		
CF | 		
CF | A Gray Room 		
CF | The room is square, gray, featureless. Not even clay: just flat. A 		
CF | door returns north. 		
CF | 		
CF | A blue bed stands in the center of the room. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf17" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF | > SAVEOk. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lie in bed" 		
CF | > 		
CF | > LIE IN BED 		
CF | 		
CF | You close your eyes, just for a second, and it happens. 		
CF | [...] 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | (What does it mean to dream you are dreaming?) 		
CF | 		
CF | "Do you love me?" she asks in the dark -- she's had another nightmare. 		
CF | She always has nightmares on Wednesday nights... something about what 		
CF | happened to her as a kid... something she never really explained to 		
CF | you... 		
CF | 		
CF | "Yes," you say. 		
CF | 		
CF | "Will you always love me?" she asks. 		
CF | 		
CF | (Does it mean that what happens next is less than imaginary?) 		
CF | 		
CF | "Yes..." 		
CF | 		
CF | "Even after we break up?" 		
CF | 		
CF | "We're not going to break up," you say. 		
CF | 		
CF | (But this happened to you -- you remember it) 		
CF | 		
CF | "We will, someday... I know we will... and you'll hate me, or I'll 		
CF | hate you, or maybe things will really go wrong, and we'll both hate 		
CF | each other..." 		
CF | 		
CF | You hate it when she starts talking like this. 		
CF | 		
CF | "Will you really love me then?" she asks. 		
CF | 		
CF | (Or is this just another dream you're remembering?) 		
CF | 		
CF | >> 		
Knight_Otu pushes the green 'space' button. 		
CF | >> 		
CF | > 		
CF | 		
CF | Please answer yes or no.> 		MoyTravis says, "Let's say no, I want to see what happens."
		Knight_Otu says, "Shall we ... okay."
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Fuck Fuck Fuck 		
CF | 		
CF | > NO 		
CF | 		
CF | "I don't know..." you say. "I... don't know." 		
CF | 		
CF | She sighs, turns away from you, and says: "I forgive you. You should 		
CF | remember that. It might be important." 		
CF | 		
CF | You lie there together in the darkness. 		
CF | 		
CF | "What were you dreaming about?" you finally ask. 		
CF | 		
CF | She laughs. "You were looking for a doughnut and then your beeper went 		
CF | off..." 		
CF | 		
CF | Fuck Fuck Fuck 		
CF | You're running down the road to the office, cursing endlessly, 		
CF | monotonously -- you overslept again, and this time they'll notice it, 		
CF | and this time you will have to come up with justifications and 		
CF | apologies and promisary notes. The sun's so bright it feels like your 		
CF | skin is burning. 		
CF | 		
CF | Your pager's still going off, has been since you woke up, but forget 		
CF | it -- you've got to head into the building to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Ugly Ugly Lobby 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ugly Ugly Lobby 		
CF | The lobby is a lie; lobby's just a way to trick those stupid enough to 		
CF | actually enter the building into believing this is a legitimate 		
CF | business and not an excuse for jackasses of all religious convictions 		
CF | (yours truly included, surely) to pull down a sucker's salary. 		
CF | Business transacted, legitimacy guaranteed -- all bullshit, all lies, 		
CF | the 21st century's used car salesmen, all of them -- 		
CF | 		
CF | West, west -- that's where you've got to get before that evil hot 		
CF | receptionist bothers to note your presence and brings it up in the 		
CF | middle of some godforsaken all-hands meeting designed to build team 		
CF | morale and destroy the weak -- 		
CF | 		
CF | The pager in your pocket sounds again, drawing eyes from all over. 		
CF | You've got to get out of sight before someone arrests you. 		
CF | 		
CF | > 		DavidW says, "I'm gotten very tired. I need to lie down. Sorry."
		Knight_Otu says, "No problem."
		MoyTravis says, "No worries."
		Jade says, "ok"
		MoyTravis says, "Dante should really find a job that's less oppressive."
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Veal Fattening Pens 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Veal Fattening Pens 		
CF | At least that's what Douglas Coupland called them in that book 		
CF | Beatrice gave you -- he was wrong, though, like most writers and all 		
CF | Canadians. There's not a mooncalf to be found here, just the deadening 		
CF | smell of old, awful coffee and those it addicts. These chumps aren't 		
CF | evil yet, won't yet try to steal your sheep and eat your pie, but they 		
CF | will someday. Their fate is not amenable to change. 		
CF | 		
CF | At least you don't have to live here -- your destination's the 		
CF | basement. You get to pick: elevator to your north, stairway west. 		
CF | Stairway's normally safer, but you've got to go past a bunch of 		
CF | offices that may or may not be occupied with people who hate you. 		
CF | 		
CF | (Word passes between the walls: can you get your email? No, me 		
CF | neither... I'll try rebooting just to be sure...) 		
CF | 		
CF | > 		Knight_Otu asks, "Stairs, or elevator?"
		Roger says, "hey"
		Jade says, "try one of them"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Twiddling Your Fucking Thumbs 		
CF | The elevator area's dead empty -- evidently middle management's all 		
CF | tied up in a meeting or something. They've got this weird thing for 		
CF | using the elevator all the time, even just to go down a single floor. 		
CF | At first, you chalked it up to plain old laziness, but now you're 		
CF | certain that their fat beliies have developed sentience, Star 		
CF | Trek style, and demand more and more potato chips and lack of 		
CF | physical activity from their hosts, so as to ensure the continued 		
CF | existence of the octopoids from Omicron Persei 8. 		
CF | 		
CF | The elevator's right in front of you, to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > N 		
CF | 		
CF | You can't, since the elevator doors are in the way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open doors" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > OPEN DOORS 		
CF | 		
CF | Gee, maybe that call button there beside the elevator might be of some 		
CF | use. Did you forget to notice that? 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push button" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > PUSH BUTTON 		
CF | 		
CF | You jam on the button mercilessly, because the fucker no longer lights 		
CF | up when you push it. Somebody broke it a long time and no one cared... 		
CF | 		
CF | The doors slide open immediately, which is coincidence but somewhat 		
CF | spooky coincidence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > N 		
CF | 		
CF | Just as the doors close, who slides in but Señor Big-Nose himself, the 		
CF | acknowledged-by-all grand high samurai lord of assholes -- 		
CF | 		
CF | "Dante," he says pleasantly, almost happily. 		
CF | 		
CF | "Mr. Werner," you say, nodding your head. Just two fucking chums about 		
CF | to embark on an epic voyage to the basement. (Why is he going to the 		
CF | basement?) 		
CF | 		
CF | "I was just talking to your supervisor... uh..." 		
CF | 		
CF | "Mike," you helpfully interject. This is getting dangerous, too 		
CF | friendly. You're either fired or about to get promoted. 		
CF | 		
CF | "Yes, Michael... good man..." he says, thinking for a moment. "How 		
CF | much are you making right now?" 		
CF | 		
CF | (What the fuck?) 		
CF | 		
CF | >> 		
Knight_Otu pushes the green 'space' button. 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
CF | > 		
CF | 		
CF | Señor Big-Nose thinks for a minute -- God knows exactly what's so 		
CF | interesting about what you've just said -- 		
CF | 		
CF | "You should work more hours," he says. "You probably need more money, 		
CF | don't you?" 		
CF | 		
CF | >> 		
Knight_Otu pushes the green 'space' button. 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		Knight_Otu says, "I guess the game wants a yes/no answer."
		Jade says, "it seems so"
		Knight_Otu asks, "Anyone have a preference?"
		Jade says, "I say NO to work even more hours"
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu pushes the green 'space' button. 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		
Knight_Otu pushes the green 'space' button. 		
CF ] Twiddling Your Fucking Thumbs 		
CF | 		Knight_Otu says, "Uh."
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		MoyTravis asks, "Try another input?"
		Knight_Otu asks, "Er, did we break something?"
		MoyTravis asks, "Wait? x him?"
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "x him" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		MoyTravis says, "Uuuuuuuuuuuuuuuhm."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		MoyTravis says, "That seems not intended."
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		MoyTravis asks, "Load, maybe?"
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf17" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		Roger says, "well well well"
		MoyTravis says, "hm."
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf17" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "%showpartial" 		
CF says (to Knight_Otu), "No partial line. Bo-ring." 		
Knight_Otu says (to ClubFloyd), "quit" 		
CF ] Twiddling Your Fucking Thumbs 		
CF | u 		
Knight_Otu says (to ClubFloyd), "%quit" 		
CF says, "game ended by request of Knight_Otu." 		Jade asks, "??"
Knight_Otu says (to ClubFloyd), "load sleepmask bluechairs" 		
CF ] Stuck in an Attic 		
CF | 		
CF | 		
CF | "Twenty-three dollars," he's saying. "Twenty-three dollars for the 		
CF | best dream of your life." 		
CF | 		
CF | You don't know his name or anything -- he's just the guy you always 		
CF | meet at parties thrown by people you've never met. He's nobody's 		
CF | friend, exactly, but everyone knows who he is when it's time. Probably 		
CF | doesn't even have a name, probably has bagged groceries at some 		
CF | godforsaken Shopper's Food Warehouse since high school, but who cares? 		
CF | He's here to help you in your hour of need. 		
CF | 		
CF | "What do you say?" he asks, holding up a repurposed cough syrup bottle 		
CF | with something green inside. Green like candy almost never is. 		
CF | 		
CF | Stuck in an Attic 		
CF | Sure, you're used to piece-of-shit architecture (you live in Dundalk, 		
CF | for crissake), but this place will be receiving some kind of award 		
CF | from you by the end of the night. There's totally unimportant crap 		
CF | strewn all over the place -- old sewing machines, an Easy-Bake oven, 		
CF | even a set of folding chairs painted carnival blue -- but fortunately, 		
CF | almost all of it is in shadow thanks to an underperforming fifty-watt 		
CF | bulb directly above. 		
CF | 		
CF | It's just you and the dude here. The only place in the entire house 		
CF | you could get any privacy. It's only ten o'clock and already the call 		
CF | to hook up has come down from the heavens. 		
CF | 		
CF | Stairs lead downward, back to the party and that awful trance-bop they 		
CF | keep playing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "RESTORE" 		
Knight_Otu says (to ClubFloyd), "cf17" 		
CF | > 		
CF | > RESTORE 		
CF | %% Enter a save filename to read: 		
CF ] A Gray Room 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "l" 		
CF ] A Gray Room 		
CF | 		
CF | > L 		
CF | 		
CF | 		
CF | A Gray Room 		
CF | The room is square, gray, featureless. Not even clay: just flat. A 		
CF | door returns north. 		
CF | 		
CF | A blue bed stands in the center of the room. 		
CF | 		
CF | > 		Knight_Otu says, "Right before we went to sleep. Not too much."
Knight_Otu says (to ClubFloyd), "lie in bed" 		
CF ] A Gray Room 		
CF | 		
CF | > LIE IN BED 		
CF | 		
CF | You close your eyes, just for a second, and it happens. 		
CF | [...] 		
Knight_Otu pushes the green 'space' button. 		
CF | 		
CF | (What does it mean to dream you are dreaming?) 		
CF | 		
CF | "Do you love me?" she asks in the dark -- she's had another nightmare. 		
CF | She always has nightmares on Wednesday nights... something about what 		
CF | happened to her as a kid... something she never really explained to 		
CF | you... 		
CF | 		
CF | "Yes," you say. 		
CF | 		
CF | "Will you always love me?" she asks. 		
CF | 		
CF | (Does it mean that what happens next is less than imaginary?) 		
CF | 		
CF | "Yes..." 		
CF | 		
CF | "Even after we break up?" 		
CF | 		
CF | "We're not going to break up," you say. 		
CF | 		
CF | (But this happened to you -- you remember it) 		
CF | 		
CF | "We will, someday... I know we will... and you'll hate me, or I'll 		
CF | hate you, or maybe things will really go wrong, and we'll both hate 		
CF | each other..." 		
CF | 		
CF | You hate it when she starts talking like this. 		
CF | 		
CF | "Will you really love me then?" she asks. 		
CF | 		
CF | (Or is this just another dream you're remembering?) 		
CF | 		
CF | >> 		
Knight_Otu says (to ClubFloyd), "yes" 		
CF | >> 		
CF | > YES 		
CF | 		
CF | "Yes," you say. 		
CF | 		
CF | "Are you lying to me now? Because I'll forgive you." 		
CF | 		
CF | >> 		
Knight_Otu says (to ClubFloyd), "no" 		
CF ] Fuck Fuck Fuck 		
CF | 		
CF | > NO 		
CF | 		
CF | "I'll always love you," you say. 		
CF | 		
CF | You pause without really knowing why. 		
CF | 		
CF | "You know, I'm going to be president one day." 		
CF | 		
CF | She laughs a little bit, the way she does when you tell her about your 		
CF | dreams about dogs. 		
CF | 		
CF | "It's not funny, I'm serious. They're going to elect me president of 		
CF | nowhere and they're going to put me in charge of nothing. They're 		
CF | going to give me a crown and a scepter and they're going to tell me I 		
CF | can never say a true word, and I won't mind. 		
CF | 		
CF | "They're going to take away my life. I'm not going to have a story. 		
CF | It'll all be mixed up instead. They're going to make me walk through 		
CF | supermarkets and post offices and waiting rooms, and they're going to 		
CF | make me drinks at parties to ensure I keep smiling... and I'm going to 		
CF | hate it all. Not the way I hate things now -- for reasons, you know? 		
CF | 		
CF | "I mean, I hate Disney World because I never liked any of the 		
CF | cartoons, and I hate chocolate chip cookies because chocolate tastes 		
CF | weird to me. What's going to happen is... I'm going to hate things 		
CF | without feeling angry. And it's going to be terrible. I'll be 		
CF | hopeless. I'll do everything without understanding why." 		
CF | 		
CF | "But... I'll still love you. It'll be the only thing I'll have left." 		
CF | 		
CF | She probably isn't listening now. When you talk like this, she calls 		
CF | it babbling, and maybe's she's right about all the other times -- you 		
CF | do talk too much, it's in your nature, or at least it used to be -- 		
CF | 		
CF | "What were you dreaming about?" you finally ask. 		
CF | 		
CF | She laughs. "You were looking for a doughnut and then your beeper went 		
CF | off..." 		
CF | 		
CF | Fuck Fuck Fuck 		
CF | You're running down the road to the office, cursing endlessly, 		
CF | monotonously -- you overslept again, and this time they'll notice it, 		
CF | and this time you will have to come up with justifications and 		
CF | apologies and promisary notes. The sun's so bright it feels like your 		
CF | skin is burning. 		
CF | 		
CF | Your pager's still going off, has been since you woke up, but forget 		
CF | it -- you've got to head into the building to the north. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Ugly Ugly Lobby 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Ugly Ugly Lobby 		
CF | The lobby is a lie; lobby's just a way to trick those stupid enough to 		
CF | actually enter the building into believing this is a legitimate 		
CF | business and not an excuse for jackasses of all religious convictions 		
CF | (yours truly included, surely) to pull down a sucker's salary. 		
CF | Business transacted, legitimacy guaranteed -- all bullshit, all lies, 		
CF | the 21st century's used car salesmen, all of them -- 		
CF | 		
CF | West, west -- that's where you've got to get before that evil hot 		
CF | receptionist bothers to note your presence and brings it up in the 		
CF | middle of some godforsaken all-hands meeting designed to build team 		
CF | morale and destroy the weak -- 		
CF | 		
CF | The pager in your pocket sounds again, drawing eyes from all over. 		
CF | You've got to get out of sight before someone arrests you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Veal Fattening Pens 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Veal Fattening Pens 		
CF | At least that's what Douglas Coupland called them in that book 		
CF | Beatrice gave you -- he was wrong, though, like most writers and all 		
CF | Canadians. There's not a mooncalf to be found here, just the deadening 		
CF | smell of old, awful coffee and those it addicts. These chumps aren't 		
CF | evil yet, won't yet try to steal your sheep and eat your pie, but they 		
CF | will someday. Their fate is not amenable to change. 		
CF | 		
CF | At least you don't have to live here -- your destination's the 		
CF | basement. You get to pick: elevator to your north, stairway west. 		
CF | Stairway's normally safer, but you've got to go past a bunch of 		
CF | offices that may or may not be occupied with people who hate you. 		
CF | 		
CF | (Word passes between the walls: can you get your email? No, me 		
CF | neither... I'll try rebooting just to be sure...) 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf18" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Veal Fattening Pens 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Offices and Burnouts 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Offices and Burnouts 		
CF | Office doors are closed, half-closed, just barely open. So hard to 		
CF | tell the difference between those that just prefer to pretend they 		
CF | have privacy and those that have something to hide. Who can be saved 		
CF | and who can't. There is no triage unit in the building, no doctor to 		
CF | pronounce time of death. You could take an afternoon stroll around the 		
CF | cubicle farm before you realize your heart's stopped beating and 		
CF | you've got no reflection. 		
CF | 		
CF | Keep running, for God's sake. The stairwell's right there, west of 		
CF | where you're standing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > W 		
CF | 		
CF | You fly down the stairs so fast, it seems like you could fly if you 		
CF | just clapped your hands, like Tinkerball -- 		
CF | 		
CF | A Sea of Blue Chairs 		
CF | They store 'em down here, you knew that, but things are different this 		
CF | morning. The blue chairs are arranged in straight rows that block the 		
CF | door to the server room, and maybe weirdest of all is the fact that 		
CF | there's a Krispy Kreme box on the floor in front of all the chairs. 		
CF | 		
CF | The whole scene's got this Wile E. Coyote trap vibe, like if you make 		
CF | the wrong move, a pack of ravenous interns will eat you alive. 		
CF | 		
CF | > 		Knight_Otu says, "Huh."
		MoyTravis exclaims, "oooh donuts!"
		MoyTravis exclaims, "Eat the donuts, Dante!"
Knight_Otu says (to ClubFloyd), "get donuts" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > GET DONUTS 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "eat them" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > EAT THEM 		
CF | 		
CF | Come on, no time to screw around here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The blue chairs block the way, which seems absurd, ridiculous... 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push chairs" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > PUSH CHAIRS 		
CF | 		
CF | It takes more than a significant amount of time to clear yourself a 		
CF | path through the chairs -- the cloth sticks to your hands though there 		
CF | is no spilled soda, no inexplicable trace of coffee creamer to blame. 		
CF | 		
CF | The chairs keep sliding back into place, like they've got little 		
CF | demented brains, but fuck it -- it's not like you have anywhere to be. 		
CF | Nowhere better, anyway. People always talk about going to New Orleans 		
CF | and skiing in Colorado... but how is that different, anyway? It's not 		
CF | like you'd feel any better about things if the sun was shining on your 		
CF | face... 		
CF | 		
CF | At last, the way to the door is clear. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] A Sea of Blue Chairs 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You throw the door open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "enter door" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > ENTER DOOR 		
CF | 		
CF | 		
CF | A Gas Station in the Middle of Nowhere 		
CF | Holy shit, you're outside and it's night and this is really happening, 		
CF | all of it. Chris is sitting on the hood of his car, pointedly bored 		
CF | and waiting. The gas station's parking lot is otherwise empty. The 		
CF | dead of the night; a breeze stirs past you. The world is dreaming but 		
CF | -- let's be clear here because things are getting a little bit more 		
CF | than confused -- you are not. 		
CF | 		
CF | How do you know? Maybe it's just the sound of the door of the 		
CF | mini-mart closing behind you. Dreams never have that kind of detail in 		
CF | them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying your wallet, a pager, your keys, a Krispy Kreme box, 		
CF | a blue key, a lantern, a can of tunafish, a tiny yellow envelope, a 		
CF | folded piece of notebook paper, some money that Chris gave you, a beer 		
CF | and a cough syrup bottle. 		
CF | 		
CF | > 		MoyTravis says, "Did we just yoink the donuts? That's real rude."
		MoyTravis says, "You should pay for those, that's what the money's for."
		Knight_Otu says, "I have no idea what truly is happening."
		MoyTravis says, "Look we got the donuts let's give'm to Chris and see if he's willing to drop us off."
Knight_Otu says (to ClubFloyd), "give donuts to chris" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > GIVE DONUTS TO CHRIS 		
CF | 		
CF | Chris opens the box, smiles. "Nice," he notes appreciatively, and 		
CF | starts wolfing down a doughnut. 		
CF | 		
CF | > 		Jade asks, "are we awaken?"
		Knight_Otu says (to Jade), "It is very unclear."
Knight_Otu says (to ClubFloyd), "ask chris about dream" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > ASK CHRIS ABOUT DREAM 		
CF | 		
CF | Chris looks at you a moment, kind of dumbfounded. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask chris about donuts" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > ASK CHRIS ABOUT DONUTS 		
CF | 		
CF | Chris looks at you a moment, kind of dumbfounded. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask chris about car" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > ASK CHRIS ABOUT CAR 		
CF | 		
CF | Chris looks at you a moment, kind of dumbfounded. 		
CF | 		
CF | > 		Jade says, "it seems we are still sleep"
Knight_Otu says (to ClubFloyd), "ask chris about money" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > ASK CHRIS ABOUT MONEY 		
CF | 		
CF | Chris looks at you a moment, kind of dumbfounded. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "sit in car" 		
CF ] A Gas Station in the Middle of Nowhere 		
CF | 		
CF | > SIT IN CAR 		
CF | 		
CF | "No love, huh?" Chris says as he climbs in the driver's seat. 		
CF | 		
CF | "Oh, geez, I forgot," you say -- but it seems by the grace of Krispy 		
CF | Kreme, all is forgiven. 		
CF | 		
CF | The ride passes in silence. What could you talk about now, anyway? 		
CF | Would you like to talk about how you are now a shrill right-wing 		
CF | lawyer's wet dream, unable to distinguish between reality and fantasy, 		
CF | undoubtedly due to some overflow of mass media and loneliness and 		
CF | drugs? Nobody wants to hear that kind of thing, least of all some 		
CF | near-stranger who's agreed to give you a ride to a place he's never 		
CF | been to before. 		
CF | 		
CF | You have a feeling you're about two inches away from really screwing 		
CF | this up, so you just spend your time watching the stars, the moon, the 		
CF | ground rushing past. 		
CF | 		
CF | Everything is so dark. 		
CF | [...] 		
Knight_Otu pushes the green 'space' button. 		
CF ] In Front of Beatrice's House 		
CF | 		
CF | 		
CF | "Is this the place?" Chris asks. 		
CF | 		
CF | You check the number on the mailbox, just to be sure. "Yeah, it is." 		
CF | 		
CF | He doesn't say anything as you get out. 		
CF | 		
CF | In Front of Beatrice's House 		
CF | The front yard is well-maintained, just as you remember it. Neatly 		
CF | trimmed grass, a yellow mailbox at the edge of the road, and a thin, 		
CF | almost reedy dogwood tree on the right side of the flagstone path that 		
CF | leads to the house. 		
CF | 		
CF | But the house has been destroyed. Fire. The smell of it is thick in 		
CF | the air -- ten thousand marshmallows cooked over a hundred bonfires, a 		
CF | million campfires forgotten in the woods -- and the house looks like 		
CF | it has been gutted. The roof is still there, but one corner is coming 		
CF | loose, and the entire front of the house has been burned black. All 		
CF | windows gone. Where the front door was, there is a bare doorway 		
CF | leading north. 		
CF | 		
CF | The Corolla idles in the street. 		
CF | 		
CF | > 		MoyTravis says, "oh, wow"
		MoyTravis says, "Yeah that's a good reason to call in a panic."
		Knight_Otu says, "I mean, yes, but also..."
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Inside 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Inside 		
CF | The smell is horrible, the air barely breathable. You remember 		
CF | everything: the pictures of her seven uncles that used to hang on that 		
CF | wall there, the chair with a wobbly leg, the bookcases full of books 		
CF | no one had read in a long time. Rabelais. Carson McCullers. It was 		
CF | always warm here, especially in the summer. 		
CF | 		
CF | There is little now beyond ashes and pieces of things. Things you 		
CF | could identify, paste together maybe, if you made it your life's work. 		
CF | To the west is what remains of the living room, and the dining room is 		
CF | north. A fractured, humbled staircase leads up, and you can leave to 		
CF | the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x staircase" 		
CF ] Inside 		
CF | 		
CF | > X STAIRCASE 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Living Room 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | The couch now faces you and nothing else. It once was against the 		
CF | opposite wall, facing the television set that's now only a puddle of 		
CF | plastic in a rough rectangular shape. (So many summer nights spent 		
CF | watching some old movie you'd never bothered to watch before...) 		
CF | Shards of blackened wood and bits of broken metal cover the floor. The 		
CF | walls are blotched white with chemical residue. A bathroom door is 		
CF | north, and the entrance to the house is back to the east. 		
CF | 		
CF | You can see a bathroom door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Living Room 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | The door seems stuck fast. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "kick it" 		
CF ] Living Room 		
CF | 		
CF | > KICK IT 		
CF | 		
CF | You pound on the door, but it doesn't budge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Inside 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Inside 		
CF | The smell is horrible, the air barely breathable. You remember 		
CF | everything: the pictures of her seven uncles that used to hang on that 		
CF | wall there, the chair with a wobbly leg, the bookcases full of books 		
CF | no one had read in a long time. Rabelais. Carson McCullers. It was 		
CF | always warm here, especially in the summer. 		
CF | 		
CF | There is little now beyond ashes and pieces of things. Things you 		
CF | could identify, paste together maybe, if you made it your life's work. 		
CF | To the west is what remains of the living room, and the dining room is 		
CF | north. A fractured, humbled staircase leads up, and you can leave to 		
CF | the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Dining Room 		
CF | A view onto the backyard. The wall is gone; in its place are the studs 		
CF | holding the house together and a spray of broken glass. You and 		
CF | Beatrice ate here alone once, her parents away on a trip. You stared 		
CF | out at the playground then. You wish you could remember what you were 		
CF | thinking of. The night felt perfect. It felt like whatever happened 		
CF | next, it would happen for a reason. 		
CF | 		
CF | The playground is still there. You can see it. No one and nothing has 		
CF | touched it. You can return to the house's entrance to the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x playground" 		
CF ] Dining Room 		
CF | 		
CF | > X PLAYGROUND 		
CF | 		
CF | It's a simple, plastic one, the kind you'd buy at Toys 'R Us except no 		
CF | one you knew ever did, and you always wondered what it would be like 		
CF | to have one. A playground just for you and no one else. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Dining Room 		
CF | 		
CF | > N 		
CF | 		
CF | Though you can see through the wall studs, you don't see a way to move 		
CF | past them. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Inside 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Inside 		
CF | The smell is horrible, the air barely breathable. You remember 		
CF | everything: the pictures of her seven uncles that used to hang on that 		
CF | wall there, the chair with a wobbly leg, the bookcases full of books 		
CF | no one had read in a long time. Rabelais. Carson McCullers. It was 		
CF | always warm here, especially in the summer. 		
CF | 		
CF | There is little now beyond ashes and pieces of things. Things you 		
CF | could identify, paste together maybe, if you made it your life's work. 		
CF | To the west is what remains of the living room, and the dining room is 		
CF | north. A fractured, humbled staircase leads up, and you can leave to 		
CF | the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Stairs 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Stairs 		
CF | Planks creak uneasily beneath your feet. It will take care to make it 		
CF | up and down now. The two middle steps are gone. There's just emptiness 		
CF | there now, a place no one has ever visited and no one will -- an 		
CF | emptiness that you ought to be able to step over gingerly, carefully, 		
CF | just barely frightened, without breaking anything more than it already 		
CF | is. 		
CF | 		
CF | > 		MoyTravis says, "We should, like, yell."
Knight_Otu says (to ClubFloyd), "yell" 		
CF ] Stairs 		
CF | 		
CF | > YELL 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shout" 		
CF ] Stairs 		
CF | 		
CF | > SHOUT 		
CF | 		
CF | I didn't understand that sentence. 		
CF | 		
CF | > 		MoyTravis says, "Well I guess we shouldn't then."
Knight_Otu says (to ClubFloyd), "call beatrice" 		
CF ] Stairs 		
CF | 		
CF | > CALL BEATRICE 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | 		
CF | > U 		
CF | 		
CF | You step carefully over the gap, testing the next step with your foot. 		
CF | It feels solid, though it surely can't be -- this is dangerous, you 		
CF | know. This kind of thing should not be done. 		
CF | 		
CF | Landing 		
CF | The smell of smoke isn't as bad up here, and the walls retain some 		
CF | reminder of what was once here -- a dark scrap of wallpaper, a 		
CF | shattered picture frame, a corner of the red rug. The kind of things 		
CF | you only remember when they're gone. Beatrice's room is west, its door 		
CF | a wreck on the ground. The hallway that leads to her parents' bedroom 		
CF | is north, and stairs lead down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Beatrice's Room 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Beatrice's Room 		
CF | The first time you saw this room, you were laughing. It was Christmas, 		
CF | after dinner, and you were flush with the wine her parents insisted 		
CF | you drink -- maybe because you seemed so nervous -- and there you saw 		
CF | them: all those paper cranes hanging from the ceiling. She made them, 		
CF | one by one, to remember things worth remembering. Her sixteenth 		
CF | birthday. When she stopped taking ballet classes. You caught her 		
CF | reaching for a piece of origami paper on her bureau that night. She 		
CF | thought you had fallen asleep. 		
CF | 		
CF | All of the cranes are gone. Everything is gone. 		
CF | 		
CF | The only thing left now is the metal frame of the bed. There are holes 		
CF | everywhere in the walls, even the ceiling. The second-floor landing is 		
CF | east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x frame" 		
CF ] Beatrice's Room 		
CF | 		
CF | > X FRAME 		
CF | 		
CF | It used to have bright blue blankets, the color of robins in the 		
CF | morning. It's stripped bare now, strong but empty. 		
CF | 		
CF | > 		Jade asks, "are we dead?"
		Knight_Otu says, "We might be in purgatory. We are named Dante, after all."
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Landing 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Landing 		
CF | The smell of smoke isn't as bad up here, and the walls retain some 		
CF | reminder of what was once here -- a dark scrap of wallpaper, a 		
CF | shattered picture frame, a corner of the red rug. The kind of things 		
CF | you only remember when they're gone. Beatrice's room is west, its door 		
CF | a wreck on the ground. The hallway that leads to her parents' bedroom 		
CF | is north, and stairs lead down. 		
CF | 		
CF | > 		Jade says, "ah, yes, yes"
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Hallway 		
CF | 		
CF | > N 		
CF | 		
CF | 		
CF | Hallway 		
CF | The hallway comes to an abrupt end where the entire left wall has 		
CF | fallen inward. The gap beneath where the wall fell is crowded with 		
CF | odd, pointed fragments of things you can't quite recognize: wood, 		
CF | metal, plastic. The things that make up all domestic dreams. The 		
CF | bedroom door, behind the wall, looks intact. 		
CF | 		
CF | To the south is the landing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open door" 		
CF ] Hallway 		
CF | 		
CF | > OPEN DOOR 		
CF | 		
CF | You can't get to it -- the collapsed wall is in the way. 		
CF | 		
CF | The house is dead silent. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push wall" 		
CF ] Hallway 		
CF | 		
CF | > PUSH WALL 		
CF | 		
CF | You can't seem to move the wall. It's just too heavy. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Hallway 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Lionheart has arrived. 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Hallway 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Hallway 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying your wallet, a pager, your keys, a blue key, a 		
CF | lantern, a can of tunafish, a tiny yellow envelope, a folded piece of 		
CF | notebook paper, some money that Chris gave you, a beer and a cough 		
CF | syrup bottle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "s" 		
CF ] Landing 		
CF | 		
CF | > S 		
CF | 		
CF | 		
CF | Landing 		
CF | The smell of smoke isn't as bad up here, and the walls retain some 		
CF | reminder of what was once here -- a dark scrap of wallpaper, a 		
CF | shattered picture frame, a corner of the red rug. The kind of things 		
CF | you only remember when they're gone. Beatrice's room is west, its door 		
CF | a wreck on the ground. The hallway that leads to her parents' bedroom 		
CF | is north, and stairs lead down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x rug" 		
CF ] Landing 		
CF | 		
CF | > X RUG 		
CF | 		
CF | You don't see anything like that around. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Stairs 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Stairs 		
CF | Planks creak uneasily beneath your feet. It takes care to make it up 		
CF | and down now. The two middle steps are gone. There's just emptiness 		
CF | there now, a place no one has ever visited and no one will -- an 		
CF | emptiness that you ought to be able to step over gingerly, carefully, 		
CF | just barely frightened, without breaking anything more than it already 		
CF | is. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Inside 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Inside 		
CF | The smell is horrible, the air barely breathable. You remember 		
CF | everything: the pictures of her seven uncles that used to hang on that 		
CF | wall there, the chair with a wobbly leg, the bookcases full of books 		
CF | no one had read in a long time. Rabelais. Carson McCullers. It was 		
CF | always warm here, especially in the summer. 		
CF | 		
CF | There is little now beyond ashes and pieces of things. Things you 		
CF | could identify, paste together maybe, if you made it your life's work. 		
CF | To the west is what remains of the living room, and the dining room is 		
CF | north. A fractured, humbled staircase leads up, and you can leave to 		
CF | the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Living Room 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Living Room 		
CF | The couch now faces you and nothing else. It once was against the 		
CF | opposite wall, facing the television set that's now only a puddle of 		
CF | plastic in a rough rectangular shape. (So many summer nights spent 		
CF | watching some old movie you'd never bothered to watch before...) 		
CF | Shards of blackened wood and bits of broken metal cover the floor. The 		
CF | walls are blotched white with chemical residue. A bathroom door is 		
CF | north, and the entrance to the house is back to the east. 		
CF | 		
CF | You can see a bathroom door here. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x door" 		
CF ] Living Room 		
CF | 		
CF | > X DOOR 		
CF | 		
CF | The door is distorted and twisted and black. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "knock on it" 		
CF ] Living Room 		
CF | 		
CF | > KNOCK ON IT 		
CF | 		
CF | You pound on the door, but it doesn't budge. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shards" 		
CF ] Living Room 		
CF | 		
CF | > X SHARDS 		
CF | 		
CF | Things best forgotten. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Inside 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Inside 		
CF | The smell is horrible, the air barely breathable. You remember 		
CF | everything: the pictures of her seven uncles that used to hang on that 		
CF | wall there, the chair with a wobbly leg, the bookcases full of books 		
CF | no one had read in a long time. Rabelais. Carson McCullers. It was 		
CF | always warm here, especially in the summer. 		
CF | 		
CF | There is little now beyond ashes and pieces of things. Things you 		
CF | could identify, paste together maybe, if you made it your life's work. 		
CF | To the west is what remains of the living room, and the dining room is 		
CF | north. A fractured, humbled staircase leads up, and you can leave to 		
CF | the south. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Stairs 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Stairs 		
CF | Planks creak uneasily beneath your feet. It takes care to make it up 		
CF | and down now. The two middle steps are gone. There's just emptiness 		
CF | there now, a place no one has ever visited and no one will -- an 		
CF | emptiness that you ought to be able to step over gingerly, carefully, 		
CF | just barely frightened, without breaking anything more than it already 		
CF | is. 		
CF | 		
CF | > 		
Jade has left. 		
Jade has arrived. 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Stairs 		
CF | 		
CF | > W 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Stairs 		
CF | 		
CF | > E 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Landing 		
CF | The smell of smoke isn't as bad up here, and the walls retain some 		
CF | reminder of what was once here -- a dark scrap of wallpaper, a 		
CF | shattered picture frame, a corner of the red rug. The kind of things 		
CF | you only remember when they're gone. Beatrice's room is west, its door 		
CF | a wreck on the ground. The hallway that leads to her parents' bedroom 		
CF | is north, and stairs lead down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Beatrice's Room 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Beatrice's Room 		
CF | The first time you saw this room, you were laughing. It was Christmas, 		
CF | after dinner, and you were flush with the wine her parents insisted 		
CF | you drink -- maybe because you seemed so nervous -- and there you saw 		
CF | them: all those paper cranes hanging from the ceiling. She made them, 		
CF | one by one, to remember things worth remembering. Her sixteenth 		
CF | birthday. When she stopped taking ballet classes. You caught her 		
CF | reaching for a piece of origami paper on her bureau that night. She 		
CF | thought you had fallen asleep. 		
CF | 		
CF | All of the cranes are gone. Everything is gone. 		
CF | 		
CF | The only thing left now is the metal frame of the bed. There are holes 		
CF | everywhere in the walls, even the ceiling. The second-floor landing is 		
CF | east. 		
CF | 		
CF | There's a noise above you... a footstep? But it sounds too far away. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "e" 		
CF ] Landing 		
CF | 		
CF | > E 		
CF | 		
CF | 		
CF | Landing 		
CF | The smell of smoke isn't as bad up here, and the walls retain some 		
CF | reminder of what was once here -- a dark scrap of wallpaper, a 		
CF | shattered picture frame, a corner of the red rug. The kind of things 		
CF | you only remember when they're gone. Beatrice's room is west, its door 		
CF | a wreck on the ground. The hallway that leads to her parents' bedroom 		
CF | is north, and stairs lead down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ceiling" 		
CF ] Landing 		
CF | 		
CF | > X CEILING 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Landing 		
CF | 		
CF | > U 		
CF | 		
CF | You can't go that way. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "w" 		
CF ] Beatrice's Room 		
CF | 		
CF | > W 		
CF | 		
CF | 		
CF | Beatrice's Room 		
CF | The first time you saw this room, you were laughing. It was Christmas, 		
CF | after dinner, and you were flush with the wine her parents insisted 		
CF | you drink -- maybe because you seemed so nervous -- and there you saw 		
CF | them: all those paper cranes hanging from the ceiling. She made them, 		
CF | one by one, to remember things worth remembering. Her sixteenth 		
CF | birthday. When she stopped taking ballet classes. You caught her 		
CF | reaching for a piece of origami paper on her bureau that night. She 		
CF | thought you had fallen asleep. 		
CF | 		
CF | All of the cranes are gone. Everything is gone. 		
CF | 		
CF | The only thing left now is the metal frame of the bed. There are holes 		
CF | everywhere in the walls, even the ceiling. The second-floor landing is 		
CF | east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf19" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Beatrice's Room 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "lie on bed" 		
CF ] Beatrice's Room 		
CF | 		
CF | > LIE ON BED 		
CF | 		
CF | It's very uncomfortable -- what were once box springs are now twisted, 		
CF | pointed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand on bed" 		
CF ] Beatrice's Room 		
CF | 		
CF | > STAND ON BED 		
CF | 		
CF | But you're already on the metal bedframe. 		
CF | 		
CF | There's that noise again. From above. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look up" 		
CF ] Beatrice's Room 		
CF | 		
CF | > LOOK UP 		
CF | 		
CF | You see nothing unexpected in that direction. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x ceiling" 		
CF ] Beatrice's Room 		
CF | 		
CF | > X CEILING 		
CF | 		
CF | (the holes in the ceiling) 		
CF | You can't see anything through the holes in the ceiling -- it's just 		
CF | darkness. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "knock on ceiling" 		
CF ] Beatrice's Room 		
CF | 		
CF | > KNOCK ON CEILING 		
CF | 		
CF | (the holes in the ceiling) 		
CF | You've never been a very violent kind of guy. 		
CF | 		
CF | > 		Jade says, "climb bed"
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] Beatrice's Room 		
CF | 		
CF | > STAND 		
CF | 		
CF | You get off the metal bedframe. 		
CF | 		
CF | Beatrice's Room 		
CF | The first time you saw this room, you were laughing. It was Christmas, 		
CF | after dinner, and you were flush with the wine her parents insisted 		
CF | you drink -- maybe because you seemed so nervous -- and there you saw 		
CF | them: all those paper cranes hanging from the ceiling. She made them, 		
CF | one by one, to remember things worth remembering. Her sixteenth 		
CF | birthday. When she stopped taking ballet classes. You caught her 		
CF | reaching for a piece of origami paper on her bureau that night. She 		
CF | thought you had fallen asleep. 		
CF | 		
CF | All of the cranes are gone. Everything is gone. 		
CF | 		
CF | The only thing left now is the metal frame of the bed. There are holes 		
CF | everywhere in the walls, even the ceiling. The second-floor landing is 		
CF | east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb bed" 		
CF ] Beatrice's Room 		
CF | 		
CF | > CLIMB BED 		
CF | 		
CF | It's very uncomfortable -- what were once box springs are now twisted, 		
CF | pointed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "jump" 		
CF ] Beatrice's Room 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You hop a little, just because. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "wait" 		
CF ] Beatrice's Room 		
CF | 		
CF | > WAIT 		
CF | 		
CF | Time passes. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "stand" 		
CF ] Beatrice's Room 		
CF | 		
CF | > STAND 		
CF | 		
CF | You get off the metal bedframe. 		
CF | 		
CF | Beatrice's Room 		
CF | The first time you saw this room, you were laughing. It was Christmas, 		
CF | after dinner, and you were flush with the wine her parents insisted 		
CF | you drink -- maybe because you seemed so nervous -- and there you saw 		
CF | them: all those paper cranes hanging from the ceiling. She made them, 		
CF | one by one, to remember things worth remembering. Her sixteenth 		
CF | birthday. When she stopped taking ballet classes. You caught her 		
CF | reaching for a piece of origami paper on her bureau that night. She 		
CF | thought you had fallen asleep. 		
CF | 		
CF | All of the cranes are gone. Everything is gone. 		
CF | 		
CF | The only thing left now is the metal frame of the bed. There are holes 		
CF | everywhere in the walls, even the ceiling. The second-floor landing is 		
CF | east. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "push bed" 		
CF ] Beatrice's Room 		
CF | 		
CF | > PUSH BED 		
CF | 		
CF | You are unable to. 		
CF | 		
CF | > 		Jade says, "climb on bed"
		Knight_Otu says, "Climbibg it didn't seem to help."
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Beatrice's Room 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying your wallet, a pager, your keys, a blue key, a 		
CF | lantern, a can of tunafish, a tiny yellow envelope, a folded piece of 		
CF | notebook paper, some money that Chris gave you, a beer and a cough 		
CF | syrup bottle. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Beatrice's Room 		
CF | 		
CF | > U 		
CF | 		
CF | You can't reach high enough to get a good hand hold -- you aren't tall 		
CF | enough. 		
CF | 		
CF | > 		Jade says, "climb on hole"
Knight_Otu says (to ClubFloyd), "stand on bed" 		
CF ] Beatrice's Room 		
CF | 		
CF | > STAND ON BED 		
CF | 		
CF | It's very uncomfortable -- what were once box springs are now twisted, 		
CF | pointed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Attic 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Attic 		
CF | You've never been here before tonight, so you don't know what had been 		
CF | collected here and is now lost. The smell of smoke is thin, though the 		
CF | attic is charred black and empty. A large chunk of the roof has 		
CF | crumbled at the north end of the attic, leaving a space about as wide 		
CF | as your arms can reach. The dim starlight seems warm somehow, drawing 		
CF | you forward, upward, onto the roof. 		
CF | 		
CF | > 		Knight_Otu says, "Okay, you were right, sorry."
		Jade says, "perfect"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Roof 		
CF | 		
CF | > U 		
CF | 		
CF | You lift yourself onto the roof awkwardly. 		
CF | 		
CF | Roof 		
CF | Shingles tumble into the gutter as you steady yourself on the slow 		
CF | slope of the roof. The night sky is clear of clouds; stars are 		
CF | everywhere. The dim glow of Baltimore is in the distance. 		
CF | 		
CF | Beatrice... Beatrice is here. She stands at the opposite edge of the 		
CF | roof, looking down. 		
CF | 		
CF | > 		Jade says, "no worries, we are trying"
Knight_Otu says (to ClubFloyd), "x beatrice" 		
CF ] Roof 		
CF | 		
CF | > X BEATRICE 		
CF | 		
CF | (Beatrice) 		
CF | Even with her back turned to you, you can tell it's her. Her hair is 		
CF | rough and frazzled, and her clothes are faded and ripped, like old 		
CF | pajamas. But she still is beautiful. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask beatrice about trouble" 		
CF ] Roof 		
CF | 		
CF | > ASK BEATRICE ABOUT TROUBLE 		
CF | 		
CF | (Beatrice about that) 		
CF | "What... what are you doing here?" you ask. 		
CF | 		
CF | She turns and looks at you curiously. "You're here. You really came." 		
CF | 		
CF | "Of course I did," you say. "What happened to your house?" 		
CF | 		
CF | "I was dreaming," she says with a sudden, awkward smile. "I was 		
CF | dreaming of monsters." 		
CF | 		
CF | ("You always dream about monsters," you start to say...) 		
CF | 		
CF | "And when I woke up, everything was burning." 		
CF | 		
CF | She doesn't say anything for a long time, like she's remembering 		
CF | something. But then she says: "This isn't really happening, is it? It 		
CF | seems so impossible." 		
CF | 		
CF | Beatrice stands up, walks to you, places a hand on your chest. Feeling 		
CF | your heart beat. 		
CF | 		
CF | "Is this real?" 		
CF | 		
CF | >> 		Knight_Otu says, "I mean, I guess no, but I want to say yes."
		Jade says, "ok then"
Knight_Otu says (to ClubFloyd), "yes" 		
CF ] Roof 		
CF | 		
CF | > YES 		
CF | 		
CF | "Wait -- don't answer that," she says, and takes two steps backwards, 		
CF | so that her feet no longer touch the roof. 		
CF | 		
CF | She should be falling now, but she isn't. She's standing on the air 		
CF | itself. 		
CF | 		
CF | "Dante," she says. "This is real." 		
CF | 		
CF | A snowflake dwindles through the sky behind her. 		
CF | 		
CF | > 		Jade says, "save & go"
Knight_Otu says (to ClubFloyd), "SAVE" 		
Knight_Otu says (to ClubFloyd), "cf20" 		
CF | > 		
CF | > SAVE 		
CF | %% Enter a save filename to write: 		
CF ] Roof 		
CF | Ok. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "n" 		
CF ] Roof 		
CF | 		
CF | > N 		
CF | 		
CF | There's nowhere to go but down. 		
CF | 		
CF | The snow grows steady. It makes no sense -- but that doesn't bother 		
CF | you as much as it should. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "ask beatrice about roof" 		
CF ] Roof 		
CF | 		
CF | > ASK BEATRICE ABOUT ROOF 		
CF | 		
CF | (Beatrice about that) 		
CF | She doesn't say anything, just waves you forward, asking you to jump. 		
CF | 		
CF | The snow becomes a torrent, a blizzard -- it's magic and it's yours. 		
CF | 		
CF | "Dante," Beatrice says. "Just jump. You won't fall." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "jump" 		
CF ] Holding Beatrice, Falling 		
CF | 		
CF | > JUMP 		
CF | 		
CF | You step off the roof, not knowing what should happen next. Gravity 		
CF | seizes you for a brief, frightening moment, and then you are: 		
CF | 		
CF | Holding Beatrice, Falling 		
CF | Beatrice has her arms around you, and yours are around her. Who is 		
CF | holding whom up? You are floating in mid-air, though your weight must 		
CF | be the reason you're drifting downward slowly, two leaves caught in a 		
CF | friendly autumn breeze -- but it isn't autumn, it's not even spring 		
CF | anymore. It's snowing, snowing so hard it's almost impossible to see 		
CF | her blue eyes. It's snowing but it isn't cold. 		
CF | 		
CF | You keep drifting, keep falling. 		
CF | 		
CF | > 		Knight_Otu says, "Sooo."
Knight_Otu says (to ClubFloyd), "kiss beatrice" 		
CF ] Holding Beatrice, Falling 		
CF | 		
CF | > KISS BEATRICE 		
CF | 		
CF | (Beatrice) 		
CF | It's perfect. (But how else could it feel?) 		
CF | 		
CF | You drift down to the ground silently. The landing is perfect, but 		
CF | that's because the world is covered in snow now: almost 8 inches now. 		
CF | It's amazing. Maryland only gets this much snow maybe three times a 		
CF | year. Everything will be closed tomorrow. It'll be great. No work, no 		
CF | need to go anywhere. 		
CF | 		
CF | It's time, you know. It's time for Beatrice and you to run through the 		
CF | snow, to fall over and lose your balance when she tries to chuck a 		
CF | snowball right into your face. It's time for hot chocolate; lots of 		
CF | marshmallows for you, none for her. For staring out a window and 		
CF | thinking how hard the day had been and how easy it has become. Time 		
CF | for books. For kisses. 		
CF | 		
CF | It's time for nights that grow longer and longer, though you don't 		
CF | miss the sun. Lamplight keeps you warm. Time for sweaters and long 		
CF | coats. Time for some things to be remembered and most things to be 		
CF | forgotten. 		
CF | 		
CF | It's time for a New Year's Eve that never ends. 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game or QUIT? 		
CF | > 		Jade says, "I don't know even if we are floating or falling"
		Knight_Otu says, "Well, we reached an ending."
		Knight_Otu says, "I am uncertain if it's a winning ending, but we reached it."
		Jade asks, "yes, but what happened with the office we saw before crashing?"
		MoyTravis says, "Dunno."
		Knight_Otu says, "I guess yet another dream we had."
		MoyTravis says, "Well, good game, I guess."
		MoyTravis says, "Thanks for driving."
		Jade says, "This is a great game."
		Knight_Otu says, "Also quite weird."
		Jade says, "ok, and thank for driving the game, k_o"
		Knight_Otu exclaims, "Also, thanks to Jacq for driving the first half of the game!"
		Jade asks, "so were we dead?"
		Knight_Otu says, "I'm starting to lean towards yes."
		MoyTravis says, "Seems likely."
		Knight_Otu says, "I suppose there are multiple endings whicj may shine a light on that."
		Jade says, "we were dopped in some point of the game and dead in other"
		Jade says, "So, we are done by now."
		Knight_Otu says, "I suspect there are two points that set the ending - the signs placed in the dream sand White House last week, and the tile we set this week."
		Knight_Otu says, "Not going to play through the game to check though."



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ClubFloyd Transcript:
Captain Verdeterre's Plunder by Ryan Veeder
As played on ifMUD on September 18, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Captain Verdeterre's Plunder written by Ryan Veeder. Captain Verdeterre's Plunder was released as part of the 2013 Interactive Fiction Competition, in which it took fourth place It was nominated for the Xyzzies for Best Puzzles and Best Individual Puzzle, and won the Xyzzy for Best Individual NPC. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
ToyShop & Floyditorium
		
#ClubFloyd Discussion
		

DavidW says (to ClubFloyd), "load sleepmask captainverdeterre" 		
CF ] 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | 		
CF | 		
CF | 		
CF | You can't help thinking this could have been avoided. 		
CF | 		
CF | "I know what you're thinking, lad. And you're right, this is all your 		
CF | fault. But you can't exactly blame yourself, either." 		
CF | 		
CF | The captain makes a pained clicking noise. "You did your best, and it 		
CF | wasn't good enough. All we can do now is make the best of a bad 		
CF | situation." 		
CF | 		
CF | He allows himself a moment of silence. Then he fixes you with a beady 		
CF | black eye: 		
CF | 		
CF | "You think you maybe oughta get to work?" 		
CF | 		
CF | 		
CF | 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		DavidW asks, "Who wants to drive?"
		Knight_Otu asks, "Jade, would you want to drive?"
		Jade says, "I can try"
Knight_Otu pushes the green 'space' button. 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | Captain Verdeterre's Plunder 		
CF | An account of the wreck of the Feckless by Ryan Veeder 		
CF | Release 1 / Serial number 131003 / Inform 7 build 6G60 (I6/v6.32 lib 		
CF | 6/12N) 		
CF | 		
CF | Fore Hold 		
CF | This is the foremost section of the hold, the location of the giant 		
CF | hole that the reef tore in the ship's hull. Water is gushing in at an 		
CF | alarming rate. 		
CF | 		
CF | The rest of the hold (and the stairs to the decks above) is aft. 		
CF | 		
CF | "All right," says Captain Verdeterre. "Let's round up everything 		
CF | that's worth anything and put it in that bag." He indicates a nearby 		
CF | sack, which you pick up. 		
CF | 		
CF | A perturbed-looking gorilla skull hangs from a hook on the wall. 		
CF | 		
CF | In one corner of the room is a pewter goblet. 		
CF | 		
CF | A thick book lies close by. 		
CF | 		
CF | > 		Roger exclaims, "go for it!"
		DavidW says, "I'd forgotten this was a Veeder game."
		Jade says, "x me"
		DavidW says, "Remember, you're on a sinking ship. You won't want to waste too many turns examining the scenery."
		DavidW says, "also, put an f or a > before your command to tell Floyd."
		Jade says, "I think we have to collect as many items as we can"
		DavidW says, "as much valuable stuff. Everything has different value."
		Knight_Otu says, "As many valuable items as we can, at that."
		Jade says, "a gorilla, a book and a goblet"
		DavidW says, "Unfortunately, you won't know what's treasure and what's trash until the final accounting at the end of the game."
Jade pushes the green 'space' button. 		
Jade gets ClubFloyd Suggestions. 		
Jade gets ClubFloyd Pass 03. 		
Jade gets ClubFloyd Pass 04. 		Jade asks, "??????"
		Knight_Otu says, "Oops."
		Knight_Otu says, "You typed "get all" rather that "f get all"."
		DavidW says, "you might wanna drop those. The cfs, at least."
Jade drops ClubFloyd Pass 07. 		
ClubFloyd Pass 07 goes home. 		
Jade drops ClubFloyd Suggestions. 		
Jade drops ClubFloyd Pass 03. 		
ClubFloyd Pass 03 goes home. 		
Jade drops ClubFloyd Pass 04. 		
ClubFloyd Pass 04 goes home. 		DavidW says, "uh, did you drop your own pass?>"
Jade pushes the green 'space' button. 		
Jade gets ClubFloyd Pass 07. 		
Jade gets ClubFloyd Suggestions. 		
Jade gets ClubFloyd Pass 03. 		
Jade gets ClubFloyd Pass 04. 		Knight_Otu says, "I think Jacq added Jade to the room at some point."
Jade drops ClubFloyd Pass 03. 		
ClubFloyd Pass 03 goes home. 		
Jade drops ClubFloyd Pass 04. 		
ClubFloyd Pass 04 goes home. 		
Jade drops ClubFloyd Suggestions. 		
Jade says (to ClubFloyd), "take all" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | > TAKE ALL 		
CF | 		
CF | {To maintain the urgency of your situation, it is asked that you 		
CF | refrain from handling more than one item at a time. We sincerely 		
CF | regret any inconveniences suffered as a result of this policy.} 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "L" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | > L 		
CF | 		
CF | Fore Hold 		
CF | This is the foremost section of the hold, the location of the giant 		
CF | hole that the reef tore in the ship's hull. Water is gushing in at an 		
CF | alarming rate. 		
CF | 		
CF | The rest of the hold (and the stairs to the decks above) is aft. 		
CF | 		
CF | The captain eyes you expectantly. 		
CF | 		
CF | A perturbed-looking gorilla skull hangs from a hook on the wall. 		
CF | 		
CF | In one corner of the room is a pewter goblet. 		
CF | 		
CF | A thick book lies close by. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take book" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | > TAKE BOOK 		
CF | 		
CF | You pick up the book. 		
CF | 		
CF | "Oh, just drop that," says Verdeterre. "We're looking for 		
CF | treasure, not mildewy books." 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | {This game includes Nautical Vocabulary Notes for your 		
CF | edification. If you would like to enable Nautical Vocabulary Notes, 		
CF | please enter the command "ENABLE NAUTICAL VOCABULARY NOTES". Thank 		
CF | you.} 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take goblet" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE GOBLET 		
CF | 		
CF | "That one, for sure," says the captain. "People will pay all kinds of 		
CF | money for fancy chalices like that." 		
CF | 		
CF | You stuff the pewter goblet into the sack. 		
CF | 		
CF | Your knees are covered by the rising waves. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Aft Hold 		
CF | A lot of the things kept in the hold are just ballast, but there are a 		
CF | few items of interest. Fore from here is the rest of the hold, and 		
CF | stairs lead up to the lower deck. 		
CF | 		
CF | Roughly in the center of the space is an iron strongbox. 		
CF | 		
CF | An ornate vase stands nearby. 		
CF | 		
CF | A crystal ball is rolling around on the floor. 		
CF | 		
CF | Now the water is up to your thighs. 		
CF | 		
CF | The crystal ball disappears as the current sweeps over it. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take strongbox" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE STRONGBOX 		
CF | 		
CF | It would take two men to move this box, and you don't have the upper 		
CF | body strength to be either of them. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take ball" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE BALL 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		Knight_Otu says, "The crystal ball drowned."
		Jade says, "damm it"
Jade says (to ClubFloyd), "up" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 1 DOWN 		
CF | 		
CF | > UP 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold, and in fact 		
CF | actually smells somewhat pleasant. The galley is fore, and the map 		
CF | room is aft. Stairs lead down to the hold and up to the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "open crate" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 1 DOWN 		
CF | 		
CF | > OPEN CRATE 		
CF | 		
CF | The top of the crate is nowhere to be seen. 		
CF | 		
CF | > 		
PhilGoetz has arrived. 		
Jade says (to ClubFloyd), "aft" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Miscellaneous 		
CF | This was the map room originally, and then it became a kind of general 		
CF | storage space, and then it was picked almost clean by various 		
CF | deserters. 		
CF | 		
CF | The flag box stands nearby. 		
CF | 		
CF | In the center of the room is the map table; sitting on top is a 		
CF | sextant. 		
CF | 		
CF | There's a barrel over in the corner. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take sextant" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > TAKE SEXTANT 		
CF | 		
CF | "I hate those things," says the captain. "Nobody will build one that's 		
CF | small enough for us to use." 		
CF | 		
CF | You stuff the sextant into the sack. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > AFT 		
CF | 		
CF | You can't move in that direction from here. {The available 		
CF | directions are displayed in the status bar above.} 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "fore" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold, and in fact 		
CF | actually smells somewhat pleasant. The galley is fore, and the map 		
CF | room is aft. Stairs lead down to the hold and up to the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "fore" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Galley 		
CF | This room used to be the domain of Blaise, the ship's cook. Now the 		
CF | cabinets are empty, and the room is in a state of rapidly sinking 		
CF | disrepair. 		
CF | 		
CF | On top of one cabinet is a piece of hardtack. 		
CF | 		
CF | Hanging on the wall is an old violin. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take violin" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 3 		
CF | 		
CF | > TAKE VIOLIN 		
CF | 		
CF | "Sure was nice of Blaise to leave that behind for us," Verdeterre 		
CF | sniggers. 		
CF | 		
CF | You stuff the violin into the sack. 		
CF | 		
CF | > 		DavidW says, "I wonder who Blaise was."
		Roger says, "Blaise the violinist"
		Knight_Otu asks, "A violint-t cook?"
		Roger says, "usual piratey stuff"
Jade has left. 		
Jade has arrived. 		Jade says, "I exited the game"
Jade says (to ClubFloyd), "l" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 3 		
CF | 		
CF | > L 		
CF | 		
CF | Galley 		
CF | This room used to be the domain of Blaise, the ship's cook. Now the 		
CF | cabinets are empty, and the room is in a state of rapidly sinking 		
CF | disrepair. 		
CF | 		
CF | The captain eyes you expectantly. 		
CF | 		
CF | On top of one cabinet is a piece of hardtack. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take hardtack" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 3 		
CF | 		
CF | > TAKE HARDTACK 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 3 DOWN 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold, and in fact 		
CF | actually smells somewhat pleasant. The galley is fore, and the map 		
CF | room is aft. Stairs lead down to the hold and up to the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		DavidW asks, "I'm not sure what hardtack is. Dried meat, I'm guessing?"
Jade says (to ClubFloyd), "take doll" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 DOWN 		
CF | 		
CF | > TAKE DOLL 		
CF | 		
CF | "You know," says Verdeterre, "that doll gives me an idea. Better take 		
CF | it along." 		
CF | 		
CF | You stuff the wooden doll into the sack. 		
CF | 		
CF | The rising water has reached your ankles. 		
CF | 		
CF | > 		Roger says, "It's a dry biscuit"
		Jade says, "it could be"
		Knight_Otu asks, "Dry bread, I believe?"
		DavidW says, "oh"
Jade says (to ClubFloyd), "eat hardtack" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 DOWN 		
CF | 		
CF | > EAT HARDTACK 		
CF | 		
CF | Before tucking into the hardtack, you look over at your captain. He 		
CF | nods in approval, and you scarf the whole thing down. 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | > 		Roger says, "I didn't remember the exit-rose in this game at all"
Jade says (to ClubFloyd), "take portrait" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > TAKE PORTRAIT 		
CF | 		
CF | Verdeterre sighs. "It'll be a shame to sell off an item of such 		
CF | gorgeousness and sentimentality," he says, "but I suppose these are 		
CF | desperate times." 		
CF | 		
CF | You stuff the captain's portrait into the sack. 		
CF | 		
CF | Your knees are covered by the rising waves. 		
CF | 		
CF | > 		Knight_Otu says, "Always nice to have some exit listing."
		Jade says, "5 items"
		Jade says, "yes, nauticals directions"
Jade says (to ClubFloyd), "up" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > UP 		
CF | 		
CF | 		
CF | Main Deck 		
CF | Ah, open air. The sea stretches out in all directions. There is no 		
CF | land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | There's a silver locket lying on the deck. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		PhilGoetz says, "Hardtack is flour and salt that was mixed together wet, pressed into crackers, and then dried. Like a cracker, but with no yeast at all, and so hard that you can't chew it, you have to keep it in your mouth until your saliva to dissolve it."
		DavidW says, "what fun"
		Jade says, "nice info"
Jade says (to ClubFloyd), "take locket" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > TAKE LOCKET 		
CF | 		
CF | "Ooh, jewelry! Good eye, Tibert!" says the captain. 		
CF | 		
CF | You stuff the silver locket into the sack. 		
CF | 		
CF | > 		DavidW says, "I have been known to try to eat raw pasta, but hardtack sounds worse."
		PhilGoetz says, "I hear it's more nutritious once it gets some insects in it."
		Jade says, "I don't understand that treasure hunt"
Jade says (to ClubFloyd), "take handkerchief" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > TAKE HANDKERCHIEF 		
CF | 		
CF | You yank on the handkerchief, but it stays lodged in the wall; it's 		
CF | tied on from the other side. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Captain's Quarters 		
CF | Here is where the captain sleeps, where he eats, where he does his 		
CF | deep thinking. Most of this happens in his bed. Hung on one wall is a 		
CF | shelf, set aside for the captain's favorite objects. 		
CF | 		
CF | A pin is sticking out of the forward bulkhead, holding up the 		
CF | handkerchief outside. 		
CF | 		
CF | On the captain's bed is a silk pillow. 		
CF | 		
CF | On the shelf are a gold medallion and an iron key. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take pin" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > TAKE PIN 		
CF | 		
CF | You pull the pin out from the handkerchief, and it falls between the 		
CF | boards. Now you should be able to retrieve the hanky from the other 		
CF | side of the wall. 		
CF | 		
CF | > 		Knight_Otu says, "I think it'll become clearer at the end, but the basic is that the captain is going to sell what you find to fund his, and maybe even your, life after the ship sinks."
Jade says (to ClubFloyd), "take handkerchief" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > TAKE HANDKERCHIEF 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		PhilGoetz says, "It said you should be able to retrieve the hanky from the other"
PhilGoetz says (to ClubFloyd), "| side of the wall" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > | SIDE OF THE WALL 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take key" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > TAKE KEY 		
CF | 		
CF | Verdeterre's eyes light up as you lift the key. "I know what that is! 		
CF | That's the key to the strongbox in the hold! I knew it was somewhere." 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take medallion" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 7 		
CF | 		
CF | > TAKE MEDALLION 		
CF | 		
CF | You give the medallion a quick once-over and ask Verdeterre, "What did 		
CF | you do to earn this?" 		
CF | 		
CF | "I stole it." 		
CF | 		
CF | You stuff the gold medallion into the sack. 		
CF | 		
CF | > 		Jade asks, "take the pillow?"
		PhilGoetz says, "that's a good line."
Jade says (to ClubFloyd), "take pillow" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 8 		
CF | 		
CF | > TAKE PILLOW 		
CF | 		
CF | You pick up the pillow. 		
CF | 		
CF | "Oh, no. I'm gonna miss that little guy," says Verdeterre. "I've never 		
CF | been able to get to sleep without it. But it needs to must, when 		
CF | devils drive!" 		
CF | 		
CF | You stuff the silk pillow into the sack. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "fore" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 8 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Main Deck 		
CF | The sea stretches out in all directions. There is no land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "ftake handkerchif" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 8 DOWN 		
CF | 		
CF | > FTAKE HANDKERCHIF 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take handkerchief" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > TAKE HANDKERCHIEF 		
CF | 		
CF | You stuff the silk handkerchief into the sack. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "fore" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 9 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Mainmast 		
CF | The mainmast is lodged in the deck here, near the middle of the ship. 		
CF | It's somewhat like the ship's belly button. Fore is the capstan, aft 		
CF | are the stairs to the lower deck, and up at the top of the mainmast is 		
CF | the top. 		
CF | 		
CF | The point of an exotic-looking dagger is lodged in the mast. 		
CF | 		
CF | A hand mirror is lying on the floor. 		
CF | 		
CF | The water glides over the decks and soon it is up to your ankles. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take mirror" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > TAKE MIRROR 		
CF | 		
CF | You pick up the mirror, and Verdeterre motions for you to point it at 		
CF | him. He checks to make sure he's wearing his hat at an appropriately 		
CF | jaunty angle. He nods in approval. 		
CF | 		
CF | You stuff the hand mirror into the sack. 		
CF | 		
CF | Now the water is up to your shins. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "fore" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | Your life boat is hanging from the davits here. 		
CF | 		
CF | Your knees are underwater now. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "take boat" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > TAKE BOAT 		
CF | 		
CF | Taken. 		
CF | 		
CF | The water rises up around your thighs. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Mainmast 		
CF | The mainmast is lodged in the deck here, near the middle of the ship. 		
CF | It's somewhat like the ship's belly button. Fore is the capstan, aft 		
CF | are the stairs to the lower deck, and up at the top of the mainmast is 		
CF | the top. 		
CF | 		
CF | The point of an exotic-looking dagger is lodged in the mast. 		
CF | 		
CF | Now the water reaches your hips. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Knight_Otu asks, "Huh, I don't think that's supposed to happen, taking the boat?"
Jade says (to ClubFloyd), "take dagger" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > TAKE DAGGER 		
CF | 		
CF | You pull on the handle of the dagger, but it remains stuck in the 		
CF | mast. 		
CF | 		
CF | "Hey, that was Saad's, right?" Verdeterre asks. "What happened to 		
CF | him?" 		
CF | 		
CF | "I think you told him you were going to kill him, so he ran away," you 		
CF | say. 		
CF | 		
CF | He frowns. "Man, I think you're right. Wow. I shoulda been nicer." 		
CF | 		
CF | The rising waves climb up to your waist. 		
CF | 		
CF | > 		DavidW says, "That dagger is very stubbornly lodged."
		PhilGoetz asks, "Do you still have the boat?"
		DavidW says, "I remember that much."
Jade says (to ClubFloyd), "i" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a life boat 		
CF | an iron key 		
CF | a thick book (closed) 		
CF | a commodious sack 		
CF | a hand mirror 		
CF | a silk handkerchief 		
CF | a silk pillow 		
CF | a gold medallion 		
CF | a silver locket 		
CF | a captain's portrait 		
CF | a wooden doll 		
CF | a violin 		
CF | a sextant 		
CF | a pewter goblet 		
CF | a flintlock pistol 		
CF | 		
CF | > 		DavidW says, "yes, boat is still there."
		Jade asks, "aft?"
Jade says (to ClubFloyd), "aft" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 DOWN 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Main Deck 		
CF | The sea stretches out in all directions. There is no land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | The water is up to your chest. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "aft" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 10 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Captain's Quarters 		
CF | Here is where the captain sleeps, where he eats, where he does his 		
CF | deep thinking. Most of this happens in his bed. Hung on one wall is a 		
CF | shelf, set aside for the captain's favorite objects. 		
CF | 		
CF | The waves close over your shoulders. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		Jade says, "we have no time enough to check shelves"
		DavidW says, "This may be mean, but I bet if you examine the shelves, they'll go underwater before you can take anything."
		PhilGoetz asks, "is there an undo command?"
		DavidW says (to Phil), "dunno"
		PhilGoetz asks, "or save game?"
		Knight_Otu says, "I think undo is disabled in this."
		DavidW says, "I don't think it makes much sense to SAVE. You'd want to optimize from the very beginning each time, I think."
		Jade asks, "so will we go up?"
		DavidW says, "You have to go FORE from here."
		Knight_Otu says, "There may be no time to go out and up, but try."
Jade says (to ClubFloyd), "fore" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 10 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Main Deck 		
CF | The sea stretches out in all directions. There is no land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | The water reaches your chin. You're having trouble keeping your 		
CF | footing. 		
CF | 		
CF | The captain rushes ahead of you, since coming here was his idea. 		
CF | 		
CF | > 		
Jade says (to ClubFloyd), "up" 		
CF ] Quarterdeck 		
CF ] + 		
CF ] Valuables: 10 DOWN 		
CF | 		
CF | > UP 		
CF | 		
CF | 		
CF | Quarterdeck 		
CF | You have often stood here, at the stern of the vessel, with a steady 		
CF | hand on the ship's wheel, wondering where you were going. Right now 		
CF | you are not going anywhere. 		
CF | 		
CF | From here you can see the vast stretches of sea you crossed to reach 		
CF | this point—they look much like the stretches of sea you can see in 		
CF | every other direction. Downstairs is the main deck. 		
CF | 		
CF | A bronze statuette is lying on the boards. 		
CF | 		
CF | Your chance to return to the main deck is almost gone. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		DavidW says, "Take the statuette, then enter the boat."
		PhilGoetz says, "agree."
		PhilGoetz says, "or save game"
Jade says (to ClubFloyd), "take statuette" 		
CF ] Quarterdeck 		
CF ] + 		
CF ] Valuables: 11 DOWN 		
CF | 		
CF | > TAKE STATUETTE 		
CF | 		
CF | You stuff the bronze statuette into the sack. 		
CF | 		
CF | The waters continue to bury the main deck. 		
CF | 		
CF | > 		PhilGoetz says, "or try undo, i don't think it counts as a turn if the command is disabled."
Jade says (to ClubFloyd), "enter the boat" 		
CF | > 		
CF | > ENTER THE BOAT 		
CF | 		
CF | Are you sure you want to abandon ship? [y/n] 		
CF | 		
CF | > 		Jade says, "I think so"
		Knight_Otu says, "Yeah."
		PhilGoetz says, "if you're not going to save game, just type y, I say."
Jade says (to ClubFloyd), "y" 		
CF | > 		
CF | > Y 		
CF | 		
CF | You shove off with all due haste. 		
CF | 		
CF | *** 		DavidW says, "push space"
Knight_Otu pushes the green 'space' button. 		
CF | ***The return to civilization was a long one, but you both survived, 		
CF | and the long task of liquidating your assets finally began. Now, 		
CF | having dealt with numerous fences, suckers, and a few legitimate 		
CF | businessmen, you take inventory of your priceless treasures and how 		
CF | much they turned out to worth: 		
CF | 		
CF | A communion chalice lifted from some poor church somewhere, valued at 		
CF | 11 dollars... 		
CF | A portrait of Captain Verdeterre, which held no value to anyone but 		
CF | Captain Verdeterre and was therefore impossible to sell... 		
CF | A Dutch peg doll which, after some modification and repainting, was 		
CF | sold as an "African fertility idol" for 36 dollars... 		
CF | An unremarkable but serviceable violin, sold for 50 dollars... 		
CF | A broken sextant, which cost 20 dollars to fix before being sold for 		
CF | 68 dollars, for a total profit of 48 dollars... 		
CF | A silk handkerchief, sold for 10 dollars... 		
CF | A silver locket, sold to a lovesick and desperate young man for 15 		
CF | dollars... 		
CF | A cheap hand mirror, worth 12 dollars to a man who thought his soul 		
CF | was trapped inside... 		
CF | A silk pillow that Captain Verdeterre could not bear to part with, and 		
CF | which he now sleeps on through most of the day... 		
CF | A medallion of mysterious provenance, sold for 68 dollars... 		
CF | A cheap reproduction of a Ptolemaic statuette of the Egyptian god 		
CF | Thoth, melted down into lead ingots worth four dollars... 		
CF | 		
CF | ...For a total of 254 Spanish dollars. 		
CF | 		
CF | The first mate's share of that came to 15 Spanish dollars and 7 		
CF | reales. 		
CF | 		
CF | *** 		Jade asks, "another driver?"
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | Captain Verdeterre contemplates his calculations with a critical eye. 		
CF | "This is not a lot of money," he observes. 		
CF | 		
CF | He looks up at you. "This really is a fairly dismal amount of money. 		
CF | Which, no offense, is about what I was expecting. But, still. It'll 		
CF | take some work to get back on our feet again." 		
CF | 		
CF | He scampers to the window and surveys the city below. "I'm gonna need 		
CF | you to head out and recruit some seamen. I'll be up here, meditating 		
CF | on a plan to get us a new ship. You should pick up whoever you can, 		
CF | but make sure you at least try to find someone good. I'm gonna be 		
CF | needing a new first mate." 		
CF | 		
CF | He looks you in the eye, to make sure you got the message. "So, maybe 		
CF | you oughta get to work?" 		
CF | 		
CF | 		
CF | 		
CF | *** {Better luck next time.} *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read ABOUT this game? 		
CF | > 		
Knight_Otu says (to ClubFloyd), "restart" 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | 		
CF | 		
CF | 		
CF | You can't help thinking this could have been avoided. 		
CF | 		
CF | "I know what you're thinking, lad. And you're right, this is all your 		
CF | fault. But you can't exactly blame yourself, either." 		
CF | 		
CF | The captain makes a pained clicking noise. "You did your best, and it 		
CF | wasn't good enough. All we can do now is make the best of a bad 		
CF | situation." 		
CF | 		
CF | He allows himself a moment of silence. Then he fixes you with a beady 		
CF | black eye: 		
CF | 		
CF | "You think you maybe oughta get to work?" 		
CF | 		
CF | 		
CF | 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		
Knight_Otu pushes the green 'space' button. 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | Captain Verdeterre's Plunder 		
CF | An account of the wreck of the Feckless by Ryan Veeder 		
CF | Release 1 / Serial number 131003 / Inform 7 build 6G60 (I6/v6.32 lib 		
CF | 6/12N) 		
CF | 		
CF | Fore Hold 		
CF | This is the foremost section of the hold, the location of the giant 		
CF | hole that the reef tore in the ship's hull. Water is gushing in at an 		
CF | alarming rate. 		
CF | 		
CF | The rest of the hold (and the stairs to the decks above) is aft. 		
CF | 		
CF | "All right," says Captain Verdeterre. "Let's round up everything 		
CF | that's worth anything and put it in that bag." He indicates a nearby 		
CF | sack, which you pick up. 		
CF | 		
CF | A perturbed-looking gorilla skull hangs from a hook on the wall. 		
CF | 		
CF | In one corner of the room is a pewter goblet. 		
CF | 		
CF | A thick book lies close by. 		
CF | 		
CF | > 		DavidW says, "I'm gonna take a wee cat nap. Back in 15 minutes or so."
		Knight_Otu says, "Rest well, then."
		Jade says, "I am going to cook my diner, meanwhile I am looking at you"
		Knight_Otu says, "I'll try to avoid taking the same things, but as I recall, the book can be worth something."
Knight_Otu says (to ClubFloyd), "take skull" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE SKULL 		
CF | 		
CF | The captain smiles at the skull. "Good old Charlie! What a spirited 		
CF | guy. If I had the chance, I think I'd shoot him again." 		
CF | 		
CF | You stuff the gorilla skull into the sack. 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "take book" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE BOOK 		
CF | 		
CF | You pick up the book. 		
CF | 		
CF | "Oh, just drop that," says Verdeterre. "We're looking for 		
CF | treasure, not mildewy books." 		
CF | 		
CF | Your knees are covered by the rising waves. 		
CF | 		
CF | {This game includes Nautical Vocabulary Notes for your 		
CF | edification. If you would like to enable Nautical Vocabulary Notes, 		
CF | please enter the command "ENABLE NAUTICAL VOCABULARY NOTES". Thank 		
CF | you.} 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Aft Hold 		
CF | A lot of the things kept in the hold are just ballast, but there are a 		
CF | few items of interest. Fore from here is the rest of the hold, and 		
CF | stairs lead up to the lower deck. 		
CF | 		
CF | Roughly in the center of the space is an iron strongbox. 		
CF | 		
CF | An ornate vase stands nearby. 		
CF | 		
CF | A crystal ball is rolling around on the floor. 		
CF | 		
CF | Now the water is up to your thighs. 		
CF | 		
CF | The crystal ball disappears as the current sweeps over it. 		
CF | 		
CF | The captain rushes ahead of you, since coming here was his idea. 		
CF | 		
CF | > 		Knight_Otu says, "Ah, the crystal ball drowned again."
Knight_Otu says (to ClubFloyd), "get vase" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > GET VASE 		
CF | 		
CF | The captain squeaks approvingly. "That's a good one. That'll keep us 		
CF | fed for a week." 		
CF | 		
CF | You stuff the ornate vase into the sack. 		
CF | 		
CF | You wince as the waters climb up around your hips. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shoot strongbox" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > SHOOT STRONGBOX 		
CF | 		
CF | You shoot at the strongbox. Your bullet, the only bullet you have, 		
CF | bounces off harmlessly and disappears. 		
CF | 		
CF | The water is up to your waist. 		
CF | 		
CF | > 		Knight_Otu says, "Aw."
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold, and in fact 		
CF | actually smells somewhat pleasant. The galley is fore, and the map 		
CF | room is aft. Stairs lead down to the hold and up to the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x crate" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | It's a large crate, used for transporting various different types of 		
CF | cargo. 		
CF | 		
CF | In the smelly crate is a musky grey lump. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get lump" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > GET LUMP 		
CF | 		
CF | Captain Verdeterre wrinkles his nose. "What on earth is that thing? I 		
CF | don't like the looks of it." 		
CF | 		
CF | You hold onto it anyway. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put it in sack" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > PUT IT IN SACK 		
CF | 		
CF | You put the musky grey lump into the commodious sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put book in sack" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > PUT BOOK IN SACK 		
CF | 		
CF | You put the thick book into the commodious sack. 		
CF | 		
CF | > 		Jade says, "cool"
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Galley 		
CF | This room used to be the domain of Blaise, the ship's cook. Now the 		
CF | cabinets are empty, and the room is in a state of rapidly sinking 		
CF | disrepair. 		
CF | 		
CF | On top of one cabinet is a piece of hardtack. 		
CF | 		
CF | Hanging on the wall is an old violin. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinets" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > X CABINETS 		
CF | 		
CF | The cabinets are all open and empty, except for the one that's still 		
CF | closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | The cabinet's door won't budge. It's locked. 		
CF | 		
CF | 		
CF | Verdeterre rolls his eyes. "Yeah, I have no idea where the key is. 		
CF | Just forget about it." 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold. The galley is 		
CF | fore, and the map room is aft. Stairs lead down to the hold and up to 		
CF | the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Miscellaneous 		
CF | This was the map room originally, and then it became a kind of general 		
CF | storage space, and then it was picked almost clean by various 		
CF | deserters. 		
CF | 		
CF | The flag box stands nearby. 		
CF | 		
CF | In the center of the room is the map table; sitting on top is a 		
CF | sextant. 		
CF | 		
CF | There's a barrel over in the corner. 		
CF | 		
CF | The rising water has reached your ankles. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x barrel" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > X BARREL 		
CF | 		
CF | The keg may have held food or drink once. Right now it's upside-down. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x flag box" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > X FLAG BOX 		
CF | 		
CF | The flag box contains, or used to contain, all of the flags a pirate 		
CF | ship could ever need. Over the course of your many voyages, a lot of 		
CF | the flags were ripped up angrily, or destroyed in the course of 		
CF | hilarious pranks. 		
CF | 		
CF | Right now it's closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "open it" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > OPEN IT 		
CF | 		
CF | You open the flag box, revealing a red and yellow flag. 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get flag" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > GET FLAG 		
CF | 		
CF | You pull the flag out of the box and unfold it: the design is a yellow 		
CF | cross on a red field. "Whose flag is this?" you ask your captain. 		
CF | 		
CF | "I dunno. I think Denmark? Anyway, it's useless. Toss it." 		
CF | 		
CF | You nod, and throw the flag somewhere where it won't get in the way. 		
CF | 		
CF | The flag that was underneath is striped. 		
CF | 		
CF | Your knees are covered by the rising waves. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get flag" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > GET FLAG 		
CF | 		
CF | You unfold the striped flag to see the entire design. It's a blue 		
CF | stripe, a white stripe, a red stripe, a white stripe, and a blue 		
CF | stripe. 		
CF | 		
CF | "That's the Russian flag," Verdeterre explains. "You're holding it 		
CF | upside down." 		
CF | 		
CF | It's just a Russian flag anyway, so you toss it. The next flag in the 		
CF | box has a red X on it. 		
CF | 		
CF | Now the water is up to your thighs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get flag" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > GET FLAG 		
CF | 		
CF | This flag has a red X on a white field. "That's the Swiss flag," 		
CF | Verdeterre says, but then he stops himself: "No, wait. The Swiss flag 		
CF | is a white cross on red. So this one, I guess, is for... the Swiss 		
CF | navy." 		
CF | 		
CF | The captain seems put off a bit at himself, so you throw away the 		
CF | offending flag. 		
CF | 		
CF | At the bottom of the flag box is an old tapestry. 		
CF | 		
CF | You wince as the waters climb up around your hips. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get tapestry" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 3 		
CF | 		
CF | > GET TAPESTRY 		
CF | 		
CF | You pull out the tapestry and unfold it. It depicts a rat in clerical 		
CF | garb lying on his back, his stomach pierced by the spear of a human 		
CF | paladin. The rat's fingers are either raised in pious benediction or 		
CF | twisted in pain. 		
CF | 		
CF | "Hey, that's the Martyrdom of Saint Incertus!" says Verdeterre. "He's 		
CF | the patron saint of the pursued, I think. Too bad he's not the patron 		
CF | saint of shipwrecks. Better take it along." 		
CF | 		
CF | You fold it up carefully. "Why did they martyr him?" you ask. 		
CF | 		
CF | "Well, between the Human Catholic Church and the Rat Catholic Church 		
CF | there are some differences in the rules—such as, according to the 		
CF | human church, you're not allowed to declare yourself a saint. It's 		
CF | considered presumptuous. But we did get a tapestry out of it." 		
CF | 		
CF | You stuff the tapestry of Saint Incertus into the sack. 		
CF | 		
CF | The water is up to your waist. 		
CF | 		
CF | The waves lift the barrel off the floor, and it rolls away. 		
CF | 		
CF | > 		Knight_Otu says, "Right, our illustrious captain is a rat."
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 3 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold. The galley is 		
CF | fore, and the map room is aft. Stairs lead down to the hold and up to 		
CF | the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | Now the water is up to your chest. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 3 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Main Deck 		
CF | Ah, open air. The sea stretches out in all directions. There is no 		
CF | land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | There's a silver locket lying on the deck. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 3 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Captain's Quarters 		
CF | Here is where the captain sleeps, where he eats, where he does his 		
CF | deep thinking. Most of this happens in his bed. Hung on one wall is a 		
CF | shelf, set aside for the captain's favorite objects. 		
CF | 		
CF | A pin is sticking out of the forward bulkhead, holding up the 		
CF | handkerchief outside. 		
CF | 		
CF | On the captain's bed is a silk pillow. 		
CF | 		
CF | On the shelf are a gold medallion and an iron key. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x shelf" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 3 		
CF | 		
CF | > X SHELF 		
CF | 		
CF | The captain had this shelf set up to display the most beloved of his 		
CF | possessions that he was able to keep track of. 		
CF | 		
CF | On the shelf are a gold medallion and an iron key. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get medallion" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 4 		
CF | 		
CF | > GET MEDALLION 		
CF | 		
CF | You give the medallion a quick once-over and ask Verdeterre, "What did 		
CF | you do to earn this?" 		
CF | 		
CF | "I stole it." 		
CF | 		
CF | You stuff the gold medallion into the sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Main Deck 		
CF | The sea stretches out in all directions. There is no land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | There's a silver locket lying on the deck. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Mainmast 		
CF | The mainmast is lodged in the deck here, near the middle of the ship. 		
CF | It's somewhat like the ship's belly button. Fore is the capstan, aft 		
CF | are the stairs to the lower deck, and up at the top of the mainmast is 		
CF | the top. 		
CF | 		
CF | The point of an exotic-looking dagger is lodged in the mast. 		
CF | 		
CF | A hand mirror is lying on the floor. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | Your life boat is hanging from the davits here. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get bot" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > GET BOT 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "o boat" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > O BOAT 		
CF | 		
CF | Taken. 		
CF | 		
CF | The water glides over the decks and soon it is up to your ankles. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Crew Quarters 		
CF ] + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Crew Quarters 		
CF | The crew's quarters were never intended to be welcoming or 		
CF | well-appointed. The walls are lined with hammocks. The exit is aft. 		
CF | 		
CF | An old zither lies in the corner. 		
CF | 		
CF | Now the water is up to your shins. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get zither" 		
CF ] Crew Quarters 		
CF ] + AFT 		
CF ] Valuables: 5 		
CF | 		
CF | > GET ZITHER 		
CF | 		
CF | You point at the zither, and the captain says "Yeah, sure. It's out of 		
CF | tune, though." 		
CF | 		
CF | You lift the instrument from the floor. "How do you know?" 		
CF | 		
CF | "I don't, but it stands to reason, right?" 		
CF | 		
CF | You stuff the zither into the sack. 		
CF | 		
CF | Your knees are underwater now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 5 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | The water rises up around your thighs. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Jade says, "knees"
Knight_Otu says (to ClubFloyd), "up" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > UP 		
CF | 		
CF | 		
CF | Fo'c'sle 		
CF | The bowsprit extends from the prow here, and below that is the 		
CF | figurehead. Down the stairs abaft is the capstan. 		
CF | 		
CF | A fid is lying on the deck. 		
CF | 		
CF | The deck below is still sinking. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get fid" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > GET FID 		
CF | 		
CF | "Do we need this?" you ask your captain, indicating the fid. 		
CF | 		
CF | He says, "I kinda doubt it, but you might as well." 		
CF | 		
CF | You pick up the fid. 		
CF | 		
CF | By now the main deck is under about three feet of water. 		
CF | 		
CF | {A friendly reminder: Substantial resources have been invested in 		
CF | the research and implementation of this game's Nautical Vocabulary 		
CF | Notes. If you would like to enable Nautical Vocabulary Notes, please 		
CF | enter the command "ENABLE NAUTICAL VOCABULARY NOTES". Thank you very 		
CF | much.} 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a fid 		
CF | a life boat 		
CF | a commodious sack 		
CF | a zither 		
CF | a gold medallion 		
CF | a tapestry of Saint Incertus 		
CF | a thick book (closed) 		
CF | a musky grey lump 		
CF | an ornate vase 		
CF | a gorilla skull 		
CF | a flintlock pistol 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "pu fid in sack" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > PU FID IN SACK 		
CF | 		
CF | That's not a verb I recognize. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put fid in sack" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > PUT FID IN SACK 		
CF | 		
CF | You put the fid into the commodious sack. 		
CF | 		
CF | The sea continues to bury the main deck, inching its way toward you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pistol in sack" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > PUT PISTOL IN SACK 		
CF | 		
CF | You put the flintlock pistol into the commodious sack. 		
CF | 		
CF | Soon the main deck will be too deep underwater for you to walk around 		
CF | on it. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x figurehead" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > X FIGUREHEAD 		
CF | 		
CF | You have to lean uncomfortably over the gunwale to get a good look, 		
CF | but there she is: a wooden human woman in need of a coat of paint. 		
CF | 		
CF | "Hey, what's that she's wearing?" asks Verdeterre. 		
CF | 		
CF | In fact, the figurehead is wearing very little, but Verdeterre 		
CF | indicates what seems to be a non-wooden necklace around her neck. "Go 		
CF | get that!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb figurehead" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > CLIMB FIGUREHEAD 		
CF | 		
CF | I don't think much is to be achieved by that. 		
CF | 		
CF | The main deck has to be under at least five feet of water now. 		
CF | 		
CF | > 		Jade says, "cool"
		Knight_Otu says, "I'm not sure how to get there."
Knight_Otu says (to ClubFloyd), "enter figurehead" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > ENTER FIGUREHEAD 		
CF | 		
CF | That's not something you can enter. 		
CF | 		
CF | Your chance to return to the main deck is almost gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get necklace" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > GET NECKLACE 		
CF | 		
CF | The only way to reach that necklace would be to climb out onto the 		
CF | bowsprit. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb bowsprit" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > CLIMB BOWSPRIT 		
CF | 		
CF | You climb out to hang precariously from the bowsprit. 		
CF | 		
CF | From this position you can look right in the figurehead's face. She 		
CF | seems entirely too calm, given the circumstances. 		
CF | 		
CF | Around her neck is a string of pearls. 		
CF | 		
CF | The waters continue to bury the main deck. 		
CF | 		
CF | > 		Jade says, "this is a small figure"
Knight_Otu says (to ClubFloyd), "get necklace" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > GET NECKLACE 		
CF | 		
CF | You pull one hand free from the bowsprit to snatch up the necklace, 		
CF | and nearly lose your grip. 		
CF | 		
CF | "Careful down there!" Verdeterre cries. "I don't know what I'd do with 		
CF | myself if you lost any of our stuff. You should probably toss the 		
CF | necklace up to me so you don't drop it. Or I guess just put it in the 		
CF | bag." 		
CF | 		
CF | You stuff the pearl necklace into the sack. 		
CF | 		
CF | The water is too high now for you to safely hang from the bowsprit 		
CF | without drowning. 		
CF | 		
CF | Very, very carefully, you climb back from the bowsprit to the relative 		
CF | safety of the fo'c'sle. 		
CF | 		
CF | The rising water has almost reached the level of the upper decks. 		
CF | 		
CF | > 		Knight_Otu says, "I think there's little more I can do."
Knight_Otu says (to ClubFloyd), "enter boat" 		
CF | > 		
CF | > ENTER BOAT 		
CF | 		
CF | Are you sure you want to abandon ship? [y/n] 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "y" 		
CF | > 		
CF | > Y 		
CF | 		
CF | You shove off with all due haste. 		
CF | 		
CF | *** 		
Knight_Otu pushes the green 'space' button. 		
CF | ***The return to civilization was a long one, but you both survived, 		
CF | and the long task of liquidating your assets finally began. Now, 		
CF | having dealt with numerous fences, suckers, and a few legitimate 		
CF | businessmen, you take inventory of your priceless treasures and how 		
CF | much they turned out to worth: 		
CF | 		
CF | A beat-up flintlock pistol worth 23 dollars... 		
CF | The skull of an African gorilla, sold for 70 Spanish dollars to a 		
CF | credulous fellow already possessing the incomplete skeleton of an 		
CF | orangutan... 		
CF | A cheap imitation "Chinese" vase, hocked for 9 dollars... 		
CF | A musky grey lump, later identified as a piece of rare ambergris, 		
CF | valued at 179 dollars... 		
CF | A remarkably well-preserved tapestry of Saint Incertus the Audacious, 		
CF | worth 160 dollars to the monks of his order... 		
CF | A zither, origins unknown, sold to a musical enthusiast for 40 		
CF | dollars... 		
CF | A medallion of mysterious provenance, sold for 68 dollars... 		
CF | An extremely fine pearl necklace, sold to a "Bavarian princess" for 		
CF | 186 dollars... 		
CF | 		
CF | ...For a total of 735 Spanish dollars. 		
CF | 		
CF | The first mate's share of that came to 45 Spanish dollars and 7 		
CF | reales. 		
CF | 		
CF | *** 		Jade says, "lets see"
		Jade exclaims, "735; good!"
		Knight_Otu says, "Nice haul."
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | You and the Captain have both indulged in new coats, and the two of 		
CF | you draw many a glance as you stride down the street. 		
CF | 		
CF | "Really, I think we can take some time off," Verdeterre says. "We've 		
CF | got cash to live on for a good while, and something new will come up 		
CF | before we run out. Opportunities are constantly presenting themselves 		
CF | to me." 		
CF | 		
CF | He looks up at you approvingly. "Like you. I didn't have to hire you, 		
CF | but I did, and it seems to have worked out pretty okay." He smiles. "I 		
CF | doubt you could have done any better," he says, "and I really mean 		
CF | that." 		
CF | 		
CF | 		
CF | 		
CF | *** {Congratulations on your success.} *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read ABOUT this game? 		
CF | > 		PhilGoetz says, "eh, I'm done."
Knight_Otu says (to ClubFloyd), "about" 		
CF ] 		
CF | > 		
CF | > ABOUT 		
CF | 		
CF | {Thank you for playing Captain Verdeterre's Plunder. This 		
CF | is the first release of the game, written for entry in the 2013 		
CF | Interactive Fiction Competition. 		
CF | 		
CF | The author would like to thank his father; the Aubrey-Maturin 		
CF | novels of Patrick O'Brian; and his father's copy of Dean King's 		
CF | companion to the works of Patrick O'Brian, A Sea of Words, in 		
CF | that order, for the inspiration and information that they lended in 		
CF | the creation of this game. 		
CF | 		
CF | Further the author would like to thank beta testers Emily 		
CF | Boegheim, who also lended programming assistance; Colin Djukic; and of 		
CF | course Zach, who helped quite a bit in balancing certain 		
CF | elements. 		
CF | 		
CF | A special thanks is due to Caitlyn Harris, who created the cover 		
CF | art for the game. Please check out her work at 		
CF | caitlynharris.com and peruse her Etsy store. 		
CF | 		
CF | Finally, the author would like to thank you again for playing his 		
CF | game, which like any artistic expression does not truly exist until it 		
CF | is endured by an audience. If you would like to send your High Score 		
CF | to the author or otherwise contact him, you may email him at 		
CF | rcveeder@me.com or else say hello on Twitter, where his 		
CF | handle is @rcveeder. He would love to hear from you.} 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read ABOUT this game? 		
CF | > 		Knight_Otu says, "I think the book must be opened. I don't recall for sure, but it might have been hollowed out to conceal treasure."
		Knight_Otu says, "I didn't know the pistol could be sold, but thought it was worth a try."
		Jade says, "max is about 1856 or so"
		Knight_Otu says, "There are some quite hidden treasures around, as I recall. The one I definitely recall is a music box hidden somewhere above deck."
		Jade says, "I hadn't played this game before. I think that I will give it a try offline."
		Knight_Otu asks, "Do we want to make another run-through, or take a short session today?"
		Jade says, "I am dinning by now, but I am looking the screen of my tablet"
		Jade says, "we can do a step by step gameplay thinking in between"
Knight_Otu says (to ClubFloyd), "restart" 		
CF | 		
CF | 		
CF | 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | 		
CF | 		
CF | 		
CF | You can't help thinking this could have been avoided. 		
CF | 		
CF | "I know what you're thinking, lad. And you're right, this is all your 		
CF | fault. But you can't exactly blame yourself, either." 		
CF | 		
CF | The captain makes a pained clicking noise. "You did your best, and it 		
CF | wasn't good enough. All we can do now is make the best of a bad 		
CF | situation." 		
CF | 		
CF | He allows himself a moment of silence. Then he fixes you with a beady 		
CF | black eye: 		
CF | 		
CF | "You think you maybe oughta get to work?" 		
CF | 		
CF | 		
CF | 		
CF | TO CONTINUE PRESS ANY KEY TO CONTINUE 		
CF | PRESS ANY KEY TO CONTINUE PRESS ANY KEY 		
Knight_Otu pushes the green 'space' button. 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 0 		
CF | 		
CF | Captain Verdeterre's Plunder 		
CF | An account of the wreck of the Feckless by Ryan Veeder 		
CF | Release 1 / Serial number 131003 / Inform 7 build 6G60 (I6/v6.32 lib 		
CF | 6/12N) 		
CF | 		
CF | Fore Hold 		
CF | This is the foremost section of the hold, the location of the giant 		
CF | hole that the reef tore in the ship's hull. Water is gushing in at an 		
CF | alarming rate. 		
CF | 		
CF | The rest of the hold (and the stairs to the decks above) is aft. 		
CF | 		
CF | "All right," says Captain Verdeterre. "Let's round up everything 		
CF | that's worth anything and put it in that bag." He indicates a nearby 		
CF | sack, which you pick up. 		
CF | 		
CF | A perturbed-looking gorilla skull hangs from a hook on the wall. 		
CF | 		
CF | In one corner of the room is a pewter goblet. 		
CF | 		
CF | A thick book lies close by. 		
CF | 		
CF | > 		Jade says, "we have to take onl expenssive items"
		Knight_Otu says, "The gorilla skull sold for 70, the goblet for 11."
		Knight_Otu says, "We are unsure of the book."
		Jade says, "lets take the skull by now"
Knight_Otu says (to ClubFloyd), "take skull" 		
CF ] Fore Hold 		
CF ] + AFT 		
CF ] Valuables: 1 		
CF | 		
CF | > TAKE SKULL 		
CF | 		
CF | The captain smiles at the skull. "Good old Charlie! What a spirited 		
CF | guy. If I had the chance, I think I'd shoot him again." 		
CF | 		
CF | You stuff the gorilla skull into the sack. 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | > 		Knight_Otu asks, "We leave the book?"
		Knight_Otu asks, "And try for the crystal ball?"
		Jade says, "we need to optimize our turns..."
		Jade says, "and we should search the shelves"
		Knight_Otu nods.
		Jade says, "after, at captains cabbin"
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 1 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Aft Hold 		
CF | A lot of the things kept in the hold are just ballast, but there are a 		
CF | few items of interest. Fore from here is the rest of the hold, and 		
CF | stairs lead up to the lower deck. 		
CF | 		
CF | Roughly in the center of the space is an iron strongbox. 		
CF | 		
CF | An ornate vase stands nearby. 		
CF | 		
CF | A crystal ball is rolling around on the floor. 		
CF | 		
CF | Your knees are covered by the rising waves. 		
CF | 		
CF | {This game includes Nautical Vocabulary Notes for your 		
CF | edification. If you would like to enable Nautical Vocabulary Notes, 		
CF | please enter the command "ENABLE NAUTICAL VOCABULARY NOTES". Thank 		
CF | you.} 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Knight_Otu asks, "I think take the crystal ball and go up?"
		Jade says, "Let's try"
Knight_Otu says (to ClubFloyd), "get ball" 		
CF ] Aft Hold UP 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > GET BALL 		
CF | 		
CF | "Good eye. Superstitious suckers eat that kind of thing up." 		
CF | Verdeterre chuckles. 		
CF | 		
CF | You stuff the crystal ball into the sack. 		
CF | 		
CF | Now the water is up to your thighs. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold, and in fact 		
CF | actually smells somewhat pleasant. The galley is fore, and the map 		
CF | room is aft. Stairs lead down to the hold and up to the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		Knight_Otu says, "We definitely want the ambergris in the crate"
		Jade says, "yes"
		Knight_Otu says, "The doll sold for 36."
Knight_Otu says (to ClubFloyd), "x crate" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > X CRATE 		
CF | 		
CF | It's a large crate, used for transporting various different types of 		
CF | cargo. 		
CF | 		
CF | In the smelly crate is a musky grey lump. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get lump" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > GET LUMP 		
CF | 		
CF | Captain Verdeterre wrinkles his nose. "What on earth is that thing? I 		
CF | don't like the looks of it." 		
CF | 		
CF | You hold onto it anyway. 		
CF | 		
CF | > 		Knight_Otu says, "We need to remember to put it into the sack before we disembark."
		Jade says, "this lump worths 179$"
		Knight_Otu says, "The tapestry is 160-ish, but takes several turns."
		Jade says, "we can left alone and explore a bit furthermore, but 160$ is a very good stuff"
		Knight_Otu says, "There was a cabinet in the cooks quarters that was locked. We could try shooting it open."
		Jade says, "Let's go"
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Miscellaneous 		
CF ] FORE + 		
CF ] Valuables: 2 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Miscellaneous 		
CF | This was the map room originally, and then it became a kind of general 		
CF | storage space, and then it was picked almost clean by various 		
CF | deserters. 		
CF | 		
CF | The flag box stands nearby. 		
CF | 		
CF | In the center of the room is the map table; sitting on top is a 		
CF | sextant. 		
CF | 		
CF | There's a barrel over in the corner. 		
CF | 		
CF | The captain rushes ahead of you, since coming here was his idea. 		
CF | 		
CF | > 		Knight_Otu says, "Oops."
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 2 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold. The galley is 		
CF | fore, and the map room is aft. Stairs lead down to the hold and up to 		
CF | the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The captain rushes ahead of you, since coming here was his idea. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Galley 		
CF | This room used to be the domain of Blaise, the ship's cook. Now the 		
CF | cabinets are empty, and the room is in a state of rapidly sinking 		
CF | disrepair. 		
CF | 		
CF | On top of one cabinet is a piece of hardtack. 		
CF | 		
CF | Hanging on the wall is an old violin. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "x cabinets" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > X CABINETS 		
CF | 		
CF | The cabinets are all open and empty, except for the one that's still 		
CF | closed. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "shoot cabinet" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > SHOOT CABINET 		
CF | 		
CF | "Good idea!" Verdeterre shouts, as he gets out of the way. You blast 		
CF | away the lock, and the cabinet door falls open. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "look in cabinet" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 2 		
CF | 		
CF | > LOOK IN CABINET 		
CF | 		
CF | In the cabinet are a porcelain plate and a pile of silverware. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get plate" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 3 		
CF | 		
CF | > GET PLATE 		
CF | 		
CF | "Where did that come from?" Verdeterre mumbles. "Do you think Blaise 		
CF | was holding out on us?" 		
CF | 		
CF | You stuff the porcelain plate into the sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get silverware" 		
CF ] Galley 		
CF ] + AFT 		
CF ] Valuables: 4 		
CF | 		
CF | > GET SILVERWARE 		
CF | 		
CF | Verdeterre nods in approval as you struggle to pick up every fork, 		
CF | knife, and spoon. For him to assist in any way would be 		
CF | unprofessional. 		
CF | 		
CF | You stuff the pile of silverware into the sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 4 DOWN 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Lower Deck 		
CF | The lower deck is quite a bit homier than the hold. The galley is 		
CF | fore, and the map room is aft. Stairs lead down to the hold and up to 		
CF | the main deck. 		
CF | 		
CF | A portrait of your captain hangs on one wall. 		
CF | 		
CF | Lying on the floor is a wooden doll. 		
CF | 		
CF | There's a large wooden crate here, because there was no room for it 		
CF | anywhere else. 		
CF | 		
CF | The rising water has reached your ankles. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Jade says, "ok"
		Knight_Otu says, "Water at the ankles. We may not have time for the tapestry, especially after my direction blunder."
		Jade says, "we can look for the shelves"
Knight_Otu says (to ClubFloyd), "get doll" 		
CF ] Lower Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > GET DOLL 		
CF | 		
CF | "You know," says Verdeterre, "that doll gives me an idea. Better take 		
CF | it along." 		
CF | 		
CF | You stuff the wooden doll into the sack. 		
CF | 		
CF | Now the water is lapping at your shins. 		
CF | 		
CF | > 		Jade says, "max $ got by the testers was 818 $"
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 5 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Main Deck 		
CF | Ah, open air. The sea stretches out in all directions. There is no 		
CF | land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | There's a silver locket lying on the deck. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Knight_Otu says, "Locket and handkerchief were 10 and 15."
		Jade says, "poor $"
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 5 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Captain's Quarters 		
CF | Here is where the captain sleeps, where he eats, where he does his 		
CF | deep thinking. Most of this happens in his bed. Hung on one wall is a 		
CF | shelf, set aside for the captain's favorite objects. 		
CF | 		
CF | A pin is sticking out of the forward bulkhead, holding up the 		
CF | handkerchief outside. 		
CF | 		
CF | On the captain's bed is a silk pillow. 		
CF | 		
CF | On the shelf are a gold medallion and an iron key. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Knight_Otu says, "Medallion is 68."
Knight_Otu says (to ClubFloyd), "get medallion" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > GET MEDALLION 		
CF | 		
CF | You give the medallion a quick once-over and ask Verdeterre, "What did 		
CF | you do to earn this?" 		
CF | 		
CF | "I stole it." 		
CF | 		
CF | You stuff the gold medallion into the sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search shelves" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > SEARCH SHELVES 		
CF | 		
CF | You can't see any such thing. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "search shelf" 		
CF ] Captain's Quarters 		
CF ] FORE + 		
CF ] Valuables: 6 		
CF | 		
CF | > SEARCH SHELF 		
CF | 		
CF | On the shelf is an iron key. 		
CF | 		
CF | > 		Jade says, "pearl necklace 186$"
		Knight_Otu says, "I guess it's just the medallion and key on the shelf."
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Main Deck UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Main Deck 		
CF | The sea stretches out in all directions. There is no land in sight. 		
CF | 		
CF | You can worry about that later, though. Fore is the mainmast, aft is 		
CF | the captain's quarters, upstairs is the quarterdeck, and downstairs is 		
CF | the lower deck. 		
CF | 		
CF | A silk handkerchief hangs from the aft bulkhead. 		
CF | 		
CF | There's a silver locket lying on the deck. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Mainmast 		
CF | The mainmast is lodged in the deck here, near the middle of the ship. 		
CF | It's somewhat like the ship's belly button. Fore is the capstan, aft 		
CF | are the stairs to the lower deck, and up at the top of the mainmast is 		
CF | the top. 		
CF | 		
CF | The point of an exotic-looking dagger is lodged in the mast. 		
CF | 		
CF | A hand mirror is lying on the floor. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | Your life boat is hanging from the davits here. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get boat" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 6 		
CF | 		
CF | > GET BOAT 		
CF | 		
CF | Taken. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Fo'c'sle 		
CF | The bowsprit extends from the prow here, and below that is the 		
CF | figurehead. Down the stairs abaft is the capstan. 		
CF | 		
CF | A fid is lying on the deck. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Knight_Otu says, "I think the fid was worthless."
Knight_Otu says (to ClubFloyd), "x figurehead" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > X FIGUREHEAD 		
CF | 		
CF | You have to lean uncomfortably over the gunwale to get a good look, 		
CF | but there she is: a wooden human woman in need of a coat of paint. 		
CF | 		
CF | "Hey, what's that she's wearing?" asks Verdeterre. 		
CF | 		
CF | In fact, the figurehead is wearing very little, but Verdeterre 		
CF | indicates what seems to be a non-wooden necklace around her neck. "Go 		
CF | get that!" 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "climb bowsprit" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 6 DOWN 		
CF | 		
CF | > CLIMB BOWSPRIT 		
CF | 		
CF | You climb out to hang precariously from the bowsprit. 		
CF | 		
CF | From this position you can look right in the figurehead's face. She 		
CF | seems entirely too calm, given the circumstances. 		
CF | 		
CF | Around her neck is a string of pearls. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get necklace" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 7 DOWN 		
CF | 		
CF | > GET NECKLACE 		
CF | 		
CF | You pull one hand free from the bowsprit to snatch up the necklace, 		
CF | and nearly lose your grip. 		
CF | 		
CF | "Careful down there!" Verdeterre cries. "I don't know what I'd do with 		
CF | myself if you lost any of our stuff. You should probably toss the 		
CF | necklace up to me so you don't drop it. Or I guess just put it in the 		
CF | bag." 		
CF | 		
CF | You stuff the pearl necklace into the sack. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Fo'c'sle 		
CF ] + 		
CF ] Valuables: 7 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | Very, very carefully, you climb back from the bowsprit to the relative 		
CF | safety of the fo'c'sle. 		
CF | 		
CF | You notice that the waters have just crested over the main deck. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "d" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 7 		
CF | 		
CF | > D 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | Now the water is up to your shins. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "fore" 		
CF ] Crew Quarters 		
CF ] + AFT 		
CF ] Valuables: 7 		
CF | 		
CF | > FORE 		
CF | 		
CF | 		
CF | Crew Quarters 		
CF | The crew's quarters were never intended to be welcoming or 		
CF | well-appointed. The walls are lined with hammocks. The exit is aft. 		
CF | 		
CF | An old zither lies in the corner. 		
CF | 		
CF | Your knees are underwater now. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		Jade says, "cool"
Knight_Otu says (to ClubFloyd), "get zither" 		
CF ] Crew Quarters 		
CF ] + AFT 		
CF ] Valuables: 8 		
CF | 		
CF | > GET ZITHER 		
CF | 		
CF | You point at the zither, and the captain says "Yeah, sure. It's out of 		
CF | tune, though." 		
CF | 		
CF | You lift the instrument from the floor. "How do you know?" 		
CF | 		
CF | "I don't, but it stands to reason, right?" 		
CF | 		
CF | You stuff the zither into the sack. 		
CF | 		
CF | The water rises up around your thighs. 		
CF | 		
CF | > 		Knight_Otu says, "There's still the main mast. There might be something up there."
		Jade says, "this is a new item"
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Capstan UP 		
CF ] FORE + AFT 		
CF ] Valuables: 8 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Capstan 		
CF | This end of the deck is home to the capstan. The crew's quarters are 		
CF | fore and the mainmast is aft. Up a short flight of stairs is the 		
CF | fo'c'sle. 		
CF | 		
CF | Now the water reaches your hips. 		
CF | 		
CF | The captain darts ahead to take stock of the situation. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "aft" 		
CF ] Mainmast UP 		
CF ] FORE + AFT 		
CF ] Valuables: 8 		
CF | 		
CF | > AFT 		
CF | 		
CF | 		
CF | Mainmast 		
CF | The mainmast is lodged in the deck here, near the middle of the ship. 		
CF | It's somewhat like the ship's belly button. Fore is the capstan, aft 		
CF | are the stairs to the lower deck, and up at the top of the mainmast is 		
CF | the top. 		
CF | 		
CF | The point of an exotic-looking dagger is lodged in the mast. 		
CF | 		
CF | The rising waves climb up to your waist. 		
CF | 		
CF | The captain scurries along after you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "u" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 8 DOWN 		
CF | 		
CF | > U 		
CF | 		
CF | 		
CF | Top 		
CF | What a dizzying height! The shrouds reach higher, of course, but up 		
CF | here is high enough. 		
CF | 		
CF | A piece of brass is caught between the boards. 		
CF | 		
CF | A seagull is perched further out on the rigging. 		
CF | 		
CF | The sea continues to bury the main deck, inching its way toward you. 		
CF | 		
CF | The captain scampers up the lines ahead of you. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "get brass" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > GET BRASS 		
CF | 		
CF | It's a miniature crown, maybe the size of a tablespoon. 		
CF | 		
CF | "That!" Verdeterre shrieks. "That is important. Put that in the sack. 		
CF | Do not lose that." 		
CF | 		
CF | You stuff the tiny brass crown into the sack. 		
CF | 		
CF | Soon the main deck will be too deep underwater for you to walk around 		
CF | on it. 		
CF | 		
CF | {A friendly reminder: Substantial resources have been invested in 		
CF | the research and implementation of this game's Nautical Vocabulary 		
CF | Notes. If you would like to enable Nautical Vocabulary Notes, please 		
CF | enter the command "ENABLE NAUTICAL VOCABULARY NOTES". Thank you very 		
CF | much.} 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put lump in sack" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > PUT LUMP IN SACK 		
CF | 		
CF | You put the musky grey lump into the commodious sack. 		
CF | 		
CF | The main deck has to be under at least five feet of water now. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "put pistol in sack" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > PUT PISTOL IN SACK 		
CF | 		
CF | You put the flintlock pistol into the commodious sack. 		
CF | 		
CF | Your chance to return to the main deck is almost gone. 		
CF | 		
CF | > 		
Knight_Otu says (to ClubFloyd), "i" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > I 		
CF | 		
CF | You are carrying: 		
CF | a life boat 		
CF | a commodious sack 		
CF | a flintlock pistol 		
CF | a musky grey lump 		
CF | a tiny brass crown 		
CF | a zither 		
CF | a pearl necklace 		
CF | a gold medallion 		
CF | a wooden doll 		
CF | a pile of silverware 		
CF | a porcelain plate 		
CF | a crystal ball 		
CF | a gorilla skull 		
CF | 		
CF | > 		Knight_Otu says, "I thik it's time to abandon ship."
		Jade asks, "seagull???"
Knight_Otu says (to ClubFloyd), "x seagull" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > X SEAGULL 		
CF | 		
CF | The seagull seems to look straight back at you, a challenge in its 		
CF | eye. It has a gold watch clutched in its talons. Or do they count as 		
CF | talons if they're webbed? 		
CF | 		
CF | "Seagulls! Vermin of the sea! I hate them," the captain grumbles. 		
CF | 		
CF | > 		Knight_Otu says, "Oh, my."
		Knight_Otu says, "Sadly, I don't think we can get that watch anymore."
		Jade says, "a Rolex"
		Roger asks, "Is that what the hardtack is for?"
Knight_Otu says (to ClubFloyd), "get watch" 		
CF ] Top 		
CF ] + 		
CF ] Valuables: 9 DOWN 		
CF | 		
CF | > GET WATCH 		
CF | 		
CF | The seagull is out of reach, and besides which it seems rather taken 		
CF | with the piece. 		
CF | 		
CF | > 		Jade says, "ooh, it's a pitty"
		Knight_Otu says, "We don't have the hardtack this playthrough, so e can't test it.."
		Jade says, "oh my god, the hardtack would work here."
Knight_Otu says (to ClubFloyd), "enter boat" 		
CF | > 		
CF | > ENTER BOAT 		
CF | 		
CF | Are you sure you want to abandon ship? [y/n] 		
CF | 		
CF | > 		Jade says, "Let's see"
Knight_Otu says (to ClubFloyd), "y" 		
CF | > 		
CF | > Y 		
CF | 		
CF | You shove off with all due haste. 		
CF | 		
CF | *** 		
Knight_Otu pushes the green 'space' button. 		
CF | ***The return to civilization was a long one, but you both survived, 		
CF | and the long task of liquidating your assets finally began. Now, 		
CF | having dealt with numerous fences, suckers, and a few legitimate 		
CF | businessmen, you take inventory of your priceless treasures and how 		
CF | much they turned out to worth: 		
CF | 		
CF | A beat-up flintlock pistol worth 23 dollars... 		
CF | The skull of an African gorilla, sold for 70 Spanish dollars to a 		
CF | credulous fellow already possessing the incomplete skeleton of an 		
CF | orangutan... 		
CF | A flawless crystal ball worth 60 dollars... 		
CF | A Dutch peg doll which, after some modification and repainting, was 		
CF | sold as an "African fertility idol" for 36 dollars... 		
CF | A musky grey lump, later identified as a piece of rare ambergris, 		
CF | valued at 179 dollars... 		
CF | A plate of fine Japanese porcelain, sold to a heron enthusiast for 160 		
CF | dollars... 		
CF | An incomplete set of Verlaine silver worth 90 dollars... 		
CF | A zither, origins unknown, sold to a musical enthusiast for 40 		
CF | dollars... 		
CF | A medallion of mysterious provenance, sold for 68 dollars... 		
CF | A small brass crown, which Verdeterre refused to even consider 		
CF | selling... 		
CF | An extremely fine pearl necklace, sold to a "Bavarian princess" for 		
CF | 186 dollars... 		
CF | 		
CF | ...For a total of 912 Spanish dollars. 		
CF | 		
CF | The first mate's share of that came to 57 Spanish dollars. 		
CF | 		
CF | *** 		Jade says, "oooh! Amazing"
		Knight_Otu says, "Nice."
Knight_Otu pushes the green 'space' button. 		
CF ] 		
CF | Captain Verdeterre closes his eyes and sighs loudly as he rolls around 		
CF | in his pile of coins. "We made it," he sighs. "They said we'd never 		
CF | make it, but we showed them. We absolutely made it." 		
CF | 		
CF | "Who's they?" you ask. 		
CF | 		
CF | "Shut up," Verdeterre snaps. But then his eyes open, and he scurries 		
CF | over to you with an unfamiliar expression on his face. 		
CF | 		
CF | "I'm sorry," he says. "I shouldn't have yelled at you like that. I owe 		
CF | all of this to you. I owe a lot of it to you, anyway. But I've never 		
CF | thanked you." 		
CF | 		
CF | He touches your hand with his paw. "Thank you, Tibert. Thank you for 		
CF | joining my crew. Thank you for not abandoning me like every single 		
CF | other jerk I ever hired did. And thank you for making me so incredibly 		
CF | rich." 		
CF | 		
CF | You can't think of anything to say. Verdeterre turns around to survey 		
CF | his money again. 		
CF | 		
CF | "Yeah. Yes," he says. "I am going to buy a polar bear." 		
CF | 		
CF | 		
CF | 		
CF | *** {Congratulations! You've set a high score!} *** 		
CF | 		
CF | 		
CF | 		
CF | Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last 		
CF | command, or read ABOUT this game? 		
CF | > 		Knight_Otu says, "Pretty good ending, I'd say."
		Jade says, "yes, fine. I am guessing about the watch"
		Knight_Otu asks, "Shall we call it for today?"
		Jade says, "yes that has been a Great Game. I have enjoyed a lot and I can replay by myself."



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ClubFloyd Transcript:
Trouble in Sector 471 by Arthur DiBianca
As played on ifMUD on October 2 - 9, 2022

The idea behind ClubFloyd is that each week at a pre-arranged time, a group of people meet online to cooperatively play a game of interactive fiction.

Below is a transcript of Trouble in Sector 471 written by Arthur DiBianca. Trouble in Sector 471 was released as part of the 2022 Interactive Fiction Competition, in which it took fifth place. It was nominated for three Xyzzies: Best Puzzles, Best Individual Puzzle, and Best Implementation. You can learn more about the game, including how to download it, by visiting IFDB.

WARNING! Below you will find a transcript of people playing this game, and it goes without saying that the transcript is full of spoilers. So, if you've never played this game, and think you might like to at some point, I do not recommend reading any further. Instead, you might want to return to the interactive fiction page.
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